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    Job Class Guide by EllyEllyElly

    Version: 1.0 | Updated: 10/13/03 | Printable Version | Search This Guide

                   Disgaea: Hour of Darkness - Job Class Guide
    
    
                    Author: EllyEllyElly, A.K.A. Jamie Hogan
    
    
                     jmhogan@vwc.edu   AIM = MessiahoSilence
    
    
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    Table of Contents
    
         1. Introduction
         2. Stats and Aptitudes
              2-A. Stat Definitions
              2-B. Aptitude Definitions
         3. Weapon Types
              3-A. Fists
              3-B. Swords
              3-C. Spears
              3-D. Bows
              3-E. Guns
              3-F. Axes
              3-G. Staves
    4. Humanoid Class Listing
              4-A. Male Brawler
              4-B. Female Brawler
              4-C. Male Warrior
              4-D. Female Warrior
              4-E. Skulls
              4-F. Mages
              4-G. Male Cleric
              4-H. Female Cleric
              4-I. Archers
              4-J. Scouts
              4-K. Rogues
              4-L. Ninja
              4-M. Ronins
              4-N. Knights
              4-O. Recruits
              4-P. Angels
              4-Q. Majin
    5. Closing and Revisions
    6. Credit and Thanks
    7. Legal Stuff
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    1. Introduction
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Hail! Welcome to my, the annoyingly lazy EllyEllyElly's Disgaea Job Class
    Guide! This is my first Guide/FAQ, so please don't be too mean to me. :( Here
    you'll find out more about the individual statistics of every class in Disgaea
    (as well as their advanced forms) including weapon proficiencies, spells, and
    base stats/aptitudes. I also made a Weapon Technique section just to further
    clarify which weapons can do what. I'm leaving story characters out of this
    (for now), due to the fact that I don't have a real resource to find out their
    base statistics. I'll do Monsters at a later date, as well.
    
    The format that I'll have each class in is as follows.
    
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    Base Class Name (I.E., Male Brawler)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Personal Comments about the class, Strengths and Weaknesses, etc.
    
    
    (Class Name) - (Weapon Proficiencies)
    
    (Move/Jump, Counter)
    
    (HP Stat, Aptitude)
    (SP Stat, Aptitude)
    (ATK Stat, Aptitude)
    (DEF Stat, Aptitude)
    (INT Stat, Aptitude)
    (SPD Stat, Aptitude)
    (HIT Stat, Aptitude)
    (RES Stat, Aptitude)
    
    
    (Spell Name - Level learned (If Any))
    
    (Prerequisites for the class to be open)
    
    
    Thats it. Simple, no? On to the explanations!
    
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    2. Stats and Aptitudes
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    Stats are basically a numerical form of how strong you are. They can increase
    in several ways, such as simply leveling up and equipping armor and weapons, or
    stat stealing (Only available to the Rogue class line, and Thursday) and
    Transmigration. Quite simply, the more, the better. Characters with levels in
    the high thousands can quite easily surpass stats of a million.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    2-A. Stat Definitions
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    Here is a Brief explanation of all the stats and their purposes. Some are more
    important to certain classes than others.
    
    1. Hit Points, A.K.A. HP - The amount of Damage you can take. If it drops to
    zero, you're dead. Love your HP. Can be restored at the hospital, by healing
    items, and curative magic.
    
    2. Special/Spell Points, A.K.A. SP - Using Spells and Special Techniques drain
    these. If it drops to 0, you can't use any Magic or Techs. Can be restored at
    the hospital and by items.
    
    3 Attack, A.K.A. ATK - Your Physical Strength. The higher this stat, the more
    damage you'll do with Sword/Axe/Spear/Fist/Staff physical attacks and Techs. If
    you're a melee fighter, aim to get this as high as humanly possible. Note -
    Physical attacks do more damage when performed from higher planes than the
    enemy, and to their sides/back.
    
    4. Defense, A.K.A. DEF - Your resistance to Physical attacks and Techs. The
    higher this stat, the less damage you'll take from Physical attacks and Techs.
    With a Combination of High Defense and High HP, you'll be a walking tank.
    
    5. Intelligence, A.K.A. INT - Mental Strength. The higher this stat, the more
    damage you'll deal/heal with magical spells. Also Effects the power of some
    character's Techs (Flonne for example). A mage/cleric's best friend.
    
    6. Speed, A.K.A. SPD - How fast you are. The higher this stat, the Less chance
    a character's phsycal attacks will hit you. It also effects the chance to evade
    a "Bulls Eye" (Extra damage), and get a "Nick" (Lessend damage) from attacks. A
    Ninja's area of expertise.
    
    7. Hit, A.K.A. ..Erm.. HIT - How accurate you are. The higher this stat, the
    more damage you'll deal with Guns. It also effects the chance of scoring a
    "Bulls Eye" on your opponent, as well as lessen your chance to miss completely.
    If your HIT is low (Hi, Axe users!), prepare to see a lot of "Nick"s!
    
    8. Resistance, A.K.A. RES - Your Resistance to Magic. The higher this stat, the
    less damage you'll take from Magical Spells and Techs. It does NOT effect how
    much spells heal you - That is based completely on the caster's INT. Some
    monsters have a super high RES and a lower DEF.
    
    9. Move, A.K.A. MV - The amount of spaces you can move on the map. Classes with
    low MV (Hi, Galatic Demons!) will have a hard time getting around without items
    that increase it. (Slippers, Accelerator, etc.)
    
    10. Jump, A.K.A. JM - The height in DM in which you can reach when moving. For
    example, If your character has a JM of 20, and you're standing on a 5 DM field,
    you can jump up to a 25 DM height. Not as important as MV, but it helps
    nonetheless. (And generally items that increase MV Increase JM as well.)
    
    11. Counter, No A.K.A. needed - The amount of times you can counter (physically
    attacking when you are physically attacked) enemy attack. Your number of
    counters decreases by one if you take any action (Attacking, Techs, Spells).
    Counter in this game works kind of strangely. Laharl has a base counter of 2.
    He attacks a Nekomata, with a counter of 3. The Neko Counters once. Laharl will
    Counter back, running him out of Counter (Since he attacked initially. One
    attack and one counter expends his two). The Nekomata will counter back yet
    again. Now Gordon (Counter of 2) Attacks the Nekomata. She counters once,
    running her out of counters, in which Gordon counter-counters, running him out.
    You won't see it visibly, but your counter meter gets restored at the beginning
    of a Player Turn. You can petition to raise your counter at the Dark Assembly.
    Otherwise, there is no way to raise it.
    
    *Note - A character won't always counter, even if they have counters remaining
    in their gauge.*
    
    12. Levels, A.K.A. LV. - A numerical representation of how strong your
    character is overall. As you get experience by killing enemies, your level
    increases. The minimum level is 1, and the Maximum is 9999. When you gain a new
    level, all your statistics will rise.
    
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    2-B. Aptitude Definitions
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    Each character comes with a different set of "Aptitudes", or how much a certain
    stat effects them when equipping items. If your aptitude is high, you'll get
    the desired (or higher!) amount of a stat that the piece of equipment gives.
    But be warned, this works both ways, if an item decreases a certain stat.
    
    For Example, a Male Brawler has an ATK Aptitude of 100%, and a DEF aptitude of
    50%. Lets Equip him with a Spirit Belt that has an ATK stat of 200, and a DEF
    stat of -50. When he equips them item, then it would raise his ATK by 200,
    since he has 100% to that aptitude. Alternatively, a class with an ATK Aptitude
    of 50% would only get 100 of those ATK points.
    
    The belt also has a DEF penalty to it, though, of -50 points. But again,
    Aptitudes come into play with his DEF aptitude of 50%. So instead of losing 50
    DEF, he'll only lose 25 DEF. Neat, Huh? But remember, this also applies to
    positives, so if an item had a DEF of 50, he would only gain 25 DEF.
    
    Thats all there is to it for stats. Just follow the golden rule - More is good!
    
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    3. Weapon Types
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    There are seven different types of weapons in Disgaea. Fists, Swords, Spears,
    Bows, Guns, Axes, and Staves. Each has its own different strengths and
    weaknesses (though some are sadly weaker than others).
    
    Each Character will have a ranking in each weapon type - S, A, B, C, D, E, S
    being the highest, ane E the lowest. This effects how fast a character's
    proficiency in that weapon will rise. Lets take our friend the Male Brawler for
    example again.
    
    Weapon Apptitudes for Male brawlers -
    Fists/A, Swords/E, Spears/E, Bows/E, Guns/E, Axes/E, Staves/E.
    
    This basically means that the Male Brawler's skill in using Fist type weapons
    will increase drastically faster than the other weapon types. He *can* use
    those weapon types, but know that he won't gain skill very fast in them at all,
    so I would advise keeping him strictly with Fist Type weapons.
    
    Each character will have a number that displays their mastery in a certain
    weapon. For each level you gain in mastery, equipping a weapon of that type
    will boost your ATK (Sword/Spear/Axe/Fist), HIT (Guns), ATK AND HIT (Bows), or
    INT (Staves) by 3%! Also, once you reach a certain level of mastery (1, 3, 6,
    10, 15, and 20), you will learn a technique useable when you have that type of
    weapon equipped. (You can't use Spear Storm with a Gun equipped, sorry!)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3-A. Fists
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    Good old Brass knuckle beat down, here! Fist's power are reliant on the ATK
    stat, and Fist-Type weapons usually give a medium amount of ATK, but this is
    made up by the fact that classes good with fists generally have a good base ATK
    stat. Fist Techs do great damage, but require akward positioning.
    
    Triple Strike, requires 1 Mastery in Fist - UP 12dm, Down 12dm
    As the name implies. You punch your enemy once, kick them into the air, then
    uppercut them with such force it knocks them back a space. Each hit does less
    damage than a normal attack, but put together, it'll come out on top. I cannot
    stress enough the usefulness of this move on gatekeepers in the Item World.
    (Cannot be use if the space behind an enemy is obstructed).
    
    Tiger Charge, requires 3 Mastery in Fist - UP 12dm, Down 12dm
    Character jumps back two spaces, gathers strength, then rushes at the enemy,
    dealing great damage, and knocking them back one space. Does a fair bit more
    damage than Triple strike. But it's positioning can be very akward.
    
    Lion's Roar, requires 6 mastery in Fist - UP 12dm, Down 12dm
    You probably won't even have the SP to use this when you first aquire it. :P
    Character leaps back 3 spaces, and flies into the air, gathering energy, and
    rushes back down to earth, causing an explosion in their wake. Effects the 8
    pannels surrounding a character, and does medium damage.
    
    King of Beasts, requies 10 mastery in Fist - UP 12dm, Down 12dm
    I LOVE this move. Character kicks an enemy in the Air, and proceeds to beat the
    living hell out of them. Hits 11 times total (Yes, Eleven). The area two spaces
    behind an enemy cannot be obstructed, as that is where you slam them back down
    to earth. Massive Damage.
    
    Rising Dragon, Requires 15 mastery in Fist - UP 12dm, Down 12dm
    Characters uppercuts the enemy up over the atmosphere, into space (Which stops
    the stages music temporarily, cool effect). They then charge their energy, and
    punches them back down to earth, dealing great damage. As the enemy lands, it
    suffers even more damage. Is about on par with King of Beasts' damage, hits
    twice. Requies the two spaces behind your character to not be obstructed.
    
    Big Bang, Requires 20 mastery in Fist UP - 64dm, Down 64dm
    Somehow, the area board gets transported right in front of the sun! your
    character flips off, and charges into the board, pushing it right into the sun,
    dealing massive Fire based Damage to the enemies in a 3x3 area in front of you.
    Much more damaging than Lions roar, and a better area. But the fire element can
    be a hassle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3-B. Swords
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    Ahh, swords. The most Cliche'd weapon in RPG history, and for good reason!
    Sword power is reliant on ATK, and the swords themself usually offer a good
    (Better than fist, not as much as axe) amount of that. Sword skills are quite
    varied, and are useful in a lot of situations. That said, they aren't the most
    powerful in the world.
    
