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    Class Guide by Misfiring

    Version: 1.00 | Updated: 05/23/13 | Search Guide | Bookmark Guide

    The Last Remnant (PC) character class guide
    Author: Misfiring Chong
    Email: wai_hon_chong66@hotmail.com
    1. Introduction
    This is simply another product spawned from the boringness 
    of work life, so don't expect a 100% accuracy on any stuffs
    here. Still, if you're looking for actual, factual guide on 
    how to play the game, this is not the place. This is not a 
    walkthrough on how to complete the game or how to unlock stuffs
    or how to beat that seemingly unbeatable boss. This is a guide 
    on how to get the best class possible for each unique leader 
    that you can hire. If you have no idea what a unique leader is, 
    you're most probably a new player and thus you should focus on 
    beating the game rather than class grinding (some characters
    require some grind to get the best class for him/her).
    This guide is primarily aimed for players who had beaten the 
    game and wants to maximise his characters' potentials on their 
    second run. Also, the "best class" for a character doesn't 
    mean its the highest possible rank or hardest to get, and 
    to a certain degree its also depends on the player's view. 
    So if you think that the suggested "best class" is not worth 
    the effort or not really the best in your opinion, feel free 
    to do as you see fit.
    Ah yes the legal stuffs. It's been repeated in every single 
    guide here that distributing guides that are posted here 
    without the author's permission is illegal, especially if 
    money and modification is involved. This guide is no exception. 
    You can print it and give it to your friends, just don't 
    claim that it's your work and start collecting money from them.
    I will not be covering Rush for this guide since Rush is a free 
    style character that has access to all skills (and thus most 
    classes), and it's the player's freedom to make him into whichever 
    class they wish, although some classes are only possible in the 
    second playthrough. I'll also skip Jorgen and Jager character 
    because their class is unique and fixed.
    The characters are NOT sorted in alphabetical order, but in 
    the order of availability. If you want facts on the characters, 
    visit the wikia.
    I'll also assume you have played the game at least once 
    already so I can get straight to the point.
    2. Character guide
    Starting skills:
    Two-handed spear
    Learned skills:
    Remedies (BR 18) -Recommended for the Refresh skill, but 
    not essential.
    Potions (BR 30) -Useless for Baulson as he should be a 
    frontline damage disher instead of a supporter.
    - Very tanky regardless of class, has a lot of HP and 
    generally takes less damage than others.
    - A lot of physical damage from his spear. Final weapon 
    has insane stats but no weapon art.
    - Very low INT so can't heal much with Remedies, but 
    Refresh is useful.
    Primary Role: Damager, Tanker
    Secondary Role: Reviver, Healer, Debuffer (Refresh)
    Baulson is the first unique leader you can have. He hits 
    very hard and has Herbs and Remedies, which ensures him a 
    place until the end of the game.
    The obvious best class for him is the Guardian class, which 
    will make him extremely tough (he's already fairly tough). 
    Unfortunately, Guardian is a very tricky class to get in the 
    PC version of the game because another herb related class, 
    Scout, is a lot easier to get and it's at the same rank. Thus,
    if you do not pay attention to him, he'll most likely change 
    into Scout in the end and any chance of becoming a Guardian 
    is lost. Don't get me wrong, Scout is an excellent class, but 
    Baulson is one of the best candidates in the game for Guardian.
    A good way of ensuring his path to Guardian class is to play 
    as normal until he learns Vivification Herb, then disable his 
    Restorative Herb skill (thus limiting his usage of Herbs but 
    still can revive unions) and make him the union leader to use 
    his Combat Arts whenever possible. You know you're in the right 
    track when he changes to Lancer class, making the change to 
    Guardian easier. After he learns Fleche and Dragon Crush then 
    you can enable his herb skills and he should change into Guardian 
    just before he learns Restorative Tincture.
    Obviously by disabling his herb skills you're looking at a 
    harder gameplay because early in the game there isn't a lot 
    of healers available. Thus, you need to stick a dedicated 
    healer in Baulson's group. It's worth training him though because 
    his final weapon is one of the strongest in the game, and coupled 
    with his toughness and Guardian's immunity to critical srtikes 
    you'll be looking at one of the most powerful squadmate in the game.
    Starting skills:
    One-handed/Power Grip axe
    Learned skills:
    Hexes (BR 33) -Useless for Blocter as his INT is woeful.
    Traps (BR 44) -Useless for Baulson since he isn't an item user.
    - Has very high HP, making him a natural tanker.
    - Wonder Bangle clears all status elements in one turn.
    - Has large sized axe, which is lacking in damage compared to 
    huge sized weapons that Yama race typically uses.
    Primary Role: Tanker, Healer, Reviver
    Secondary Role: Passive Debuffer (Wonder Bangle)
    Blocter is very similar to Baulson, except that he didn't have 
    Remedies and generally does less damage than Baulson. 