    Blade Rush, Requires 1 Mastery in Sword - UP 12dm, Down 12dm
    Character raises their sword in the air, and then charges at the enemies 3
    spaces in front of them. Stops on the Fourth space, and backflips back into
    inital position. Blade Rush does about the same damage as a normal attack
    (maybe a bit more), and requires the space 4 paces ahead of a character to not
    be obstructed.
    
    Hurricane Slash, Requiers 3 Mastery in Sword - UP 6dm, Down 6dm
    Get used to seeing this move. Character circles the enemy so fast, it creates a
    hurricane that raises the enemy upward. Character then jumps up, and Slashes
    the enemy down to the ground, and again slashes the now grounded enemy. Hits
    Twice for good damage. A Sword's main damage dealer for a long time. Hits an
    enemy one space away, as long as it stays within the height restrictions.
    
    Wind Cutter, Requies 6 Mastery in Sword - UP 12dm, Down 12dm
    Character jumps up, and creates a large, buzz-saw like blade of wind that they
    slash at the enemies positioned Three, Four, and Five spaces ahead of your
    character. Good for hitting people over gaps, or if you have other characters
    in the way. Does a bit more damage than Blade Rush.
    
    Winged Slayer, Requires 10 Mastery in Sword - UP 16dm, Down 18dm
    Character backflips 3 spaces back, and jumps into the air, gathering an immense
    amount of energy, and rushes back down to earth, hitting all enemies in a 3x3
    area ahead of your characters initial position. Does about the same damage as
    Wind Cutter. Requires the 3rd space behind a character to not be obstructed.
    This attack is *Crucial* for leveling up into the thousands. I hope you like
    Cave of Ordeals, stage 3!
    
    Nightsever, Requiers 15 Mastery in Sword - UP 12dm, Down 12dm
    Character kicks the enemy into the air, and rushes after them, sword in hands,
    as you slash 4 pre-view esque times to the enemy (no damage), and one final
    slash (the "real" one), causing a small explosion to hit the enemy, doing great
    damage. The enemy is again damaged as they land back on the earth. The best
    sword move for pure damage. You'll never use Hurricane Slash again. Hits an
    enemy one space away, as long as it stays within the height restrictions.
    
    Dimension Slash, Requires 20 Mastery in Sword UP 24dm, Down 24dm
    Character jumps back, and backflips into the air, gathers energy, and slashes,
    causing a huge energy blade to slash onto your foes. Great Power and Range.
    Hits the 5 spaces directly in front of your character. Still not as much damage
    as Nightsever, though.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3-C. Spears
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    The bastard child of melee weaponry, Spears don't boast the highest attack
    power. Their specials aren't the most damage dealing either. But they have
    their purpose, especially in the early game. They can attack from two pannels
    away, and their specials position you in different places, making them good for
    hit-and-run strikes. Overall, they're less than average, but they'll be your
    friend when you first start out.
    
    Impaler, Requires 1 Mastery in Spear - UP 24dm, Down 36dm
    Character jumps into the air, and lands on the enemy's head, spear first. Ouch.
    Sadly, doesn't do much more damage than a normal attack. Actually, it does
    *less* damage than a "Bull's Eye" attack.It positions you one space behind your
    initial position, and requires for that space to not be obstructed. Use
    sparingly.
    
    Sky Lunge, Requires 3 Mastery in Spear - UP 6dm, Down 6dm
    Character grabs hold of enemy, spins them around, and throws them into the sky,
    as your character jumps up after them and quickly spears right through them,
    causing a small explosion. Your character lands one space behind the enemy's
    position. Much better damage than Impaler, but still not spectacular. Requires
    the space behind an enemy to not be obstructed.
    
    Asteroid Drop, Requires 6 Mastery in Spear - UP 24dm, Down 18dm
    Character spins around, jumps into the air, and comes crashing down, causing
    decent damage to the enemies in the 8 spaces surrounding your character. Your
    character lands 3 spaces ahead of the direction they are facing when you
    attack, making it great to get out of crowds. Not quite as much damage as Sky
    Lunge, but the extra targets it can hit make it superior.
    
    Avalanche, Requires 10 Mastery in Spear - UP 24dm, Down 24dm
    Character jumps in the air, and comes crashing down, sending the opponent
    skyward slightly. Your character then appears behind where they would land, and
    kicks them right back up, and again appears (you must be really fast) in front
    of your skyward foe, piercing them three times, and giving one final thrust,
    sending the foe back into ground, causing nice damage. Not only that, you land
    Four (4!!) Spaces behind your initial position, effectively letting you get the
    hell away from whoever you were near. This could hamper its effectiveness on
    places with minimal space, though. Good damage, good all around.
    
    Turbulence, Requiers 15 Mastery in Spear - UP 24dm, Down 24dm
    Character spins their spear so fast, it creates a hurricane, which sends the
    enemies in the 8 spaces surrounding your character Skyward. Your character then
    gathers energy, and shoots a large beam upward at your foes. They then fall to
    earth, causing Wind Based Damage to your enemies. Truthfully, I don't see why
    you would use this over Asteroid Drop, unless you have a lot of weak to wind
    enemies around. It doesn't reposition you, though, making it easier to use in
    tight quarters.
    
    Spear Storm, Requires 20 Mastery in Spear UP 24dm, Down 24dm
    Bring out your umbrella. Your character backflips backwards three spaces, then
    jumps straight up into the air, gathering energy, and causing massive fire
    spears to form. They then hurl the spears downwards on the enemies on the 8
    spaces around your initial position, causing a HUGE explosion, doing massive
    Fire-Based Damage. Another one of those 8 pannel attacks, Spear Storm takes the
    prize in this category. Even with the minor inconvinience of the Fire Element,
    Spear Storm outdamages both Asteroid Drop and Turbulence.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3-D. Bows
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    As the Spears are the bastard child of melee, Bows are the bastard child of
    Range attacks. You'll get less range, less power, and less.. whatever else can
    be less with Bows as opposed to Guns, as well as really akward positioning. In
    exchange, you get.. Status Ailiments. Nothing like depraving a group of
    enemies. Oh yeah. Bows also follow a unique damage calculation, which is: ATK/2
    + HIT/2 = Damage, which means you have to keep BOTH HIT and ATK up to keep your
    damage steady. But you also get a Bonus to Both when equipping a Bow if your
    Mastery is high. Overall, unless you're an archer, I'd stay away from bows.
    
    Poison Arrow, Requies 1 Mastery in Bow - UP 12dm, Down 12dm
    Character..Um.. shoots an enemy with an arrow that can cause poison. Not much
    to say about this one, except that this should replace your normal attack
    whenever possible, since they deal about the same damage. Hits the enemy 3
    spaces ahead of you.
    
    Dark Flash, Requires 3 Mastery in Bow - UP 12dm, Down 16dm
    Character raises their arm, which somehow causes a tractor beam to pick up the
    enemies two, three, and four spaces ahead of you. You then shoot an arrow which
    pierces all of them. Causes Deprave, which is utterly USELESS, and does about
    as much damage as poison arrow. Pretty good earlier on for hitting groups, but
    thats about it.
    
    Delta Split, Requies 6 Mastery in Bow - UP 14dm, Down 14dm
    A bow attack that does decent damage? Whoda thunk it? Too bad it's positioning
    is HORRIBLY akward. Targets an Enemy Two Spaces ahead of you, as you split into
    three, which go Two spaces horizontally and  then two spaces vertically from
    your enemy. I can't really explain this well, so I'll draw a diagram. X = You,
    E = Enemy, + = a space, S = Spaces that must not be obstructed.
    
             S+++S
             +++++
             +++++
             ++E++
               +
               X
    
    Anyways. You and your clones exchange energy, Charge, and shoot your enemy
    simutaneously. Decent Damage, and can cause sleep, which is useful. But have
    fun with the positioning.
    
    Sturmhimmel, Requires 10 Mastery in Bow - UP 14dm, Down 12dm
    Another hard to explain one, so Diagram inc! X = You, + = a space, S = Spaces
    it can target
    
             SSS
             +++
              X
    
    Your character jumps into the air, and fires a volley of lightning bolts at the
    enemies, ending with one giant bolt that causes good damage. Can Cause
    paralysis. A better Multi-Target move than Dark Flash, use this often against
    groups.
    
    Zielregen, Requires 15 Mastery in Bow - UP 12dm, Down 12dm
    Oh Bow, why must you torture me with hard to desrcibe moves?
    X = You, + = a space, S + Spaces it can target
    
             S+S
             +S+
             S+S
             +++
              X
    
    Character jumps in the air, and fires a volley of arrows at your foes. As the
    arrows make contact, an explosion erupts, causing good Fire based Damage.
    Zielgregen can also cause Forget. Use this when some fire weak enemies come up,
    otherwise, stick to Sturmhimmel or Delta Split.
    
    Doppleganger, Requiers 20 Mastery in Bow - UP 15dm, Down 15dm
    The best bow damage dealer by far. (I guess thats why it's the ultimate!) About
    28 copies of yourself surround the enemy, and shoot the enemy in turn, each
    dealing a small amount of damage. But put together, you get yourself a nice
    total. Any enemy in a range of 4 (Pretend the tech itself has a MV range of 4)
    can be targeted. The only bow move that causes no abnormal status.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3-E. Guns
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Guns. Quite simply, the embodiment of pure damage with range attacks. All Gun
    techs have one purpose - Big Damage on a single target. Gun specials also
    usually have an elemental attached to it, for added (or lessened) damage to
    enemies weak (or strong) to it. Gun damage is based completely on your HIT
    stat, so give your character a couple pairs of glasses, and they'll be set to
    kick some arse.
    
    Tri Shot, Requies 1 Mastery in Gun - UP 20dm, Down 20dm
    As the name implies. You shoot your enemy thrice. Each hit deals Ice-Based
    damage, and effects an enemy 3 spaces ahead of your character. Simple,
    effective.
    
    Rapidfire, Requires 3 Mastery in Gun - UP 8dm, Down 8dm
    Your character jumps in front of the enemy, and kicks them in the air, causing
    fire based damage, then shoots them 6 more times on the way down, totalling 7
    hits of Fire damage. This is just cruel early in the game against fire weak
    enemies. Targets the enemy 4 spaces ahead of you, and requires the space one
    space ahead of the Enemy (Where your character will start their assault) to not
    be obstructed.
    
    Proximal Shot, Requires 6 Mastery in Gun - UP 12dm, Down 12dm
    Targets the enemy directly in front of your character. Charges an immense
    amount of energy, and blasts at point blank range, sending your character
    flying backwards three spaces. Does Non-Elemental damage, and is great for
    times when the other two earlier attacks just can't fit in (Wind weak enimies,
    for one). Deals more damage than a normal attack, but not quite as much as the
    previous techs against a weak-to-element enemy.
    
    Bullet Storm, Requires 10 Mastery in Gun UP 12dm, Down 12dm
    Targets the enemy 3 spaces ahead of you. Your character jumps straight above
    the enemy, and shoots 16 or 17 times, each for a small amount of non-elemental
    damage. Total damage is quite high, though, so again, use against those
    Wind-Weak enemies.
    
    Totenkruez, Requires 15 Mastery in Gun - UP 18dm, Down 18dm
    As seen on the demo! Character jumps into the Air above the enemy, and fires a
    gigantic beam of flame onto the foe, causing fire based damage. As if that
    wasn't enough, the flame erupts into a giant cross, causing even MORE damage.
    Effectively replaces Rapidfire. Targets an enemy within a move range of 4. Use
    against monsters named Jesus for added fun.
    
    Inferno, Requires 20 Mastery in Gun - UP 15dm, Down 15dm
    Your character splits into four, each shooting the enemy once, then kicks then
    enemy into the air, doing more damage, and charges four more shots, and lets
    loose, causing four more hits. Does one last hit as the clones dissapear,
    totaling 10 hits. Strangely, its not fire elemental. Massive, huge, big damage.
    Targets an enemy within a move range of 5.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3-F. Axes
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Axes, how do I love thee? Well, not much at all, but you're still pretty good.
    With axes, expect a bloody HUGE amount of melee damage, especially with
    specials. As an added effect, most specials lower enemy defense by a certain %!
    On the downside, you won't be able to land a lot of normal hits, as your hit
    will be hideously low, so watch out when you run out of SP! Note - All Axe
    specials target a single enemy, one space ahead of you. (With one exception)
    
    Boulder Crush, Requires 1 Mastery in Axe - UP 12dm, Down 12dm
    Character slashes enemy once, then jumps up and slashes again. Decent damage.
    Low SP cost enables it to be used lots. Nothing much else to say.
    
    Skull Splitter, Requires 3 Mastery in Axe - UP 12dm, Down 12dm
    Character slashes enemy once, kicks them into the air, Slashes again in the
    air, and finally drops down on the enemy for a total of four hits. This move
    will annihilate in the early game. Relatively low SP cost, so fire away!
    
    Collossal Fissure, Requires 6 Mastery in Axe - UP 12dm, Down 14dm
    Character jumps up in the air, spinning around, and lands axe first on the foe,
    sending them skyward. Character then jumps upwards, and knocks them with huge
    force back down to ground, hitting them two more times, for a total of three
    greatly damaging blows. Axe moves are easy, cause the next one is always better
    than the last!
    
    Violent Storm, Requires 10 Mastery in Axe - UP 8dm, Down 8dm
    Don't use this move with a Rogue, unless you want to be highly annoyed. The
    exception to the rule, this move also requires the space behind the enemy to
    not be obstructed. Hitting 6 times total, You rush through the enemy, hitting
    four times, knock them into the air, then finally jump up, and land on their
    head, axe first. Huge damage, only slightly more annoying to use.
    
    Graviton Bomb, Requires 15 Mastery in Axe - UP 16dm, Down 12dm
    Character jumps high into the air, and comes down with such great force, an
    aura of fire surrounds them. Comes down hard onto the foe, causing HUGE fire
    elemental damage. If an enemy is weak or neutral to fire, make this your number
    one form of attack. Otherwise, stick to Violent Storm. Or you could just use...
    
    Calamity Drive, Requires 20 Mastery in Axe - UP 15dm, Down 15dm
    Character rushes towards enemy, and slashes once, sending them skywards, then
    slashes in a zig-zag fashion 4 more times, and finally drives the enemy back
    down to earth from above. 6 hits total. If your enemy isn't weak to fire, this
    is THE attack to use. Massive, huge, big numbers that make Hit Points go away.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3-G. Staves
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    If you're primarily a magic user, you WILL want a staff. Period. No questions.
    I said, stop asking questions! Unlike the other weapons, staves have no weapon
    techs, but they have other very nifty effects for magic spells. For every
    mastery level you get in staves, your magic spells will be powered by 3% (As
    long as a staff is equipped). Also, Your magic's area and range will increase
    when staves are equipped, making your spells go super far away, as well as gain
    acsess to spells that hit more targets, faster (a maximum of a 3x3 range). A 20
    Mastery in Staff increases spell range and area by 4, as well as raise spell
    power by 60%! Don't expect to be doing any physical damage, though.
    
    Staff Mastery Chart - Every level adds 3% to power.
    0 - +0 Range, +0 Area. 100% Power.
    1 - +0 Range, +0 Area. 103% Power.
    2 - +1 Range, +0 Area. 106% Power.
    3 - +1 Range, +1 Area. 109% Power.
    4 - +1 Range, +1 Area. 112% Power.
    5 - +1 Range, +1 Area. 115% Power.
    6 - +2 Range, +1 Area. 118% Power.
    7 - +2 Range, +2 Area. 121% Power.
    8 - +2 Range, +2 Area. 124% Power.
    9 - +2 Range, +2 Area. 127% Power.
    10 - +3 Range, +2 Area. 130% Power.
    11 - +3 Range, +3 Area. 133% Power.
    12 - +3 Range, +3 Area. 136% Power.
    13 - +3 Range, +3 Area. 139% Power.
    14 - +3 Range, +3 Area. 142% Power.
    15 - +4 Range, +3 Area. 145% Power.
    16 - +4 Range, +4 Area. 148% Power.
    
    +4 Range and Area is the Limit. Power % can go all the way to 200%
    
    
    
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4. Humanoid Class Listing
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Now that all of that is over with, here's the real reason why you're here! (I
    think.) Humanoid classes will probably make up the majority of your party. They
    each have different skills they excell at, and in general are much more
    versatile than Story Characters or Monsters. By use of Transmigration (Read
    JungleJim's FAQ), humanoids will become quite a force to be reckoned with,
    especially the rediculously overpowered Divine Majin. All classes can excell
    when put to good use, though, so don't think you *have* to use the Majin to
    obliterate the high end of the game.
    
    Humanoid Characters (And some Story Characters) mainly attack through use of
    Weapons and Techs. Each class has their specialties in Weapons, and it's
    generally better to keep them equipped with their best ranked weapon so you can
    gain more Weapon Mastery levels faster. Now, without any further distractions...
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4-A. Male Brawler
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Brawlers are the main hand-to-hand fighters in Disgaea. They boast one of the
    highest ATK stats, great HP, And good SPD/HIT. But on the other hand, they have
    pretty bad DEF/RES, and low aptitudes in those to match. Overall, they're great
    if you need an attacker, for their Fist Techniques are very powerful coupled
    with their high ATK. Just make sure you keep them healed, and watch their SP!
    In my opinion, slightly worse than the Female Brawler, since their stat
    aptitudes are a bit more useless than the female's. (Until Eternal Fist form,
    in which they become pretty even.)
    
    The Male Brawler is one of the initial classes available.
    
    
    Brawler - A/Fist, E/Sword, E/Spear, E/Bow, E/Gun, E/Axe, E/Staff
    
    6 Move/20 Jump, 2 Counter
    
    HP - 16, 100%
    SP - 5, 50%
    ATK - 12, 100%
    DEF - 4, 50%
    INT - 6, 60%
    SPD - 12, 100%
    HIT - 12, 100%
    RES - 4, 50%
    
    The Brawler learns no spells naturally.
    
    
    
    Pugilist - A/Fist, E/Sword, D/Spear, E/Bow, E/Gun, D/Axe, E/Staff
    
    6 Move/22 Jump, 2 Counter
    
    HP - 17, 100%
    SP - 6, 50%
    ATK - 13, 100%
    DEF - 5, 50%
    INT - 6, 60%
    SPD - 13, 100%
    HIT - 12, 100%
    RES - 4, 50%
    
    Brawler at Level 5 Required
    
    
    
    Fighter - A/Fist, D/Sword, D/Spear, E/Bow, E/Gun, D/Axe, E/Staff
    
    6 Move/24 Jump, 3 Counter
    
    HP - 18, 100%
    SP - 6, 60%
    ATK - 14, 100%
    DEF - 5, 60%
    INT - 6, 60%
    SPD - 13, 100%
    HIT - 13, 100%
    RES - 4, 60%
    
    Brawler OR Pugilist at level 12 Required
    
    
    
    Black Belt - A/Fist, D/Sword, D/Spear, E/Bow, E/Gun, D/Axe, E/Staff
    
    6 Move/26 Jump, 3 Counter
    
    HP - 19, 100%
    SP - 6, 60%
    ATK - 15, 100%
    DEF - 6, 60%
    INT - 7, 70%
    SPD - 14, 100%
    HIT - 13, 100%
    RES - 5, 60%
    
    Brawler OR Pugilist OR Fighter at level 25 Required
    
    
    
    Wushu Master - A/Fist, D/Sword, D/Spear, E/Bow, E/Gun, D/Axe, E/Staff
    
    6 Move/28 Jump, 4 Counter
    
    HP - 20, 100%
    SP - 7, 70%
    ATK - 16, 100%
    DEF - 6, 60%
    INT - 7, 70%
    SPD - 14, 100%
    HIT - 14, 100%
    RES - 5, 60%
    
    Brawler OR Pugilist OR Fighter OR Black Belt at level 50 Required
    
    
    
    Eternal Fist - S/Fist, D/Sword, D/Spear, E/Bow, E/Gun, D/Axe, E/Staff
    
    6 Move/30 Jump, 4 Counter
    
    HP - 21, 100%
    SP - 7, 70%
    ATK - 17, 100%
    DEF - 7, 70%
    INT - 7, 70&
    SPD - 15, 100%
    HIT - 14, 100%
    RES - 5, 60%
    
    Brawler OR Pugilist OR Fighter OR Black Belt OR Wushu Master at level 100
    Required
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4-B. Female Brawler
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The only difference between the Male and Female brawlers are a few stray
    atrributes. Those attributes for the most part of the game, put the female
    *slightly* on top of the male, until the Eternal fist form, where they even out
    (somewhat). I personally like the female better on all levels, though. They
    look better, sound better, and don't turn blue. :( Use whichever you want
    though (or both!), there will be little to no difference.
    
    The Female Brawler is initally available.
    
    Brawler - A/Fist, E/Sword, D/Spear, E/Bow, E/Gun, E/Axe, E/Staff
    
    6 Move/20 Jump, 2 Counter
    
    HP - 16, 100%
    SP - 5, 50%
    ATK - 12, 100%
    DEF - 4, 50%
    INT - 6, 50%
    SPD - 12, 100%
    HIT - 12, 100%
    RES - 4, 60%
    
    The Brawler learns no spells naturally.
    
    
    
    Pugilist - A/Fist, D/Sword, D/Spear, E/Bow, E/Gun, E/Axe, E/Staff
    
    6 Move/22 Jump, 2 Counter
    
    HP - 17, 100%
    SP - 6, 50%
    ATK - 13, 100%
    DEF - 5, 50%
    INT - 6, 50%
    SPD - 13, 100%
    HIT - 12, 100%
    RES - 4, 60%
    
    Brawler at Level 5 Required
    
    
    
    Fighter - A/Fist, D/Sword, D/Spear, E/Bow, E/Gun, E/Axe, E/Staff
    
    6 Move/24 Jump, 3 Counter
    
    HP - 18, 100%
    SP - 6, 60%
    ATK - 14, 100%
    DEF - 5, 60%
    INT - 6, 60%
    SPD - 13, 100%
    HIT - 13, 100%
    RES - 4, 60%
    
    Brawler OR Pugilist at level 12 Required
    
    
    
    Black Belt - A/Fist, D/Sword, D/Spear, E/Bow, E/Gun, D/Axe, E/Staff
    
    6 Move/26 Jump, 3 Counter
    
    HP - 19, 100%
    SP - 6, 60%
    ATK - 15, 100%
    DEF - 6, 60%
    INT - 7, 60%
    SPD - 14, 100%
    HIT - 13, 100%
    RES - 5, 70%
    
    Brawler OR Pugilist OR Fighter at level 25 Required
    
    
    
    Wushu Master - A/Fist, D/Sword, D/Spear, E/Bow, E/Gun, D/Axe, E/Staff
    
    6 Move/28 Jump, 4 Counter
    
    HP - 20, 100%
    SP - 7, 70%
    ATK - 16, 100%
    DEF - 6, 60%
    INT - 7, 70%
    SPD - 14, 100%
    HIT - 14, 100%
    RES - 5, 70%
    
    Brawler OR Pugilist OR Fighter OR Black Belt at level 50 Required
    
    
    
    Eternal Fist - S/Fist, D/Spear, D/Sword, E/Bow, E/Gun, D/Axe, E/Staff
    
    6 Move/30 Jump, 4 Counter
    
    HP - 21, 100%
    SP - 7, 70%
    ATK - 17, 100%
    DEF - 7, 60%
    INT - 7, 70%
    SPD - 15, 100%
    HIT - 14, 100%
    RES - 5, 70%
    
    Brawler OR Pugilist OR Fighter OR Black Belt OR Wushu Master at level 100
    Required
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4-C. Male Warrior
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    I don't really like Warriors that much. Their ATK and HP can't stand up to a
    Brawler's, but their DEF and RES is way, way Better. And overall, their stats
    are pretty decent. Male Warriors are all adept at using Swords and Axes, but
    aren't as horribly restricted as Brawlers are. Just don't expect to get as much
    damage out of them. Warriors are good when you need a back-up attacker that can
    take a bit more pressure. Females dominate Male warriors in aptitudes, though,
    but Females are only used to unlock one class. Males are needed to unlock *THE*
    class. So again, pick whichever you wish, there isn't much difference.
    
    Male Warriors are availiable initially.
    