    If you want to make him a Guardian, just use the same method 
    as Baulson to get him to become a Guardian. However, since 
    Blocter is usually one of the highest HP squadmates in the 
    game, making him a Scout isn't too bad either as it's a lot 
    easier. I always making him a Scout because his final weapon
    is pretty weak compare to many other characters, thus he's 
    a poor choice as an all-out damager. A Scout class allows 
    him to play support role in a pure combat union, and even more 
    so after he aqquired the Wonder Bangle.
    Trivia: I personally always set his wield style to one-handed 
    because it's just feels more natural and the one-handed axe 
    skill, Reverse Delta, is just cool to watch, and because no 
    other unique leader has one-handed axes, it feels more
    Starting skills:
    One-handed sword (with shield)
    Learned skills:
    Remedies (BR 34) -Essential as David has the INT to heal 
    properly with this.
    Shards (BR 50) -Useless for David unless you want him to 
    become Alchemist.
    - Natural leader thanks to Gae Bolg not requiring morale 
    to activate making it easy to trigger.
    - Average physical damage, but high INT means good invocation 
    damage and remedies healing.
    Primary Role: Mystic Damager, Healer, Reviver
    Secondary Role: Debuffer (Refresh), Leader (Gae Bolg, Ex Machina)
    David starts out as Mysticknight, which is a good class 
    for him and is easy to maintain. However, if you're 
    interested in getting him the highest rank class possible, 
    he is a good candidate for Assassin. Mysticknight is more 
    suitable for him though since he has high INT thus he's 
    able to use invocations properly, so it's up to you to 
    decide whether it's worth the effort.
    If you want to make him an Assassin, you should disable 
    his Invocation and focus on his Herbs and combat skills. 
    Remedies is ok though as he only learns it mid-game so 
    it shouldn't affect the class changes.
    It is possible for David to become Alchemist if you 
    unlock his Shard skill, which is by far the best item 
    class in the game. However, I personally recommend 
    against this since Mysticknight suits him much better. 
    Don't get me wrong, Alchemist is extremely powerful 
    and David probably could bring out it's benefits, but 
    there are much better candidates for that thus David 
    should focus on his best skills.
    Starting skills:
    Dual-wield sword
    Learned skills:
    Invocations (BR 19) -Useless for Emma
    Potions (BR 32) -Useless for Emma
    - No point discussing her trait since you won't get to 
    use her for very long.
    Primary Role: Healer
    Secondary Role: Damager
    I won't go into details in case of spoilers but I highly 
    recommend that you don't spend anytime on Emma's training, 
    but instead use her to fill the holes in your party, 
    especially when training Baulson and Blocter to become 
    Guardian since she has Remedies which is highly useful. 
    In normal cases, she would become Cavalier if you use 
    her actively.
    Starting skills:
    Two-handed staff
    Learned skills:
    Herbs (BR 26) -Essential for the Vivification Herb, which 
    keeps you from the Game Over screen.
    Wards (BR 53) -Essential for Pagus to become Commander. 
    Very useful in blocking damage from deadly attacks.
    - Very high INT, which means insane power from Invocation, 
    and often overheal with Remedies. In late game, a single 
    Spark hit from him can do 20-30k damage.
    - Surprisingly durable for a pure mystic character when 
    compared to Khrynia or Irina.
    - Can wield the Ama-Gi, a powerful remnant weapon.
    - Megalore requires high morale to execute thus isn't 
    as accessible as Gae Bolg.
    Primary Role: Mystic Damager, Healer, Debuffer
    Secondary Role: Reviver (Herb), Morale Booster (Wards)
    Pagus is a born mystic user, and he should be trained 
    as such. His early class changes will depend on how 
    you want to use him. If you frequently use his remedies 
    to heal unions, he'll become Healer, and if you frequently 
    cast invocations, he'll become Marauder. Both are powerful, 
    single-purpose classes and Pagus proves to be useful in 
    either class. If you use both his skills evenly, he might 
    even get to become Bishop, but levelling that can prove 
    tricky because remedies has to be slightly higher level 
    than invocation at all times.
    After mid-game though, he'll unlock wards, and from here 
    you should keep training that until he turns into Commander, 
    which is a powerful class that enhances all mystic arts. Of 
    course, a Thaumaturge does more damage (it's the most damaging 
    mystic class in the game) and in theory Pagus has the skills 
    to become one, but having remedies and wards as the secondary 
    skills make this a near impossible task. There are better 
    candidates for Thaumaturge and Sage if you're interested 
    in them so you should let Pagus become a Commander.
    Starting skills:
    Quad-Wield/Dual Power Grip Sword (change to Axe 
    if combat focus)
    Learned skills:
    Potions (BR 24) -Useless for Torgal.
    Psionic (BR 45) -Highly recommended as its much more 
    useful than Evocations.
    - Very high HP, but the lack of any healing skill means 
    a decent tanker at best.
    - Does more physical damage with axes, but since there's 
    the infamous weapon upgrade bug on him having swords 
    is easier as well as making his Psionics stronger.
    - Lugh's Revenge is very powerful and only uses 50AP, 
    which allows repeated use.
    Primary Role: Damager, Morale Booster (Psionic), 
    Leader (Lugh's Revenge)
    Secondary Role: Mystic Damager
    Torgal, in normal cases, doesn't really require training. 
    As long as you use his skills normally, he'll eventually 
    become a Cleric or Deathknight depending on which wield 
    style he uses most. Both are powerful classes, with
    Deathknight being slightly better because it increases 
    Weapon Art damage (Cerulean Rain/Hawkarang for Torgal's 
    case), but since Weapon Arts are rarely used and they
    already pack nuclear amount of damage, the benefit is 
    negligible. Quad Wield is needed to unlock Torgal's 
    weapon art though, thus a Cleric is a much better choice.
    Still, Deathknight is a higher rank class than Cleric 
    thus you could still make him a Deathknight at any time.
    Starting skills:
    One-handed/Power Grip mace
    Learned skills:
    Hexes (BR 24) -Depends, but mostly not essential.
    Herbs (BR 33) -Essential for the Vivification Herb, 
    which is all-important.
    - His skills and stats make him a poor choice for 
    end game character, but he's reasonably tough and 
    decent for mid-game.
    Primary Role: *depending on how you train him*
    Secondary Role: Reviver (Herbs)
    Loki is a decent character, mostly used to fill the 
    party's needs. If you lack physical fighters, then 
    Loki could become one. If you need mystic casters,
    then Loki's invocation (and later hexes) will be 
    useful. If you need a bit of both, then he's a good 
    candidate for Mysticknight (train his one-handed 
    style to fully utilise the class's benefits).
    However, you should watch out not to accidentally 
    make him a Druid, which is aqquired by training 
    weapon skills and hexes. In many cases, hexes skills 
    are not necessary for Loki unless he's a pure mystic 
    caster. You should disable those skills that are not 
    necessary to his role, and its best not to change
    his role halfway through the game.
    If you're interested in the highest possible rank class 
    for Loki, then he's a good candidate for Guardian. Since 
    he unlocks Herbs mid-game, it's an easy procedure by 
    simply train his weapon skills until he becomes Bludgeoner, 
    then train his herbs when it unlocks. There's little 
    danger of him turning into a Scout unless his weapon 
    skills isn't high enough.
    Starting skills:
    Dual Two-handed spear
    Learned skills:
    Remedies (BR 27) -Highly recommended for better healing.
    Traps (BR 36) -Useless for Caedmon.
    - A lot of HP and has both Herbs and Remedies making 
    him an excellent tanker.
    - A lot of damage from his dual-spear.
    Primary Role: Damager, Tanker, Reviver
    Secondary Role: Healer, Debuffer (Refresh)
    Caedmon starts out with decent evocation skills 
    and very little weapon skills, but his STR far 
    exceeds his INT. Thus, it is highly recommended 
    to shut off his evocation skills (and potions too 
    as it's useless) and train his weapon skills. This 
    will also prevent him from becoming a Marksman 
    early on because he simply isn't the mystic type. 
    If all goes well, he should change into Mysticknight 
    and thus setting the path to become Ataraxian, the 
    best and final class for Caedmon.
    If he turns into Marksman (which can happen if you 
    didn't train his combat skill hard enough), then 
    you'll need to put him in leader position in a pure 
    combat union to force him into Mysticknight, otherwise 
    he'll get stucked as Marksman for a very long time. It 
    might help to turn off his remedies as well as it 
    contributes to the overall mystic level thus preventing 
    him from changing to a hybrid class, which is what 
    he needs in the end to become Ataraxian.
    You should take the trouble to make sure he gets his 
    final class as soon as possible, because in lategame 
    he will have a lot of HP and packs a lot of physical 
    damage, and his final weapon is expecially cool (not 
    to mention it's deadly weapon art).
    Starting skills:
    One-handed sword (with shield)
    Learned skills:
    Invocations (BR 25) -Useless for Gabriel since his 
    INT is terrible.
    Lotions (BR 36) -Recommended for emergencies.
    - Good with Herbs making him an excellent supporter.
    - Assassin can initiate rear-assault, boosting morale 
    and deal more damage.
    Primary Role: Healer, Reviver
    Secondary Role: Damager
    Gabriel is the perfect candidate for Assassin. He 
    has the one-handed sword requirement and he starts 
    with decent herbs skills. As long as you use him 
    naturally, he naturally becomes an Assassin in late 
    game. In the mean time, he most probably turn into 
    Scout which is ideal in mid-game, and a bit of 
    weapon training is enough to turn him into Assassin.
    Trivia: He has a bit of power grip skills, but since 
    he carries a shield, it is not usable, since in PC
    those that carry a shield can no longer switch to
    power grip in combat.
    Starting skills:
    Two-handed staff
    Learned skills:
    Hexes (BR 26) -Either essential or useless depending 
    on which class you want her to get.
    Explosive (BR 42) -Useless for Violet.