    
    Warrior - E/Fist, A/Sword, C/Spear, D/Bow, E/Gun, A/Axe, E/Staff
    
    5 Move/15 Jump, 1 Counter
    
    HP - 14, 100%
    SP - 6, 60%
    ATK - 11, 100%
    DEF - 8, 100%
    INT - 8, 70%
    SPD - 11, 80%
    HIT - 11, 80%
    RES - 8, 70%
    
    The Warrior learns no spells naturally.
    
    
    Battler - E/Fist, A/Sword, C/Spear, D/Bow, E/Gun, A/Axe, E/Staff
    
    5 Move/16 Jump, 1 Counter
    
    HP - 15, 100%
    SP - 6, 60%
    ATK - 12, 100%
    DEF - 8, 100%
    INT - 8, 70%
    SPD - 11, 80%
    HIT - 12, 80%
    RES - 9, 70%
    
    Warrior at level 5 Required
    
    
    Centurion - E/Fist, A/Sword, C/Spear, D/Bow, E/Gun, A/Axe, E/Staff
    
    5 Move/17 Jump, 1 Counter
    
    HP - 16, 100%
    SP - 6, 60%
    ATK - 12, 100%
    DEF - 9, 100%
    INT - 9, 70%
    SPD - 12, 80%
    HIT - 12, 90%
    RES - 9, 70%
    
    Warrior OR Battler at level 12 Requied
    
    
    
    Champion - D/Fist, A/Sword, C/Spear, D/Bow, E/Gun, A/Axe, E/Staff
    
    5 Move/18 Jump, 2 Counter
    
    HP - 17, 100%
    SP - 7, 70%
    ATK - 13, 100%
    DEF - 9, 100%
    INT - 9, 70%
    SPD - 12, 90%
    HIT - 13, 90%
    RES - 9, 80%
    
    Warrior OR Battler OR Centurion at level 25 Required
    
    
    
    Hero - D/Fist, A/Sword, C/Spear, D/Bow, E/Gun, A/Axe, E/Staff
    
    5 Move/19 Jump, 2 Counter
    
    HP - 18, 100%
    SP - 8, 70%
    ATK - 13, 100%
    DEF - 10, 100%
    INT - 9, 80%
    SPD - 13, 90%
    HIT - 13, 90%
    RES - 10, 80%
    
    Warrior OR Battler OR Centurion OR Champion at level 50 Required
    
    
    
    Cosmic Hero - D/Fist, S/Sword, C/Spear, D/Bow, E/Gun, S/Axe, E/Staff
    
    5 Move/20 Jump, 2 Counter
    
    HP - 19, 100%
    SP - 8, 70%
    ATK - 14, 100%
    DEF - 10, 100%
    INT - 10, 80%
    SPD - 13, 90%
    HIT - 14, 90%
    RES - 10, 80%
    
    Warrior OR Battler OR Centurion OR Champion OR Hero at level 100 Required
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4-D. Female Warrior
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Female Warriors are like Male Warriors, except Female, and with better
    aptitudes. They also don't yell out "I'LL FINISH THIS!111" every time they
    attack. Not a whole lot to say here, get one so you can unlock the Ronin
    though. You'll thank me later.
    
    Female Warriors are initially available.
    
    Warrior - E/Fist, A/Sword, A/Spear, D/Bow, E/Gun, C/Axe, E/Staff
    
    5 Move/15 Jump, 1 Counter
    
    HP - 14, 100%
    SP - 6, 60%
    ATK - 11, 100%
    DEF - 8, 100%
    INT - 8, 60%
    SPD - 11, 80%
    HIT - 11, 80%
    RES - 8, 80%
    
    The Warrior learns no spells Naturally.
    
    
    
    Battler - E/Fist, A/Sword, A/Spear, D/Bow, E/Gun, C/Axe, E/Staff
    
    5 Move/16 Jump, 1 Counter
    
    HP - 15, 100%
    SP - 6, 60%
    ATK - 12, 100%
    DEF - 8, 100%
    INT - 8, 60%
    SPD - 11, 80%
    HIT - 12, 80%
    RES - 9, 80%
    
    Warrior at level 5 Required
    
    
    
    Centurion - E/Fist, A/Sword, A/Spear, D/Bow, E/Gun, C/Axe, E/Staff
    
    5 Move/17 Jump, 1 Counter
    
    HP - 16, 100%
    SP - 7, 70%
    ATK - 12, 100%
    DEF - 9, 100%
    INT - 9, 60%
    SPD - 12, 90%
    HIT - 12, 80%
    RES - 9, 80%
    
    Warrior OR Battler at level 12 Required
    
    
    
    Champion - D/Fist, A/Sword, A/Spear, D/Bow, E/Gun, C/Axe, E/Staff
    
    5 Move/18 Jump, 2 Counter
    
    HP - 17, 100%
    SP - 7, 70%
    ATK - 13, 100%
    DEF - 9, 100%
    INT - 9, 70%
    SPD - 12, 90%
    HIT - 13, 90%
    RES - 9, 80%
    
    Warrior OR Battler OR Centurion at level 25 Required
    
    
    
    Hero - D/Fist, A/Sword, A/Spear, D/Bow, E/Gun, C/Axe, E/Staff
    
    5 Move/19 Jump, 2 Counter
    
    HP - 18, 100%
    SP - 8, 70%
    ATK - 13, 100%
    DEF - 10, 100%
    INT - 9, 70%
    SPD - 13, 90%
    HIT - 13, 90%
    RES - 10, 90%
    
    Warrior OR Battler OR Centurion OR Champion at level 50 Required
    
    
    
    Cosmic Hero - D/Fist, S/Sword, S/Spear, D/Bow, E/Gun, C/Axe, E/Staff
    
    5 Move/20 Jump, 2 Counter
    
    HP - 19, 100%
    SP - 8, 80%
    ATK - 14, 100%
    DEF - 10, 100%
    INT - 10, 70%
    SPD - 13, 90%
    HIT - 14, 90%
    RES - 10, 90%
    
    Warrior OR Battler OR Centurion OR Champion OR Hero at level 100 Required
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4-E. Skulls
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Skulls (And Mages), are, quite simply, the embodiment of casting flashy things
    that make numbers come up and things fall down. They have a very high INT, and
    their aptitudes increase it by even more. On the flip side, melee damage is a
    foreign concept to them. They also have HORRIBLE HP and DEF, so staying alive
    can be quite a task, but their RES is quite robust. They also can't move or
    jump very far. At first, they come in three varieties - Red, Green, and Blue,
    which respectively are tied to an Element - Fire, Wind, and Ice. Those spells
    are the only difference, though, so just pick which suits you better. The
    advanced forms have access to almost every offensive spell, though. You
    definately want a couple of these on your team. (Though I reccomend Mages,
    since Skulls have THE MOST ANNOYING VOICE I'VE EVER HEARD.)
    
    The Red/Green/Blue skulls and mages are all initially available.
    
    Note: Only the Red, Blue, Green, and Star mages can learn Tera level spells
    naturally.
    
    
    Red Skull - E/Fist, E/Sword, E/Spear, D/Bow, D/Gun, E/Axe, S/Staff
    
    4 Move/12 Jump, 0 Counter
    
    HP - 9, 40%
    SP - 13, 100%
    ATK - 6, 50%
    DEF - 3, 40%
    INT - 13, 110%
    SPD - 10, 70%
    HIT - 9, 80%
    RES - 13, 110%
    
    Spells:
    Fire - Level 1
    Mega Fire - Level 8
    Magic Boost - Level 9
    Braveheart - Level 12
    Giga Fire - Level 20
    Omega Fire - Level 40
    Tera Fire - Level 100
    
    
    
    Green Skull - E/Fist, E/Sword, E/Spear, D/Bow, D/Gun, E/Axe, S/Staff
    
    4 Move/12 Jump, 0 Counter
    
    HP - 9, 40%
    SP - 13, 100%
    ATK - 6, 50%
    DEF - 3, 40%
    INT - 13, 110%
    SPD - 10, 70%
    HIT - 9, 80%
    RES - 13, 110%
    
    Spells:
    Wind - Level 1
    Mega Wind - Level 8
    Magic Boost - Level 9
    Braveheart - Level 12
    Giga Wind - Level 20
    Omega Wind - Level 40
    Tera Wind - Level 100
    
    
    
    Blue Skull - E/Fist, E/Sword, E/Spear, D/Bow, D/Gun, E/Axe, S/Staff
    
    4 Move/12 Jump, 0 Counter
    
    HP - 9, 40%
    SP - 13, 100%
    ATK - 6, 50%
    DEF - 3, 40%
    INT - 13, 110%
    SPD - 10, 70%
    HIT - 9, 80%
    RES - 13, 110%
    
    Spells:
    Ice - Level 1
    Mega Ice - Level 8
    Magic Boost - Level 9
    Braveheart - Level 12
    Giga Ice - Level 20
    Omega Ice - Level 40
    Tera Ice - Level 100
    
    
    
    Star Skull - E/Fist, E/Sword, E/Spear, D/Bow, D/Gun, E/Axe, S/Staff
    
    4 Move/13 Jump, 0 Counter
    
    HP - 10, 50%
    SP - 14, 100%
    ATK - 7, 50%
    DEF - 3, 50%
    INT - 14, 110%
    SPD - 11, 80%
    HIT - 10, 90%
    RES - 14, 110%
    
    Spells:
    Star - Level 1
    Magic Boost - Level 9
    Mega Star - Level 12
    Braveheart - Level 12
    Giga Star - Level 25
    Omega Star - Level 50
    Tera Star - Level 120
    
    Level 5 Red Skull, Green Skull, AND Blue skull Required (All must exist at the
    same time)
    
    
    
    Prism Skull - E/Fist, E/Sword, E/Spear, D/Bow, D/Gun, E/Axe, S/Staff
    
    5 Move/15 Jump, 0 Counter
    
    HP - 11, 50%
    SP - 15, 100%
    ATK - 7, 60%
    DEF - 4, 50%
    INT - 15, 110%
    SPD - 11, 80%
    HIT - 10, 90%
    RES - 16, 110%
    
    Spells:
    Fire - Level 1
    Ice - Level 1
    Wind - Level 1
    Mega Fire - Level 8
    Mega Ice - Level 8
    Mega Wind - level 8
    Magic Boost - Level 9
    Braveheart - Level 12
    Giga Fire - Level 20
    Giga Ice - Level 20
    Giga Wind - Level 20
    Omega Fire - Level 40
    Omega Ice - Level 40
    Omega Wind - Level 40
    
    Star Skull at level 35 Required
    
    
    
    Galaxy Skull - E/Fist, E/Sword, E/Spear, D/Bow, D/Gun, E/Axe, S/Staff
    
    5 Move/17 Jump, 0 Counter
    
    HP - 12, 50%
    SP - 16, 100%
    ATK - 8, 60%
    DEF - 4, 50%
    INT - 16, 110%
    SPD - 12, 80%
    HIT - 11, 90%
    RES - 18, 110%
    
    Spells:
    Fire - Level 1
    Ice - Level 1
    Wind - Level 1
    Star - Level 1
    Mega Fire - Level 8
    Mega Ice - Level 8
    Mega Wind - level 8
    Magic Boost - Level 9
    Mega Star - Level 12
    Braveheart - Level 12
    Giga Fire - Level 20
    Giga Ice - Level 20
    Giga Wind - Level 20
    Giga Star - Level 25
    Omega Fire - Level 40
    Omega Ice - Level 40
    Omega Wind - Level 40
    Omega Star - Level 50
    
    Prism Skull at level 50 Required
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4-F. Mages
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mages are identical to skulls, except female, and have a higher SPD Aptitude,
    and a lower HIT Aptitude (Neither of which really matter for a magic user).
    They learn spells at the same levels, gain their advanced classes at the same
    levels, and even share the same class types (Red, Green, Blue, Star, Prism,
    Galaxy). I just personally like Mages better.
    
    Red, Green, and Blue mages are all initially available.
    
    Note: Again, only the Red, Green, Blue, and Star mages can learn Tera Spells
    naturally.
    