    - Druid class boosting both her weapon and hex damage, 
    making her decent even in end game. Cavalier class is 
    decent too but not as much as Emmy.
    Primary Role: Damager, Mystic Damager (Hexes)
    Secondary Role: Healer, Debuffer
    If you use her naturally, then she'll eventually turn 
    into Cavalier, which is a good class as it offers evasions. 
    However, she is the only perfect candidate among all 
    unique leaders for Druid, which only benefits two-handed 
    hexes users.
    Unfortunately, she only unlocks hexes later in the game, 
    thus getting her to become Druid requires specific 
    approaches. You'll have to disable her remedies and 
    focus solely on her weapon skills (thus making her 
    a Runemaiden), then after unlocking her hexes, disable 
    her weapon skills and solely train her hexes. 
    Of course, a Cavalier is much simpler to get and it's 
    a decent class, so I can understand if you think making 
    her a Druid is not worth the effort. Still, Violet is 
    the only one that can fully utilise the Druid class, 
    thus making her more exclusive. Besides, it's not like 
    there is a shortage for Cavaliers.
    Starting skills:
    Power Grip mace
    Learned skills:
    Hexes (BR 34) -Depends, but mostly unnecessary 
    Lotions (BR 47) -Essential, no matter which class 
    she becomes
    - Any hybrid class is a waste on her, thus limiting 
    her potentials and making her poor choice for end game.
    - Flachonelle provides total immunity to Silence 
    for the whole union.
    Primary Role: Damager/Mystic Damager
    Secondary Role: Immune to Silence (Flachonelle),
    Debuffer (Lotions)
    Nora is similar to Loki in many ways, except that 
    she's stuck with power grip style thus she's a 
    poor candidate for Mysticknight and Druid. Therefore, 
    it is best to use her as a pure combat or pure 
    mystic user. This proves to be a much better way 
    of utilising her skills because late in the game 
    she will equip the Flachonelle that provides immunity 
    to Silence, and that's a godsend for mystic unions.
    If you use her as a pure combat user, she has the 
    potential to become Guardian with her lotion skills 
    late game, but levelling lotion from the ground up 
    is very tricky. It's worth it though because her 
    weapon is more powerful than Loki's mace and it 
    has Weapon Art, thus making her a potential end 
    game character, albiet only decently.
    Starting skills:
    Power Grip mace
    Learned skills:
    Psionic (BR 33) -Essential to unlock powerful 
    mystic classes
    Potions (BR 44) -Useless for Leshau
    - One of the earliest character to have Hexes, 
    along with Maddox.
    - All 3 of his mystics are long range capable.
    Primary Role: Mystic Damager
    Secondary Role: Morale Booster
    Leshau, like Pagus, is a born mystic user, only 
    that all his skills are offensive. Thus, he's 
    the perfect candidate for either Thaumaturge or 
    Sage. To achieve that, he must learn Psionic skills, 
    and ensures that either Evocation or Hex is the 
    highest level. A Thaumaturge does a lot of damage 
    and rechange AP while doing so, while a Sage has 
    high resistance to mystic arts and clears status 
    ailments fast. Both are the apex of mystic classes 
    and Leshau does well in either.
    I presonally favor Thaumaturge as they are just so 
    powerful, and since Leshau's skills are all offensive, 
    a Thaumaturge just suits him a bit better.
    Trivia: His mace has a unique weapon art, but since 
    he's a pure mystic character it won't be seen.
    Starting skills:
    Two-handed staff
    Learned skills:
    Remedies (BR 36) -Essential to unlock powerful mystic 
    classes and support healing
    Herbs (BR 44) -Essential for the vivification Herb.
    - Nearly identical to Pagus but has Hexes instead 
    of Wards.
    - If Pagus doesn't equip the Ama-Gi, Maddox will.
    Primary Role: Mystic Damager
    Secondary Role: Healer, Reviver (Herbs), Debuffer
    Maddox is, in essence, the twin brother of Pagus 
    but he has Hexes instead of Wards. He is also an 
    excellent candidate for Thaumaturge or Sage, though 
    a bit less so compare to Leshau because controlling 
    the level of Remedies skill can be tricky.
    In my opinion, a Sage suits Maddox slightly better 
    because his Remedies and Herbs make him an excellent 
    support more than an all out damage disher like 
    Leshau, but Thaumaturge works just fine as well.
    Starting skills:
    One-handed/Power Grip mace
    Learned skills:
    Hexes (BR 37) -Essential for Rhagoh to dish out 
    some damage
    Lotions (BR 44) -Highly recommended for emergencies
    - Very high INT from the beginning and the Healer 
    class makes him a very powerful healer, even in 
    end game. Can't do much else though.
    Primary Role: Healer, Debuffer
    Secondary Role: Mystic Damager (Hexes)
    Rhagoh is a born supporter. He starts out with 
    only Remedies, so you might not want to put him 
    in a mystic union at the start since many mystic 
    casters already has Remedies. However, after 
    unlocking Hexes, he's the perfect candidate for 
    Bishop, which is a powerful support class and is 
    way better than Healer that Rhagoh starts with. 
    It should be easy for Rhagoh to change into Bishop 
    as long as he sticks to healing unions with some 
    occasional hexing.
    Starting skills:
    Two-handed spear
    Learned skills:
    Remedies (BR 45) -Recommended but not essential 
    since he has lotions
    Potions (BR 53) -Nice to have since Scout class 
    extends buff durations but entirely unnecessary.
    - Very tough thanks to his spear, couple with 
    high level Herbs making him very tanky even in 
    end game.
    - His spear does decent damage but ultimately 
    not exactly strong attack-wise.
    - Very low INT means he won't heal much with 
    Primary Role: Healer, Reviver, Debuffer (Lotions)
    Secondary Role: Damager, Tanker
    Darien starts out as a Scout and his skill set 
    means he can't change into anything else, thus 
    he doesn't require any training. He's a powerful 
    supporter due to his high level herbs and powerful 
    weapon, and some training on lotion allows him to 
    remove status ailments too, but usually refresh 
    does that job much better unless he's been silenced.
    Starting skills:
    One-handed/Power Grip katana
    Learned skills:
    Evocations (BR 47) -Useless for Glenys since her 
    INT isn't exactly high.
    Herbs (BR 55) -Essential for the Vivification Herb
    - Although she has high level Remedies, she's very 
    weak to attacks, and her one handed katana isn't 
    that strong in offense either.
    Primary Role: Damager, Healer, Debuffer
    Secondary Role: Reviver (Herbs)
    Glenys is a born Cavalier, and she changes into 
    one after some battles, so there's no need for 
    any training. One thing to remember is that one-handed 
    style is needed to unlock her weapon art, thus 
    it's wise to train that rather than power grip.
    It's possible for Glenys to turn into a Scout by 
    training herbs, but I find it a pointless exercise 
    since she performs just fine as a Cavalier.
    Starting skills:
    Dual-Wield sword
    Learned skills:
    Hexes (BR 45) -Useless for Emmy since her INT 
    isn't that high.
    Traps (BR 57) -Useless for Emmy
    - Quite a lot tougher than Glenys even though 
    they're very similar. Dual Wield is a powerful 
    style and does a lot of damage.
    - Hundred Flowers require Emmy to be near-death, 
    and it doesn't provide total evasion before execute, 
    making it a high-risk, decent reward skill since it
    does less damage than powerful skills like Lugh's Revenge.
    Primary Role: Damager, Healer, Debuffer
    Secondary Role: Leader (Hundred Flowers, Summon)
    Emmy, like Glenys, is a born Cavalier, and her skill 
    set doesn't allow her to do much else, thus she doesn't 
    require specific trainings. She should turn into Cavalier 
    automatically after some battles. One-handed style is 
    needed to unlock her weapon art, but since dual-wield 
    is a much stronger style, it's up to you to decide which 
    is more worth the effort. You could train both, but that 
    takes huge amount of time.
    It's theoretically possible to make her into a Wonderer 
    by training traps, but I find no reason to turn her 
    into an item class.
    Starting skills:
    Power Grip sword
    Learned skills:
    Invocations (BR 46) -Useless for Roberto since 
    his INT is very, very low.
    Explosives (BR 57) -Useless for Roberto unless 
    you want to make him a Thief.
    - Reasonably tough and does decent damage.
    - He's also the only person, apart from Rush, 
    to be able to use Frostblade, a powerful remnant 
    Primary Role: Buffer (Potions), Passive Debuffer (Bard)
    Secondary Role: Damager
    Roberto starts out as a Monk, however because of 
    his high level potions, he'll automatically change 
    into Bard after some battles. Bard is a powerful 
    item class because of it's powerful debuff bonus 
    that clears all status ailments in one or two turn. 
    Usually training potions is a tedious task but since 
    Roberto already has them, he'll be a powerful assets 
    to any combat or hybrid unions.
    It is possible to turn Roberto into a Thief by 
    training his explosives, but it's a pointless 
    exercise since Bard suits him much better and 
    Thief's item focus characteristic often gets 
    in the way.
    Starting skills:
    Power Grip sword
    Learned skills:
    Hexes (BR 48) -Useless for Gaou as his INT is woeful
    Traps (BR 58) -Useless for Gaou
    - He's the only character, apart from Zuido, to 
    be able to use Obsidian, which is extremely powerful.
    Primary Role: Debuffer, Reviver (Lotions)
    Secondary Role: Damager
    Gaou starts out as a Hunter thanks to his very 
    high level lotion skills, which makes him an 
    excellent supporter. He doesn't require much training 
    because it's not possible for him to turn into other 
    classes, but you might want to train his combat arts 
    because he's the only one that can wield the powerful 
    Obsidian remnant weapon.
    Starting skills:
    Dual power grip sword
    Learned skills:
    Hexes (BR 50) -Useless for Allan as his INT is pathetic
    Shards (BR 66) -Useless for Allan unless you're making 
    him an item user
    - Has 3 offensive item skills, but unfortunately since 
    he starts out as Deathknight its not possible for him 
    to change into any item class.