    Red Mage - E/Fist, E/Sword, E/Spear, D/Bow, D/Gun, E/Axe, S/Staff
    
    4 Move/12 Jump, 0 Counter
    
    HP - 9, 40%
    SP - 13, 100%
    ATK - 6, 50%
    DEF - 3, 40%
    INT - 13, 110%
    SPD - 10, 80%
    HIT - 9, 70%
    RES - 13, 110%
    
    Spells:
    Fire - Level 1
    Mega Fire - Level 8
    Magic Boost - Level 9
    Braveheart - Level 12
    Giga Fire - Level 20
    Omega Fire - Level 40
    Tera Fire - Level 100
    
    
    
    Green Mage - E/Fist, E/Sword, E/Spear, D/Bow, D/Gun, E/Axe, S/Staff
    
    4 Move/12 Jump, 0 Counter
    
    HP - 9, 40%
    SP - 13, 100%
    ATK - 6, 50%
    DEF - 3, 40%
    INT - 13, 110%
    SPD - 10, 80%
    HIT - 9, 70%
    RES - 13, 110%
    
    Spells:
    Wind - Level 1
    Mega Wind - Level 8
    Magic Boost - Level 9
    Braveheart - Level 12
    Giga Wind - Level 20
    Omega Wind - Level 40
    Tera Wind - Level 100
    
    
    
    Blue Mage - E/Fist, E/Sword, E/Spear, D/Bow, D/Gun, E/Axe, S/Staff
    
    4 Move/12 Jump, 0 Counter
    
    HP - 9, 40%
    SP - 13, 100%
    ATK - 6, 50%
    DEF - 3, 40%
    INT - 13, 110%
    SPD - 10, 80%
    HIT - 9, 70%
    RES - 13, 110%
    
    Spells:
    Ice - Level 1
    Mega Ice - Level 8
    Magic Boost - Level 9
    Braveheart - Level 12
    Giga Ice - Level 20
    Omega Ice - Level 40
    Tera Ice - Level 100
    
    
    
    Star Mage - E/Fist, E/Sword, E/Spear, D/Bow, D/Gun, E/Axe, S/Staff
    
    4 Move/13 Jump, 0 Counter
    
    HP - 10, 50%
    SP - 14, 100%
    ATK - 7, 50%
    DEF - 3, 50%
    INT - 14, 110%
    SPD - 11, 90%
    HIT - 10, 80%
    RES - 14, 110%
    
    Spells:
    Star - Level 1
    Magic Boost - Level 9
    Mega Star - Level 12
    Braveheart - Level 12
    Giga Star - Level 25
    Omega Star - Level 50
    Tera Star - Level 120
    
    Level 5 Red Mage, Green Mage, AND Blue Mage Required (All must exist at the
    same time)
    
    
    
    Prism Mage - E/Fist, E/Sword, E/Spear, D/Bow, D/Gun, E/Axe, S/Staff
    
    5 Move/15 Jump, 0 Counter
    
    HP - 11, 50%
    SP - 15, 100%
    ATK - 7, 60%
    DEF - 4, 50%
    INT - 15, 110%
    SPD - 11, 90%
    HIT - 10, 80%
    RES - 16, 110%
    
    Spells:
    Fire - Level 1
    Ice - Level 1
    Wind - Level 1
    Mega Fire - Level 8
    Mega Ice - Level 8
    Mega Wind - level 8
    Magic Boost - Level 9
    Braveheart - Level 12
    Giga Fire - Level 20
    Giga Ice - Level 20
    Giga Wind - Level 20
    Omega Fire - Level 40
    Omega Ice - Level 40
    Omega Wind - Level 40
    
    Star Mage at level 35 Required
    
    
    
    Galaxy Mage - E/Fist, E/Sword, E/Spear, D/Bow, D/Gun, E/Axe, S/Staff
    
    5 Move/17 Jump, 0 Counter
    
    HP - 12, 50%
    SP - 16, 100%
    ATK - 8, 60%
    DEF - 4, 50%
    INT - 16, 110%
    SPD - 12, 90%
    HIT - 11, 80%
    RES - 18, 110%
    
    Spells:
    Fire - Level 1
    Ice - Level 1
    Wind - Level 1
    Star - Level 1
    Mega Fire - Level 8
    Mega Ice - Level 8
    Mega Wind - level 8
    Magic Boost - Level 9
    Mega Star - Level 12
    Braveheart - Level 12
    Giga Fire - Level 20
    Giga Ice - Level 20
    Giga Wind - Level 20
    Giga Star - Level 25
    Omega Fire - Level 40
    Omega Ice - Level 40
    Omega Wind - Level 40
    Omega Star - Level 50
    
    Prism Mage at level 50 Required
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4-G. Male Cleric
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Clerics heal things. Wow. They have a very high INT (Though they can't match
    the Mage/Skull aptitude), and have good HP and so so defense as well, making
    them much more survivable. They also get a few DEF and RES raising spells. But
    they come with one major problem - They just can't deal damage through natural
    means. They suck at attacking, and learn no destructive magic, leaving them
    pretty helpless. The easy way to remedy this, is just to tutor them a mage
    pupil, and get them spells. The hard way is to let other units whittle monsters
    down to low, low HP, give the cleric a strong weapon, and hope to finish it
    off. But regardless, you'll want one on your team for the healing capabilities.
    Espoir is a major help, too. I'll be quite blunt. I've never used a Male Cleric
    in real battle. Why? They are inferior to the Female Cleric in every way,
    except attacking, which is one of the last things a cleric should be doing.
    They also count towards no (zero) other classe's prerequisite. They also have a
    really annoying voice. (Hey, I care about that kind of thing!) So my advice is
    just to stick with the females. One more thing - DO NOT Let the B rank in Bows
    fool you - They are still not very good with them.
    
    Male Clerics are initially available.
    
    Note: All the advanced forms of the cleric learn the same spells, at the same
    levels.
    
    Cleric - E/Fist, E/Sword, E/Spear, B/Bow, D/Gun, E/Axe, S/Staff
    
    4 Move/12 Jump, 0 Counter
    
    HP - 12, 70%
    SP - 12, 100%
    ATK - 10, 80%
    DEF - 4, 60%
    INT - 12, 100%
    SPD - 10, 70%
    HIT - 11, 80%
    RES - 11, 100%
    
    Spells:
    Heal - Level 1
    Espoir - Level 7
    Shield - Level 9
    Mega Heal - Level 10
    Magic Wall - Level 15
    Giga Heal - Level 25
    Omega Heal - Level 50
    
    
    
    Priest - E/Fist, E/Sword, E/Spear, B/Bow, D/Gun, E/Axe, S/Staff
    
    4 Move/13 Jump, 0 Counter
    
    HP - 13, 70%
    SP - 12, 100%
    ATK - 11, 80%
    DEF - 4, 60%
    INT - 13, 100%
    SPD - 10, 70%
    HIT - 11, 80%
    RES - 12, 100%
    
    Cleric at level 5 Required
    
    
    
    Bishop - E/Fist, D/Sword, D/Spear, B/Bow, D/Gun, E/Axe, S/Staff
    
    4 Move/14 Jump, 0 Counter
    
    HP - 13, 80%
    SP - 13, 100%
    ATK - 11, 80%
    DEF - 5, 70%
    INT - 14, 100%
    SPD - 11, 80%
    HIT - 12, 90%
    RES - 13, 100%
    
    Cleric OR Priest at level 12 Required
    
    
    
    Sage - D/Fist, D/Sword, D/Spear, B/Bow, D/Gun, E/Axe, S/Staff
    
    5 Move/15 Jump, 0 Counter
    
    HP - 14, 80%
    SP - 13, 100%
    ATK - 12, 90%
    DEF - 5, 70%
    INT - 15, 100%
    SPD - 11, 80%
    HIT - 12, 90%
    RES - 14, 100%
    
    Cleric OR Priest OR Bishop at level 25 Required
    
    
    
    Prophet - D/Fist, D/Sword, D/Spear, B/Bow, D/Gun, E/Axe, S/Staff
    
    5 Move/16 Jump, 0 Counter
    
    HP - 14, 90%
    SP - 14, 100%
    ATK - 12, 90%
    DEF - 6, 70%
    INT - 16, 100%
    SPD - 12, 80%
    HIT - 13, 90%
    RES - 15, 100%
    
    Cleric OR Priest OR Bishop OR Sage at level 50 Required
    
    
    
    Savior - D/Fist, D/Sword, D/Spear, B/Bow, D/Gun, E/Axe, S/Staff
    
    5 Move/17 Jump, 1 Counter (!)
    
    HP - 15, 90%
    SP - 15, 100%
    ATK - 13, 100%
    DEF - 6, 80%
    INT - 17, 100%
    SPD - 12, 90%
    HIT - 13, 100%
    RES - 16, 100%
    
    Cleric OR Priest OR Bishop OR Sage OR Prophet at level 100 Required
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4-H. Female Cleric
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Now that we have the Male out of the way, lets talk about the useful Cleric! At
    a glance, you can see why shes more useful - A higher HP, DEF, and SPD, she
    won't die nearly as easily. She keeps the same weapon proficiences as the Male,
    as well as the same spells. In addition, shes used to unlock the Angel - One of
    the more advanced classes in the game. As always, use whichever suits you
    better, but the female is my reccomendation. Again, Don't let the B in Bows
    fool you. Staves only, please!
    
    The Female cleric is initially available.
    
    Note: All of the advanced forms of the cleric learn the same spells, and at the
    same levels.
    
    Cleric  - E/Fist, E/Sword, E/Spear, B/Bow, D/Gun, E/Axe, S/Staff
    
    4 Move/12 Jump, 0 Counter
    
    HP - 13, 80%
    SP - 12, 100%
    ATK - 9, 70%
    DEF - 5, 70%
    INT - 12, 100%
    SPD - 11, 80%
    HIT - 10, 70%
    RES - 11, 100%
    
    Spells:
    Heal - Level 1
    Espoir - Level 7
    Shield - Level 9
    Mega Heal - Level 10
    Magic Wall - Level 15
    Giga Heal - Level 25
    Omega Heal - Level 50
    
    
    
    Priest - E/Fist, E/Sword, E/Spear, B/Bow, D/Gun, E/Axe, S/Staff
    
    4 Move/13 Jump, 0 Counter
    
    HP - 14, 80%
    SP - 12, 100%
    ATK - 10, 70%
    DEF - 5, 70%
    INT - 13, 100%
    SPD - 11, 80%
    HIT - 10, 70%
    RES - 12, 100%
    
    Cleric at level 5 Required
    
    
    
    Bishop - E/Fist, D/Sword, D/Spear, B/Bow, D/Gun, E/Axe, S/Staff
    
    4 Move/14 Jump, 0 Counter
    
    HP - 14, 90%
    SP - 13, 100%
    ATK - 10, 70%
    DEF - 6, 80%
    INT - 14, 100%
    SPD - 12, 90%
    HIT - 11, 70%
    RES - 13, 100%
    
    Cleric OR Priest at level 12 Required
    
    
    
    Sage - D/Fist, D/Sword, D/Spear, B/Bow, D/Gun, E/Axe, S/Staff
    
    5 Move/15 Jump, 0 Counter
    
    HP - 15, 90%
    SP - 13, 100%
    ATK - 11, 80%
    DEF - 6, 80%
    INT - 15, 100%
    SPD - 12, 90%
    HIT - 11, 80%
    RES - 14, 100%
    
    Cleric OR Priest OR Bishop at level 25 Required
    
    
    
    Prophet - D/Fist, D/Sword, D/Spear, B/Bow, D/Gun, E/Axe, S/Staff
    
    5 Move/16 Jump, 0 Counter
    
    HP - 15, 100%
    SP - 14, 100%
    ATK - 11, 80%
    DEF - 7, 80%
    INT - 16, 100%
    SPD - 13, 90%
    HIT - 12, 80%
    RES - 15, 100%
    
    Cleric OR Priest OR Bishop OR Sage at level 50 Required
    
    
    
    Savior - D/Fist, D/Sword, D/Spear, B/Bow, D/Gun, E/Axe, S/Staff
    
    5 Move/17 Jump, 1 Counter (!!)
    
    HP - 16, 100%
    SP - 15, 100%
    ATK - 12, 90%
    DEF - 7, 90%
    INT - 17, 100%
    SPD - 13, 100%
    HIT - 12, 80%
    RES - 16, 100%
    
    Cleric OR Priest OR Bishop OR Sage OR Prophet at level 100 Required
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3-I. Archers
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Archers, Archers, Archers. How do I hate thee? Let me count the ways. You're
    only good in Bows, which makes it akward to do decent damage. Your HP and Def
    aptitudes make all the clerics laugh at you. (Even the Male ones!) At least
    their voice is decent. Archers start with an S in bows, though, so your weapon
    mastery will rise quite a bit faster than most early unlockable classes, and
    they make the second best Bow user in the game, but that really doesn't say
    much. Sure, Bows attack a range attack, but they still pale in comparison to
    guns. I'd avoid Archers as much as possible, until working on getting the Angel
    Requirement. At least they have 110% to HIT.
    