    - Starts with fairly weak weapon, but has a very strong 
    final weapon with deadly powerful weapon art.
    - Unlike most Sovani like Torgal and Wyngale which has 
    fairly balanced stats, Allan's INT is woefully low 
    compared to his STR.
    Primary Role: Damager
    Secondary Role: Item User
    Allan starts out as the Deathknight, the ultimate class 
    for dual power grip sovani, thus he can't change into other 
    classes. He has some levels in explosives and traps and he 
    could learn shards, thus you might want to make him an item 
    user. However, he does the most damage with combat skills 
    and he has weapon art later, therefore he has a place in 
    pure combat unions as well. Personally I won't bother with 
    Allan because I have more powerful characters in stock, 
    however his final weapon does look cool and does a lot
    of damage, if you train him properly. He has some Invocation 
    skills, however I recommend shutting it off since they get in 
    the way more than being helpful, and his low INT means he won't 
    do much damage with them.
    Starting skills:
    Two-handed staff
    Learned skills:
    Wards (BR 50) -Essential for support
    Traps (BR 65) -Useless for Paris
    - Fairly tough thanks to his class, and has Remedies 
    making him a powerful tanker.
    - Does average physical damage, but starts out with 
    fairly high Psionic skill.
    Primary Role: Healer, Debuffer, Tanker (Paladin), 
    Morale Booster
    Secondary Role: Damager
    Paris starts out as a Paladin, and a good one at 
    that because of his powerful Psionic skills as well 
    as Remedies skills which make him excellent support 
    in hybrid unions. He even gets Wards in late game 
    which further enchance his support role. He doesn't 
    do that much physical damage, mainly due to his 
    weapon, but then his psionic skills make up for it.
    In theory, he could become a Commander if you train 
    his wards hard enough, but Paladin suits him much 
    better because it offers damage reduction which 
    complements to his support skills.
    Starting skills:
    One-handed mace (with shield)
    Learned skills:
    Evocations (BR 52) -Recommended but not essential
    Explosive (BR 64) -Useless for Kate
    - Starts out as Druid, which is a crippling drawback 
    as it is weaker than Specialist when it comes to 
    hex damage.
    - Her shield can be upgraded to unlock Soulshield 
    shield art.
    Primary Role: Mystic Damager
    Secondary Role: Damager
    Kate starts out as a Druid, which is a massive 
    disadvantage because she isn't using a two-handed 
    weapon, thus she can't bring out the class's 
    full potential. However, her skill set doesn't 
    allow her to change into anything else apart from 
    Thief, which is even more inappropriate. Thus, 
    I recommend avoid hiring her becauses if you need 
    powerful hex users, Yuniver or Zolean is a much 
    better choice.
    Aside from the class problem though, she's a fairly 
    powerful hex user that's also decent in physical attacks.
    Starting skills:
    Two-handed staff
    Learned skills:
    Hexes (BR 51) -Recommended but not essential
    Lotions (BR 63) -Recommended for emergencies
    - Doesn't have much traits since she basically 
    specialises in evocations and not much else.
    Primary Role: Mystic Damager
    Secondary Role: Debuffer (if you take the trouble 
    to train her Lotion, which is entirely unnecessary)
    Sheryl is a powerful marksman with her high level 
    evocation skills, and after unlocking hexes she is 
    a decent mystic user. I personally didn't hire her 
    because she only has two mystic arts which prevent 
    her from getting higher rank mystic classes, and 
    they are many other mystic users with more skills. 
    Still, if you need more long-range casters, or if 
    you're trying to build a long-range mystic union, 
    Sheryl could be useful.
    If you're using her actively, try not to use her 
    combat arts to prevent her changing into Mysticknight, 
    but then her physical attack is so weak you won't 
    want to anyway.
    Starting skills:
    Two-handed staff (changes to one-handed katana with 
    Learned skills:
    Psionic (BR 76) -Essential for Irina to dish out 
    some damage using her high INT
    Shards (BR 85) -Essential to become Alchemist, 
    useless otherwise
    - Insane amount of INT and insane amount of AP. 
    This allows her to literally heal any union from 
    1 HP to 100% with one use of Revitalize, and 
    provides valuable AP pool to a mystic union. 
    - Limited in offensive capabilities until she 
    learns Psionic.
    - Very weak to attacks.
    Primary Role: Healer, Debuffer, Item User
    Secondary Role: Morale Booster
    Irina starts out as a Scholar, which is one of 
    the hardest class to achieve in the game simply 
    because it's requirements are dangerously close 
    to the item classes, which are easier to obtain. 
    It requires a balance of mystic and item skills 
    while having INT value between 41 and 47 because 
    any more than that and you'll get the item class 
    instead. A Scholar has extra max AP and most 
    importantly it has immunity to instant KO attacks. 