    The Archer Requires any other character to have a Bow Mastery of 3 to be
    unlocked.
    
    Archer - E/Fist, E/Sword, D/Spear, S/Bow, D/Gun, E/Axe, D/Staff
    
    4 Move/15 Jump, 0 Counter
    
    HP - 13, 70%
    SP - 7, 70%
    ATK - 11, 100%
    DEF - 7, 70%
    INT - 9, 70%
    SPD - 12, 100%
    HIT - 14, 110%
    RES - 8, 70%
    
    The Archer learns no spells naturally.
    
    
    
    Sniper - E/Fist, E/Sword, D/Spear, S/Bow, D/Gun, E/Axe, D/Staff
    
    4 Move/15 Jump, 0 Counter
    
    HP - 14, 70%
    SP - 7, 70%
    ATK - 12, 100%
    DEF - 7, 70%
    INT - 9, 70%
    SPD - 13, 100%
    HIT - 15, 110%
    RES - 8, 70%
    
    Archer at level 6 required
    
    
    
    Striker - E/Fist, D/Sword, D/Spear, S/Bow, D/Gun, E/Axe, D/Staff
    
    4 Move/16 Jump, 0 Counter
    
    HP - 14, 70%
    SP - 8, 80%
    ATK - 12, 100%
    DEF - 8, 70%
    INT - 10, 80%
    SPD - 13, 100%
    HIT - 15, 110%
    RES - 9, 70%
    
    Archer OR Sniper at level 14 Required
    
    
    
    Valkyrie - E/Fist, D/Sword, D/Spear, S/Bow, D/Gun, D/Axe, D/Staff
    
    5 Move/16 Jump, 0 Counter
    
    HP - 15, 80%
    SP - 8, 80%
    ATK - 13, 100%
    DEF - 8, 70%
    INT - 10, 80%
    SPD - 14, 100%
    HIT - 16, 110%
    RES - 9, 80%
    
    Archer OR Sniper OR Striker at level 30 Required
    
    
    
    Ace Archer - E/Fist, D/Sowrd, D/Spear, S/Bow, C/Gun, D/Axe, D/Staff
    
    5 Move/17 Jump, 1 Counter
    
    HP - 15, 80%
    SP - 9, 80%
    ATK - 13, 100%
    DEF - 9, 80%
    INT - 11, 80%
    SPD - 14, 100%
    HIT - 16, 110%
    RES - 9, 80%
    
    Archer OR Sniper OR Striker OR Valkyrie at level 60 Required
    
    
    
    Freischutz - E/Fist, D/Sword, D/Spear, S/Bow, C/Gun, D/Axe, D/Staff
    
    5 Move/17 Jump, 1 Counter
    
    HP - 16, 80%
    SP - 9, 80%
    ATK - 14, 100%
    DEF - 9, 80%
    INT - 11, 80%
    SPD - 15, 100%
    HIT - 17, 110%
    RES - 10, 80%
    
    Archer OR Sniper, OR Striker OR Valkyrie OR Ace Archer at level 120 Required
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3-J. Scouts
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Scouts are quite the unique class, and a very useful one. They're great with
    guns, and have a high HIT Aptitude, making them that more damaging. They also
    have two Techniques Unique to the Scout Class - Geo Change and Dark Cannon,
    which are both quite useful in different situations. Their HP and DEF are fair,
    which will keep them alive long enough, but you really should keep them behind
    everyone, shooting away. You probably should always have a scout on hand at all
    times. In addtion, their move/jump range is quite high, making getting around
    the map a cinch.
    
    The Scout requires a Level 5 Brawler (Either Gender) and a level 5 Warrior
    (Either Gender) to exist at the same time to be unlocked.
    
    Note: The Scout and all of it's advanced forms will have Dark Cannon and Geo
    Change ready for use at level 1.
    
    Scout - D/Fist, D/Sword, C/Spear, D/Bow, A/Gun, C/Axe, D/Staff
    
    6 Move/25 Jump, 1 Counter
    
    HP - 13, 90%
    SP - 7, 60%
    ATK - 10, 80%
    DEF - 5, 70%
    INT - 8, 80%
    SPD - 12, 100%
    HIT - 15, 110%
    RES - 7, 80%
    
    Spells:
    Geo Change - Level 1
    Dark Cannon - Level 1
    
    
    
    Surveyor - D/Fist, D/Sword, C/Spear, D/Bow, A/Gun, C/Axe, D/Staff
    
    6 Move/26 Jump, 1 Counter
    
    HP - 14, 90%
    SP - 8, 60%
    ATK - 10, 80%
    DEF - 5, 70%
    INT - 9, 80%
    SPD - 12, 100%
    HIT - 16, 110%
    RES - 7, 80%
    
    Scout at level 6 Required
    
    
    
    Ranger - D/Fist, D/Sword, C/Spear, D/Bow, A/Gun, C/Axe, C/Staff
    
    6 Move/27 Jump, 2 Counter
    
    HP - 14, 100%
    SP - 8, 70%
    ATK - 11, 90%
    DEF - 6, 80%
    INT - 9, 80%
    SPD - 13, 100%
    HIT - 16, 110%
    RES - 8, 80%
    
    Scout OR Surveyor at level 14 Required
    
    
    
    Strider - D/Fist, C/Sword, C/Spear, D/Bow, A/Gun, C/Axe, C/Staff
    
    6 Move/28 Jump, 2 Counter
    
    HP - 15, 100%
    SP - 9, 70%
    ATK - 11, 90%
    DEF - 6, 80%
    INT - 10, 90%
    SPD - 13, 100%
    HIT - 17, 110%
    RES - 8, 80%
    
    Scout OR Surveyor OR Ranger at level 30 Required
    
    
    
    Geo Master - D/Fist, C/Sword, B/Spear, D/Bow, A/Gun, C/Axe, C/Staff
    
    6 Move/29 Jump, 2 Counter
    
    HP - 15, 100%
    SP - 9, 80%
    ATK - 12, 100%
    DEF - 7, 90%
    INT - 10, 90%
    SPD - 14, 100%
    HIT - 17, 110%
    RES - 9, 90%
    
    Scout OR Surveyor OR Ranger OR Strider at level 60 Required
    
    
    
    Lord - D/Fist, C/Sword, B/Spear, D/Bow, S/Gun, C/Axe, C/Staff
    
    6 Move/30 Jump, 2 Counter
    
    HP - 16, 100%
    SP - 10, 80%
    ATK - 12, 100%
    DEF - 7, 90%
    INT - 11, 90%
    SPD - 14, 100%
    HIT - 18, 110%
    RES - 9, 90%
    
    Scout OR Surveyor OR Ranger OR Strider OR Geo Master at level 120 Required
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4-K. Rogues
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Shazam! Who Da Man! When you hear these , it means only one thing - The Rogue
    is in town! (And no, not the one from X-Men) Lets be blunt. Rogues have PITIFUL
    statistics. The lowest in the game overall, actually. They also are horrible at
    all forms of weapons. But there is one thing, that makes them very, very
    useful. Stealing. Stealing is the ONLY way to get the best equipment and armor
    in the game. To do it, you require a Stealing hand type bought from the Rosen
    Queen Co. armor shop, or won as bonus prizes after a battle. Therefore, you may
    as well get started leveling up one early. I suggest a gun as the weapon of
    choice for a Rogue, since their HIT stat is decent. And theres no way in heck
    you'll want one in active melee combat. Rogues also fill up the Bonus Gauge
    faster than any other class, making it slightly easier to get those elusive
    prizes. You better get used to having them, because they'll be your best friend
    when you steal that Yoshitsuna.
    
    The stealing forumla is as follows:
    
    (Hit of Hand + 2*Rogue'sLevel) - ((EnemyLevel - 25) + z(Rank*3 + R))
    z = 1 for items; 0 for stats.
    Rank can be found via bend's Item FAQ or PuyoDead's Item Rank Chart.
    R = 0 for Normal; 10 for Rare; 30 for Legendary; 100 for Rarity 0.
    (Thanks to Scy046 for this Info!!11)
    
    The Rogue requires a Level 5 Brawler (Either Gender) and a level 5 Warrior
    (Either Gender) to exist at the same time to be unlocked.
    
    Rogue - E/Fist, D/Sword, E/Spear, E/Bow, D/Gun, E/Axe, E/Staff
    
    5 Move/20 Jump, 0 Counter
    
    HP - 9, 60%
    SP - 4, 50%
    ATK - 7, 60%
    DEF - 3, 40%
    INT - 7, 60%
    SPD - 9, 100%
    HIT - 9, 100%
    RES - 3, 50%
    
    The Rogue learns no spells naturally
    
    
    
    Thief - E/Fist, D/Sword, E/Spear, D/Bow, D/Gun, E/Axe, E/Staff
    
    5 Move/21 Jump, 0 Counter
    
    HP - 10, 60%
    SP - 5, 50%
    ATK - 7, 70%
    DEF - 3, 40%
    INT - 7, 60%
    SPD - 9, 100%
    HIT - 10, 100%
    RES - 3, 50%
    
    Rogue at level 6 Required
    
    
    
    Bandit - E/Fist, D/Sword, E/Spear, D/Bow, D/Gun, E/Axe, E/Staff
    
    5 Move/22 Jump, 0 Counter
    
    HP - 10, 70%
    SP - 5, 50%
    ATK - 8, 70%
    DEF - 4, 50%
    INT - 8, 60%
    SPD - 10, 100%
    HIT - 10, 100%
    RES - 4, 50%
    
    Rogue OR Thief at level 14 Required
    
    
    
    Prowler - D/Fist, D/Sword, E/Spear, D/Bow/ C/Gun, E/Axe/ E/Staff
    
    5 Move/23 Jump, 0 Counter
    
    HP - 11, 70%
    SP - 5, 60%
    ATK - 8, 70%
    DEF - 4, 50%
    INT - 8, 70%
    SPD - 10, 100%
    HIT - 11, 100%
    RES - 4, 50%
    
    Rogue OR Thief OR Bandit at level 30 Required
    
    
    
    Raider - D/Fist, D/Sword, E/Spear, D/Bow, C/Gun, E/Axe, D/Staff
    
    6 Move/24 Jump, 0 Counter
    
    HP - 11, 70%
    SP - 6, 60%
    ATK - 8, 70%
    DEF - 4, 50%
    INT - 8, 70%
    SPD - 11, 100%
    HIT - 11, 100%
    RES - 50, 60%
    
    Rogue OR Thief OR Bandit OR Prowler at level 60 Required
    
    
    
    Space Pirate - D/Fist, D/Sword, D/Spear, D/Bow, C/Gun, E/Axe, D/Staff
    
    6 Move/25 Jump, 0 Counter
    
    HP - 12, 70%
    SP - 6, 60%
    ATK - 9, 70%
    DEF - 5, 60%
    INT - 9, 70%
    SPD - 11, 100%
    HIT - 12, 100%
    RES - 5, 60%
    
    Rogue OR Thief OR Bandit OR Prowler OR Raider at level 120 Required
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4-L. Ninja
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    I'll try hard not to make a Flonne reference. Ninja are kind of like an
    advanced form of brawlers, but they trade some ATK and HP for UNGODLY Speed.
    They're so fast, they can even dodge Special Techs, and even spells!
    Unfortunately, that also means they can dodge healing spells cast from your own
    team members. Those Ninja always were stingy folk. On the plus side, Ninja have
    awesome counter abilities, great move/jump ranges, and still manage to do good
    damage. Anyways, if you want someone with the speed of the wind, great overall
    stats, and the refusal to be healed, the Ninja is just the class for you!
    
    The Ninja requies a MALE Brawler at level 10, and a MALE Warrior at level 10 to
    be unlocked.
    
    Ninja - S/Fist, B/Sword, C/Spear, D/Bow, E/Gun, A/Axe, E/Staff
    
    6 Move/25 Jump, 3 Counter
    
    HP - 15, 100%
    SP - 7, 70%
    ATK - 12, 100%
    DEF - 6, 80%
    INT - 9, 80%
    SPD - 18 (!!), 110%
    HIT - 13, 100%
    RES - 8, 70%
    
    The Ninja learns no magic Naturally.
    
    
    Adept Ninja - S/Fist, B/Sword, C/Spear, D/Bow, E/Gun, A/Axe, E/Staff
    
    6 Move/27 Jump, 3 Counter
    
    HP - 16, 100%
    SP - 7, 70%
    ATK - 13, 100%
    DEF - 6, 80%
    INT - 10, 80%
    SPD - 19, 110%
    HIT - 14, 100%
    RES - 8, 70%
    
    Ninja at level 7 Required
    
    
    
    Elite Ninja - S/Fist, B/Sword, C/Spear, D/Bow, E/Gun, A/Axe, E/Staff
    
    6 Move/29 Jump, 4 Counter
    
    HP - 16, 100%
    SP - 8, 80%
    ATK - 13, 100%
    DEF - 7, 90%
    INT - 10, 80%
    SPD - 20, 110%
    HIT - 14, 100%
    RES - 8, 80%
    
    Ninja OR Adept Ninja at level 18 Required
    
    
    
    Shadow Ninja - S/Fist, B/Sword, C/Spear, D/Bow, E/Gun, A/Axe, E/Staff
    
    7(!!) Move/31 Jump, 4 Counter
    
    HP - 17, 100%
    SP - 8, 80%
    ATK - 14, 100%
    DEF - 7, 90%
    INT - 11, 90%
    SPD - 21, 110%
    HIT - 15, 100%
    RES - 9, 80%
    
    Ninja OR Adept Ninja OR Elite Ninja at level 37 Requied
    
    
    
    Master Ninja - S/Fist, B/Sword, C/Spear, C/Bow, E/Gun, A/Axe, D/Staff
    
    7 Move/33 Jump, 5(!!) Counter
    
    HP - 17, 100%
    SP - 9, 90%
    ATK - 14, 100%
    DEF - 8, 90%
    INT - 11, 90%
    SPD - 22, 110%
    HIT - 15, 100%
    RES - 9, 80%
    
    Ninja OR Adept Ninja OR Elite Ninja OR Shadow Ninja at level 75 Required
    
    
    
    Shinobi - S/Fist, B/Sword, B/Spear, C/Bow, E/Gun, S/Axe, D/Staff
    
    7 Move/35 Jump, 5 Counter
    
    HP - 18, 100%
    SP - 9, 90%
    ATK - 15, 100%
    DEF - 8, 100%
    INT - 12, 90%
    SPD - 23,110%
    HIT - 16, 100%
    RES - 10, 90%
    
    Ninja OR Adept Ninja OR Elite Ninja OR Shadow Ninja OR Master Ninja at level
    150 Required
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4-M. Ronins
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Pure damage, Baby. Ronins excell greatly at physical damage, and are Great in
    Swords, Spears AND Axes. Their ATK Stat is on Par with Brawlers, but with a
    little something special - 110% in aptitude. This puts them over the top, and
    in second place overall for melee damage. They also have great HP, and good
    defense, so they won't go down that easily. On the downside, their voice really
    annoys me. :( That won't stop most people from using one, though!
    
    The Ronin requires a FEMALE Brawler at level 10, and a FEMALE Warrior at level
    10 to be unlocked.
    
    Ronin - D/Fist, S/Sword, S/Spear, D/Bow, E/Gun, S/Axe, E/Staff
    
    5 Move/20 Jump, 2 Counter
    
    HP - 16, 100%
    SP - 7, 70%
    ATK - 14, 110%
    DEF - 7, 100%
    INT - 8, 70%
    SPD - 11, 100%
    HIT - 14, 100%
    RES - 9, 70%
    
    The Ronin learns no spells Naturally.
    
    
    
    Samurai - D/Fist, S/Sword, S/Spear, C/Bow, E/Gun, S/Axe, E/Staff
    
    5 Move/21 Jump, 2 Counter
    
    HP - 17, 100%
    SP - 7, 70%
    ATK - 15, 110%
    DEF - 7, 100%
    INT - 9, 70%
    SPD - 12, 100%
    HIT - 15, 100%
    RES - 9, 70%
    
    Ronin at level 7 Required
    
    
    
    Bushi - D/Fist, S/Sword, S/Spear, C/Bow, E/Gun, S/Axe, E/Staff
    
    5 Move/22 Jump, 2 Counter
    
    HP - 17, 100%
    SP - 8, 70%
    ATK - 15, 110%
    DEF - 8, 100%
    INT - 9, 80%
    SPD - 12, 100%
    HIT - 15, 100%
    RES - 9, 80%
    
    Ronin OR Samurai at level 18 Required
    
    
    
    Kengo - D/Fist, S/Sword, S/Spear, C/Bow, E/Gun, S/Axe, E/Staff
    
    5 Move/23 Jump, 3 Counter
    
    HP - 18, 100%
    SP - 8, 80%
    ATK - 16, 110%
    DEF - 8, 100%
    INT - 10, 80%
    SPD - 13, 100%
    HIT - 16, 100%
    RES - 10, 80%
    
    Ronin OR Samurai OR Bushi at level 37 Required
    
    
    
    Blademaster - D/Fist, S/Sword, S/Spear, C/Bow, E/Gun, S/Axe, D/Staff
    
    6 Move/24 Jump, 3 Counter
    
    HP - 18, 100%
    SP - 9, 80%
    ATK - 16, 110%
    DEF - 9, 100%
    INT - 10, 80%
    SPD - 13, 100%
    HIT - 16, 100%
    RES - 10, 80%
    
    Ronin OR Samurai OR Bushi OR Kengo at level 75 Required
    
    
    
    Shogun - D/Fist, S/Sword, S/Spear, C/Bow, E/Gun, S/Axe, D/Staff
    
    6 Move/25 Jump, 3 Counter
    
    HP - 19, 100%
    SP - 9, 80%
    ATK - 17, 110%
    DEF - 9, 100%
    INT - 11, 90%
    SPD - 14, 100%
    HIT - 17, 100%
    RES - 11, 80%
    
    Ronin OR Samurai OR Bushi OR Kengo OR Blademaster at level 150 Required
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4-N. Knights
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Knights are...interesting, to say the least. They are Decent with Swords, and
    with staves, but excell at neither, leaving them with a bit to be desired.
    Their Stats and Aptitudes aren't that hot until you get into their much more
    advanced classes. Their Weapon proficiencies with Staves or Swords never rise,
    either. But they do have a few interesting quirks. When they are created, an
    elemental spell (Fire, Wind, Ice) is picked at random and given to the Knight.
    Also, after they physical attack, they have a seemingly-random chance to follow
    up with a magic attack, it even adds to the + combo counter. But they really
    never get to be able to be the best damage dealers. Their last form only gets a
    counter of 1, and their move range is also pretty small, so don't expect to be
    getting anywhere fast. Overall, they're Sub-Par, but you may like them. And you
    need one for Angels, anyway.
    
    The Knight requires a FEMALE Warrior at level 10 and a Mage (no skulls) of any
    type at level 10 to be unlocked.
    
    Note: The Knight and all it's advanced forms learn their spells at the same
    level. What Base Type (Fire/Wind/Ice) is learned is chosen at random on
    creation.
    
    Knight - D/Fist, B/Sword, D/Spear, D/Bow, E/Gun, C/Axe, B/Staff
    
    4 Move/15 Jump, 0 Counter
    
    HP - 14, 80%
    SP - 10, 90%
    ATK - 10, 90%
    DEF - 6, 60%
    INT - 11, 90%
    SPD - 8, 80%
    HIT - 9, 90%
    RES - 10, 90%
    
    Spells:
    Fire/Wind/Ice (Chosen at Random) - Level 1
    Magic Wall - Level 6
    Magic Boost - Level 7
    Shield - Level 9
    Mega Fire/Wind/Ice - Level 10
    Braveheart - Level 10
    Giga Fire/Wind/Ice - Level 25
    Omega Fire/Wind/Ice - Level 50
    
    
    
    Vanquisher - D/Fist, B/Sword, D/Spear, D/Bow, E/Gun, C/Axe, B/Staff
    
    4 Move/15 Jump, 0 Counter
    
    HP - 14, 80%
    SP - 11, 90%
    ATK - 11, 90%
    DEF - 6, 60%
    INT - 12, 90%
    SPD - 8, 70%
    HIT - 9, 80%
    RES - 11, 90%
    
    Knight at level 7 Required
    
    
    
    Rune Knight - D/Fist, B/Sword, D/Spear, D/Bow, E/Gun, C/Axe, B/Staff
    
    4 Move/16 Jump, 1 Counter
    
    HP - 15, 80%
    SP - 11, 90%
    ATK - 11, 90%
    DEF - 7, 60%
    INT - 12, 90%
    SPD - 9, 80%
    HIT - 10, 80%
    RES - 11, 90%
    
    Knight OR Vanquisher at level 18 Required
    
    
    
    Chaos Knight - D/Fist, B/Sword, D/Spear, D/Bow, E/Gun, C/Axe, B/Staff
    
    4 Move/16 Jump, 1 Counter
    
    HP - 15, 90%
    SP - 12, 100%
    ATK - 12, 90%
    DEF - 7, 60%
    INT - 13, 90%
    SPD - 9, 80%
    HIT - 10, 90%
    RES - 12, 90%
    
    Knight OR Vanquisher OR Rune Knight at level 37 Required
    
    
    
    High Knight - D/Fist, B/Sword, D/Spear, D/Bow, E/Gun, C/Axe, B/Staff
    
    4 Move/17 Jump, 1 Counter
    
    HP - 16, 90%
    SP - 12, 100%
    ATK - 12, 90%
    DEF - 8, 70%
    INT - 13, 100%
    SPD - 10, 80%
    HIT - 11, 90%
    RES - 12, 100%
    
    Knight OR Vanquisher OR Rune Knight OR Chaos Knight at level 75 Required
    
    
    
    Space Knight - D/Fist, B/Sword, C/Spear, C/Bow, E/Gun, C/Axe, B/Staff
    
    4 Move/17 Jump, 1 Counter
    
    HP - 16, 90%
    SP - 13, 100%
    ATK - 13, 100%
    DEF - 8, 70%
    INT - 14, 100%
    SPD - 10, 90%
    HIT - 11, 90%
    RES - 13, 100%
    
    Knight OR Vanquisher OR Rune Knight OR Chaos Knight OR High Knight at level 150
    Required.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4-O. Recruits
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Recruits, more commonly known as EDF Soldiers, are the end all masters of Guns.
    They have a 120%(!!) Aptitude to hit, and a very high base hit as well. They
    also boast a 110% In HP and Defense, making them durable, and long lasting!
    Just like batteries! They talk about as much as batteries, too! They're also
    great with Fists and Axes, as well. They aren't very good at all in the SP,
    INT, or RES Department, but that doesn't really matter. Once you roll yourself
    up a Recruit, nobody ain't going to make fun of your gun toting skillz. And I
    mean nobody.
    
    The Recruit requires that any character has a 30 Mastery in Gun to be unlocked.
    
    Recruit - A/Fist, D/Sword, D/Spear, E/Bow, S/Gun, A/Axe, E/Staff
    
    4 Move/12 Jump, 1 Counter
    
    HP - 19, 110%
    SP - 2, 80%
    ATK - 14, 100%
    DEF - 10, 110%
    INT - 6, 80%
    SPD - 9, 100%
    HIT - 15, 120% (!!)
    RES - 7, 60%
    
    The Recruit learns no spells naturally.
    