    Unfortunately, Scholar is also the easiest class 
    to lose because you'll change into a rank 5 item 
    class as soon as you have over 47 INT or STR 
    unless you stop using item skills immediately after 
    getting this class. Irina has the same problem because 
    she'll easily change into a Hunter or Wonderer if you 
    overuse her item skills. Thus, to prevent that from 
    happening you must disable both her lotions and traps. 
    For lotion you can just disable the eye cream because 
    other skills are very situational. Don't get me wrong, 
    both Hunter and Wonderer are decent item classes, but 
    a Scholar suits her better still because of the 
    instant KO immunity, which ensures her survival 
    from Curse and instant-kill effects from attacks.
    Ultimately however, the best class for Irina is the 
    Alchemist class, because she has 3 item arts to benefit 
    from it and best of all it also has immunity to instant 
    KO attacks. Thus, the best way of training her is to 
    disable her item skills until you unlocked shards, 
    then train that until she turns into Alchemist, then 
    only re-enable all her skills. This allows her to 
    jump straight from Scholar to Alchemist without losing 
    the immunity to instant KO benefit.
    Trivia: Later in the game Irina will ask for the 
    Nightbloom, a powerful remnant katana. Many gamers 
    prefer to give that to Emmy instead because they 
    believe that giving it to Irina is a waste since 
    she can't do much damage with it. However, I recommend 
    giving it to Irina because of that +50% max AP bonus 
    (after upgraded) which complements to her already 
    massive amount of AP, and coupled with a high level 
    amulet that provides another 40-50% max AP bonus the 
    amount is just insane. In fact, if you keep her as 
    a Scholar, which provides yet another 20% max AP, 
    she alone could easily hold 350+ AP, which is 3 to 
    4 times more than most characters. This makes her 
    essential in mystic unions because the massive 
    AP tank allows them to unleash powerful skills 
    continuously in long battles, and after the AP 
    is used up she could just start tossing shards 
    until its recharged.
    Starting skills:
    Power Grip katana
    Learned skills:
    Evocations (BR 59) -Essential to unlock powerful 
    mystic classes
    Traps (BR 71) -Useless for Zolean
    - Starts with powerful hex skills.
    - Very weak to attacks, especially when compared 
    to other Yama squad members.
    Primary Role: Mystic Damager
    Secondary Role: Er.... none
    Zolean starts out as a Specialist, which makes 
    his hexes very powerful. He's an excellent candidate 
    for Sage or Thaumaturge but you'll need to train his 
    evocations from the ground up. In Zolean's case a Sage 
    is easier to obtain because his hex level is higher 
    than other skills, but a Thaumaturge suits him better 
    because all his mystic arts are offensive.
    Starting skills:
    Power Grip mace
    Learned skills:
    Invocations (BR 75) -Useless for Sibal since he 
    doesn't have much INT
    Explosive (BR 86) -Useless for Sibal
    - Starts out as Guardian, coupled with the Daedalus 
    making him abnormally tanky even when compared to 
    the likes of Baulson.
    - Daedalus does a lot of physical damage and 
    is one of the more powerful remnant weapons 
    in the game.
    Primary Role: Tanker, Reviver
    Secondary Role: Healer, Damager
    Sibal starts out as Guardian, which is perfect. 
    His skills set means there are no other classes 
    possible, and that means no training is required 
    to use him effectively. He's also the only one 
    that can wield the Daedalus, an extremely powerful 
    remnant weapon.
    Starting skills:
    Two-handed spear
    Learned skills:
    Evocations (BR 74) -Nice to have but not necessary 
    since Yuniver already has many powerful skills on hand
    Potions (BR 84) -Useless for Yuniver
    - A generally powerful mystic character with high 
    level offensive skills.
    - Starts out as Wizard but can be easily upgraded 
    to Thaumaturge or Sage because of the already 
    high-level skills.
    Primary Role: Mystic Damager
    Secondary Role: Morale Booster
    Yuniver starts out as a Wizard with powerful psionic 
    skills. However, because he also has powerful hexes 
    and decent invocations, he's the perfect candidate for 
    Thaumaturge or Sage. Thaumaturge will suit him better 
    but will require slightly more work because his invocation 
    isn't as high level as his hexes. If you're into pure 
    mystic groups, Yuniver is a must have.
    Duke of Ghor
    Starting skills:
    Power Grip axe
    Learned skills:
    Psionic (BR 73) -Useless for Duke since they often get 
    in the way more than they're helpful
    Potions (BR 85) -Useless for Duke
    - Does insane amount of damage with the Bilqis, and 
    has a lot of HP typical of a Yama. Bilqis provides 50%
    bonus HP after upgraded.
    Primary Role: Damager, Leader (Bel'kwinith's Fury)
    Secondary Role: Tanker (Bilqis's HP bonus)
    Duke of Ghor starts out as Axman, a super-powerful one at 
    that because of his Bilqis, which is an extremely powerful 
    remnant weapon, and the axman class further increase it's 
    damage to extreme levels. Thus, I don't recommand changing 
    him into any other class because he's the perfect damage 
    disher and a must have for pure combat unions. His remnant 
    art, Bel'kwinith's Fury, is so powerful that only the strongest 
    rare monsters and bosses can survive a single hit from it (A 
    single critical hit can do over 200,000 damage). I highly 
    recommend hiring him and take some trouble to train his 
    combat arts, it'll make boss fights quite a bit easier.
    Starting skills:
    Two-handed spear
    Learned skills:
    Invocations (BR 76) -essential for Haruko to do 
    some damage
    Lotions (BR 83) -recommended for emergencies
    - High INT and high level Remedies, but not 
    much else.
    - Can wield the Malystrix, a fairly powerful 
    remnant weapon.
    Primary Role: Healer, Debuffer, Reviver (Kiss of Life)
    Secondary Role: Mystic Damager (Invocation)
    Haruko is a born healer thanks to her super-high 
    level remedies and nothing else. However, after 
    unlocking invocations she could dish out some damage 
    as well using her high INT. She's the perfect candidate 
    for Bishop since her high level remedies means that 
    she's guaranteed to change into one simply by training 
    Starting skills:
    Quad-wield/Dual power grip katana
    Learned skills:
    Wards (BR 77) -Highly recommended for support
    Shards (BR 84) -Useless for Wyngale
    - Has all sorts of mystic arts at the ready.
    - Has fairly strong physical attacks, but is 
    weak to attacks.
    Primary Role: Mystic Damager, Morale Booster, 
    Healer, Debuffer
    Secondary Role: Damager
    Wyngale starts out as a Cleric, which is a suprise 
    since he has so many mystic arts that a mystic class 
    would be so much better for him. Still, even in Cleric 
    class he's a formidable mystic user with all sorts of skills 
    at his disposal. I recommend disabling his trap skills 
    since they get in the way of his many mystic arts.
    Wyngale is a perfect candidate for Warlock, the highest 
    rank and most powerful msytic class, because his skills 
    set means that its possible for him to learn every arcana 
    available. Still, getting every arcana is a difficult job 
    thus you might want to settle for Commander instead since 
    training wards is a lot easier, but its worth the effort. 
    Either way, a Warlock or even Commander is a much better 
    fit than Cleric so you should take the trouble of training 
    him. Don't get me wrong, it's not essential, but it's worth 
    the effort.
    He's also a candidate for the Ninja class because of his 
    Katana skills, and the fact that he starts with Cleric 
    class means that getting the Ninja class is pretty 
    straightforward by simply training his quad wield and 
    weapon skills, however a mystic class still suits him 
    much better.
    Starting skills:
    Power Grip katana
    Learned skills:
    Hexes (BR 73) -Recommended but not essential
    Lotions (BR 83) -Recommended for emergencies
    - The only true item focus character among all unique 
    leaders, but has fairly strong physical and mystic 
    skills too.
    - Quite weak to attacks and her HP/AP isn't very high.
    Primary Role: Item User, Damager, Mystic Damager
    Secondary Role: Healer (Moonlight)
    Khrynia is by far the most versatile character you can 
    hire. She has MAX level explosives, very high level katana 
    skills, and some high level evocations and invocations as 
    well. This makes her useful in any kind of union, be it 
    combat, mystic, hybrid, item or even support thanks to 
    her Moonlight shards and she even learns Lotion.
    Although she starts out as a Thief, her high level shard 
    skills mean that she automatically turns into Alchemist 
    after some battles and stat gains. It's possible to stop 
    that change by using her explosives so that her shard level 
    is way below it, but I find no reason to do that because 
    Alchemist is by far the best item class in the game (albiet 
    the Thief's Slowdown effect is highly useful). I 
    recommend hiring her even if it means replacing one of 
    your lesser characters. She does have little HP at the beginning
    though thus you might not want to make her the union leader.
    Trivia: After getting the Witch's Seal, she'll be able to 
    perform Dual Snowpedal, which requires Khrynia to be leader 
    and Irina in the same union. It's an imitation of the Twin 
    Snowpedal used by Hannah and Hinnah, and it's just as lethal.
    Starting skills:
    Dual power grip mace
    Learned skills:
    Psionics (BR 82) -Essential if you want to make him a Warlock, 
    otherwise its not necessary
    Explosive (BR 91) -Useless for Leucetius
    - Very similar to Wyngale, but he starts out in a more 
    suitable class.
    Primary Role: Mystic Damager, Healer, Debuffer, 
    Passive Debuffer (Sage)
    Secondary Role: Morale Booster (Psionic)
    Leucetius is the last unique leader you can hire, and 
    basically he's Wyngale's twin but without ward skills. 
    However, unlike Wyngale, he starts out as a Sage, which 
    is perfect for him. He's also a potential candidate for 
    Warlock but you'll have to train his psionics from the 
    ground up. I personally think Sage is already ideal for 
    him though, so it's up to you whether you want to take 
    the trouble.
    Finally, the summary
    Enjoy perfecting your characters.

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