    
    
    Officer - A/Fist, D/Sword, D/Spear, D/Bow, S/Gun, A/Axe, E/Staff
    
    4 Move/13 Jump, 2 Counter
    
    HP - 20, 110%
    SP - 3, 80%
    ATK - 14, 100%
    DEF - 10, 110%
    INT - 7, 80%
    SPD - 9, 100%
    HIT - 16, 120%
    RES - 7, 60%
    
    Recruit at level 10 Required
    
    
    
    Cyborg - A/Fist, D/Sword, D/Spear, D/Bow, S/Gun, A/Axe, E/Staff
    
    4 Move/14 Jump, 2 Counter
    
    HP - 20, 110%
    SP - 3, 80%
    ATK - 15, 100%
    DEF - 11, 110%
    INT - 7, 90%
    SPD - 10, 100%
    HIT - 16, 120%
    RES - 8, 60%
    
    Recruit OR Officer at level 25 Required
    
    
    
    Psi-Soldier - A/Fist, D/Sword, D/Spear, D/Bow, S/Gun, A/Axe, E/Staff
    
    5 Move/15 Jump, 3 Counter
    
    HP - 21, 110%
    SP - 4, 90%
    ATK - 15, 100%
    DEF - 11, 110%
    INT - 8, 90%
    SPD - 10, 100%
    HIT - 17, 120%
    RES - 8, 70%
    
    Recruit OR Officer OR Cyborg at level 50 Required
    
    
    
    Space Police - A/Fist, D/Sword, D/Spear, D/Bow, S/Gun, A/Axe, E/Staff
    
    5 Move/16 Jump, 3 Counter
    
    HP - 21, 110%
    SP - 4, 90%
    ATK - 16, 100%
    DEF - 12, 110%
    INT - 8, 90%
    SPD - 11, 100%
    HIT - 17, 120%
    RES - 9, 70%
    
    Recruit OR Officer OR Cyborg OR Psi-Soldier at level 100 Required
    
    
    
    Space Marine - S/Fist, D/Sword, D/Spear, D/Bow, S/Gun, S/Axe, E/Staff
    
    5 Move/17 Jump, 3 Counter
    
    HP - 22, 110%
    SP - 5, 90%
    ATK - 16, 100%
    DEF - 12, 110%
    INT - 9, 90%
    SPD - 11, 100%
    HIT - 18, 120%
    RES - 9, 70%
    
    Recruit OR Officer OR Cyborg OR Psi-Soldier OR Space Police at level 200
    Required.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    3-P. Angels
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Angels are my favorite class. They're Great with Swords, Spears, Bows, And
    Staves, and learn both healing AND Offensive magic. They aren't bad with Axes,
    either. Simply put, Angels can be anything you want them to be, and excell at
    it. Even those ho-hum bows can be put to use in the capable hands of an Angel.
    The big problem, though, is the steep requirement to get them. It's well worth
    it, though, because these one-lining walking machines of death are a great
    addition to your team.
    
    The Angel requires a FEMALE Cleric (Or her advanced forms) at level 100, a
    Knight (or her advanced forms) at level 100, AND an Archer at level 100 (or her
    advanced forms) to all exist at the same time to be unlocked.
    
    Note: The Angel and all it's advanced forms learn their spells at the same
    level. What Base Type (Fire/Wind/Ice) is learned is chosen at random on
    creation.
    
    Angel - D/Fist, A/Sword, A/Spear, A/Bow, E/Gun, B/Axe, A/Staff
    
    5 Move/15 Jump, 1 Counter
    
    HP - 18, 100%
    SP - 11, 100%
    ATK - 13, 100%
    DEF - 9, 100%
    INT - 12, 100%
    SPD - 11, 100%
    HIT - 11, 100%
    RES - 14, 110%
    
    Spells:
    Fire/Wind/Ice (Chosen Randomly) - Level 1
    Heal - Level 2
    Espoir - Level 9
    Mega Fire/Wind/Ice - Level 12
    Mega Heal - Level 15
    Giga Fire/Wind/Ice - Level 30
    Giga Heal - Level 35
    
    
    
    Angel Cadet - C/Fist, A/Sword, A/Spear, A/Bow, E/Gun, B/Axe, A/Staff
    
    5 Move/16 Jump, 1 Counter
    
    HP - 19, 100%
    SP - 12, 100%
    ATK - 14, 100%
    DEF - 9, 100%
    INT - 13, 100%
    SPD - 11, 100%
    HIT - 11, 100%
    RES - 15, 110%
    
    Angel at level 10 Required
    
    
    
    Angel Soildier - C/Fist, A/Sword, A/Spear, A/Bow, E/Gun, B/Axe, A/Staff
    
    5 Move/17 Jump, 2 Counter
    
    HP - 19, 100%
    SP - 12, 100%
    ATK - 14, 100%
    DEF - 10, 100%
    INT - 13, 100%
    SPD - 12, 100%
    HIT - 12, 100%
    RES - 15, 110%
    
    Angel OR Angel Cadet at level 25 Required
    
    
    
    Crusader - C/Fist, A/Sword, A/Spear, A/Bow, E/Gun, B/Axe, A/Staff
    
    6 Move/18 Jump, 2 Counter
    
    HP - 20, 100%
    SP -13, 100%
    ATK - 15, 100%
    DEF - 10, 100%
    INT - 14, 100%
    SPD - 12, 100%
    HIT - 12, 100%
    RES - 16, 110%
    
    Angel Or Angel Cadet OR Angel Soldier at level 50 Required
    
    
    
    Avenger - C/Fist, A/Sword, A/Spear, A/Bow, E/Gun, B/Axe, A/Staff
    
    6 Move/19 Jump, 2 Counter
    
    HP - 20, 100%
    SP - 13, 100%
    ATK - 15, 100%
    DEF - 11, 100%
    INT - 14, 100%
    SPD - 13, 100%
    HIT - 13, 100%
    RES - 16, 110%
    
    Angel OR Angel Cadet OR Angel Soldier OR Crusader at level 100 Required
    
    
    
    Paladin - C/Fist, A/Sword, A/Spear, A/Bow, E/Gun, B/Axe, A/Staff
    
    6 Move/20 Jump, 2 Counter
    
    HP - 21, 100%
    SP - 14, 100%
    ATK - 16, 100%
    DEF - 11, 100%
    INT - 15, 100%
    SPD - 13, 100%
    HIT - 13, 100%
    RES - 17, 110%
    
    Angel OR Angel Cadet OR Angel Soldier OR Crusader OR Avenger at level 200
    Required.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    4-Q. Majin
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Sheesh... And you thought Angels were powerful? You ain't seen nothing, boy.
    Majins are THE End all class in Disgaea. They are better than everyone, at
    everything. Period. How, you ask? Well, For starters, they have an S Rank in
    EVERY WEAPON. What's more? Their first three forms have 110% Aptitude to every
    stat, and the final three forms have 120%! This effectively makes them more
    rediculously powerful than anything else in any aspect (with one exception -
    They are tied with Space Marines in Guns, but still are better in HP, Def,
    every other stat). Their base stats are also rediculously high. The Verdict?
    Use at your own disgresion, for they will make the game *FAR* too easy.
    
    The Majin requires a MALE Brawler, MALE Warrior, Ninja, Scout, and Rogue, ALL
    at level 200, ALL existing at the same time, to be unlocked. You better get
    leveling.
    
    Majin - S/Fist, S/Sword, S/Spear, S/Bow, S/Gun, S/Axe, S/Staff
    
    6 Move/25 Jump, 3 Counter
    
    HP - 25, 110%
    SP - 12, 110%
    ATK - 18, 110%
    DEF - 13, 110%
    INT - 15, 110%
    SPD - 13, 110%
    HIT - 15, 110%
    RES - 13, 110%
    
    The Majin learns no spells naturally.
    
    
    
    Mega Majin - S/Fist, S/Sword, S/Spear, S/Bow, S/Gun, S/Axe, S/Staff
    
    6 Move/27 Jump, 3 Counter
    
    HP - 26, 110%
    SP - 12, 110%
    ATK - 19, 110%
    DEF - 14, 110%
    INT - 16, 110%
    SPD - 13, 110%
    HIT - 16, 110%
    RES - 13, 110%
    
    Majin at level 28 Required
    
    
    
    Giga Majin - S/Fist, S/Sword, S/Spear, S/Bow, S/Gun, S/Axe, S/Staff
    
    6 Move/29 Jump, 4 Counter
    
    HP - 27, 110%
    SP - 13, 110%
    ATK - 20, 110%
    DEF - 14, 110%
    INT - 17, 110%
    SPD - 14, 110%
    HIT - 16, 110%
    RES - 14, 110%
    
    Majin OR Mega Majin at level 56 Required
    
    
    
    Omega Majin - S/Fist, S/Sword, S/Spear, S/Bow, S/Gun, S/Axe, S/Staff
    
    6 move/31 Jump, 4 Counter
    
    HP - 28, 120%
    SP - 13, 120%
    ATK - 20, 120%
    DEF - 15, 120%
    INT - 18, 120%
    SPD - 14, 120%
    HIT - 17, 120%
    RES - 14, 120%
    
    Majin OR Mega Majin OR Giga Majin at level 120 Required
    
    
    
    Tera Majin - S/Fist, S/Sword, S/Spear, S/Bow, S/Gun, S/Axe, S/Staff
    
    6 Move/33 Jump, 5 Counter
    
    HP - 29, 120%
    SP - 14, 120%
    ATK - 21, 120%
    DEF - 15, 120%
    INT - 19, 120%
    SPD - 15, 120%
    HIT - 17, 120%
    RES - 14, 120%
    
    Majin OR Mega Majin OR Giga Majin OR Omega Majin at level 250 Required
    
    
    
    Divine Majin - S/Fist, S/Sword, S/Spear, S/Bow, S/Gun, S/Axe, S/Staff
    
    7 Move(!!)/35 Jump(!!), 5 Counter(!!)
    
    HP - 30(!!), 120%
    SP - 14, 120%
    ATK - 21(!!), 120%
    DEF - 16(!!), 120%
    INT - 20(!!), 120%
    SPD - 15, 120%
    HIT - 18, 120%
    RES - 15, 120%
    
    Majin OR Mega Majin OR Giga Majin OR Omega Majin OR Tera Majin at level 500(!!)
    Required.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    5. Closing and Revisions
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Thanks for taking the time to read my FAQ! I hope it helped you in some way,
    but I'm not to blame if you're already the master of all Disgaea related
    knowledge, and you wasted your time reading anyway. You should know better. If
    theres anything you'd like to see, or any corrections that you can find, email
    me at jmhogan@vwc.edu . Please don't AIM me unless I don't reply to your email
    in several days, since I share a computer with my roomate, and I'm not always
    able to get around. Also, please don't spam my email with titles in All caps,
    or with a question that could easily have the answer found just by taking a
    look in my FAQ, or someone elses. My email account is flooded with enough spam
    from my school already.
    
    1.1 Alpha Point XQ85 - October 13, 2003, 11:30 PM. First version of FAQ
    completed. Future plans - Monsters, Story Characters (If I can get
    information!), anything else someone wants me to add that isn't too zany.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    6. Credit and Thanks
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    First and Foremost, to Nippon Ichi software, And Atlus, for making and
    producing the most addictive game I've played since EverQuest.
    
    Almost as much Thanks to Tabby/Joey, who bought me the game(!!!!). <3 U!!11
    
    Thanks to www.gamefaqs.com for being there and being awesome!
    
    Thanks to Scy046 for providing me with the steal formula, and random advice
    about stuff.
    
    Even more thanks to IanMustela's Job Chart for the job levels that I couldn't
    remember, likewise to SephirothYuyX's Spell/Weapon Faq for spell levels.
    
    Thanks to anyone else on the Disgaea boards who have answered any of my
    questions, or corrected any of my errors.
    
    Final thanks to my old EverQuest guild, Silent Resurgence, for making me hate
    you all so much I didn't want to play it anymore!
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    7. Legal Stuff
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Disgaea: Hour of Darkness is copyright 2003 Nippon Ichi Software Inc. Liscened
    to and Published by Atlus U.S.A. Inc.
    
    This FAQ was created by Me, EllyEllyElly, A.K.A. Jamie Hogan, and is ONLY for
    use on www.gamefaqs.com. I probably won't do much if I find out its been used
    elsewhere, but just know you're making a grown up girl cry if I find out. :(
    
    That is all!