Trials of Mana

Trials of Mana

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【Class/Character Guide】Angela
By Pandada-sensei
An Angela guide, OTHER CHARACTERS are being made & updated, will include basic helpful tips.
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Notice
All the information for the classes is complete and fully accurate with regard to abilities. Do let me know however if there is a slight error.

【UPDATE: Since the AI is stupid, there is nothing wrong in increasing their survivability if you don't intend on using them much】
Special thanks
- Square Enix for actually releasing a remake of this game.
- mana.fandom for the translation of the really cool class descriptions.
- Schutzengel for the inspiration to do this, for early information, and diverse item+spell information and being a boon to the community regarding information.
- Shuichi Niwa for the Alternative Names Patch and community engagement.
- darth.crevette for moonrune corrections and community engagement.
- Hiroki Kikuta for the soundtrack and the Indivisible soundtrack.

- Fruits Chinpo Samurai for pointing out some typos
Basic Information
These guides will include the Class names used in the remake on top of the original names included with the Translation Correction fan-patch.

Class Changing benefits
  • Locked Abilities: When changing your class you gain access to class-specific abilities that are always activated and do not take up an Ability slot; forgoing the necessity of equipping it. These persist to the next class you change to afterward as an added bonus, on top of the newly gained one from the next class.
  • New Class Strike: Each new class comes with its own Class Strike, some are intentionally left weaker than the rest but tend to be fun.
  • Attack Combo: While straight forward, you gain a welcome bonus of a new combo to use for Class 2 and 3.
  • CS gauge: increases to 300% and 400%, respectively
  • 2 Ability slots added.
  • (Obviously) New abilities to learn.
  • A stat increase to your base stats depending on the class you pick.
Do not be confused when you see the class change window and it tells you that your character is gaining 10+ Attack+Strength or the related stats. You do not gain a total bonus of +20 in "damage", Attack is equal to the Strength you have so you are gaining 10 Attack from having 10 in Strength.
  • ATK = STR + Weapon Attack
  • DEF = STM + Equipment Defense
  • MGC ATK = INT + Weapon Magic Attack
  • MGC DEF = SPRT + Equipment Magical Defense

MOVES and their types
Everything that your character can learn that costs some form of MP to cast is called a MOVE, but a lot of the equipable Abilities sometimes have specific wordings on them that might not be obvious at first to what they might increase. Most would refer to all of these as Spells but for now they will be aggregated to their simplest description of function, i.e spell/healing, etc.

Angela


【Magician】

Class Strike:
  • Double Slash: A short-range attack that covers a good amount of ground to her sides.
Attack Combo:
  • 1st: A quick forward lunge that knocks enemies back on hit.
  • 2nd: A quick wide-area sweep that covers a surprising amount of ground.

【Early Build Suggestion】
Abilities:
  • (LUCK 4) Enigma
  • (SPRT 4) Victory MP Boost
Angela is your premiere elemental Spellcaster, and as such she comes with the highest Intellect gain out of the entire cast. She wouldn't be a very stereotypical Magician if she didn't come with the lowest Stamina and Health to match. To top it off she got the second-highest Spirit, making her an excellent candidate as a semi-dedicated healer using Poto Oils from the Night Market in Beiser since they are based on Spirit while in use.

  • Light will give you strong single-target elemental spells and Lucent Beam, which will carry you even to the endgame or be better than those spells in general. Due to the Spirit increase as Light she can function as a decent Poto Oil healer.

  • Dark will gain heavy damage increases throughout the game when class changing but only gains 1 new powerful spell to counteract it's Light counterpart: Dark Force. It's 2 class changes thereafter focus either on the heavy damage aspect or status effect spells.

Since you require the corresponding Elemental Spirit to cast your spells (And you are allowed to reset your points later on in the game at the Night Market), the order of which you gain the first 3 to correlate to Angela's spells are:
  1. Light
  2. Earth
  3. Wind

Stat
Points
Abilities/Moves
Type
Description
STR
2
Strength +5
Base Ability increased by 5
4
Magic Recoil
Ability
Easier to knock back enemy when magic is successful
6
Reclaim
CHAIN
Recover 1 of MP when power attack is successful
STA
2
Stamina +5
Base Stamina increased by 5
4
Diamond Shards
SPELL
Deals Earth Magic damage
6
Spell Guard
Ability
Defense and Magic Defense increased by 15% while casting
INT
2
Intellect +5
Base Intellect increased by 5
4
Limit Break
CHAIN
Magic Damage dealt increased by 5%
6
Intellect +5
Base Intellect increased by 5
SPRT
2
MP +5
Base MP increased by 5
2
Holy Bolt
SPELL
Deals Light Magic damage (Damage based on INT)
4
Victory MP Boost
Ability
Recover 2 of MP when enemy defeated
6
Spirit +5
Base Spirit increased by 5
LUCK
2
Magic Armor
Ability
15% chance that enemy magic will do zero damage
4
Enigma
Ability
Harder for enemies to target
6
Luck +5
Base Luck increased by 5
6
Cyclone
SPELL
Deals Wind Magic damage


Class 2: Light


【Sorceress】
The Sorceress is the path both expected of the Magician and respected by all who know the rigors of the arcane, and not without good reason. Having tempered a lust for power with reason and focus, the Sorceress calls down incredible destruction on her foes- blizzards, firestorms, lightning and rock slides all serve as warning to those who would waylay her. While her skill with dark magic wanes, the power of light beckons, offering a powerful ray of scorching light that reduces unholy foes to ash.

Prerequisite: Level 18, visit any Mana Stone.

Example stat increase at level 18:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
11
6
2
6
5

Locked Ability:
  • Magic Burst: Damage from magic increased by 15% when MP at 100%
Class Strike:
  • Love Typhoon: SINGLE-TARGET lockdown, AREA DAMAGE - A slow heart projectile that catches and locks the enemy, it keeps growing until it explodes and damages anyone that happens to be around the enemy at the time. Enemies can walk away from this before it explodes.

【Build Suggestion】
Abilities
  • (LUCK 4) Enigma
  • (INT 12) Elemental Combo
  • (SPRT 12) Move MP Saver
  • (SPRT 4) Victory MP Boost
Stats:
  • 12 points in SPRT for Lucent Beam & Move MP Saver ASAP
  • Max INT for damage.
  • Save points for Class 3, or max LUCK.
Notes:
  • Investing in SPRT allows her to use Poto Oils from Beiser Night Market proficiently in order to heal your party as well.

Extremely simple choices, not really difficult either. If you use Victory MP Boost, make sure she uses her spells to finish targets off. Lucent Beam is really strong, even when using it on monsters with an elemental weakness of any of the 4 elements since it will at times deal anywhere from 10-20 more damage as well due to the +50 power it comes with. Since Angela's Spirit is really high, she can function as a Poto Oil party healer (buy them from the Night Market in Beiser).


Stat
Points
Abilities/Moves
Type
Description
Pwr
STR
9
Fireball
SPELL
Deals Fire Magic damage
100
12
Reclaim II
Ability
Recover 2 of MP when power attack is successful
15
Strength +5
Base Strength increased by 5
15
Fireball +
SPELL
Deals Fire Magic damage to area
100
15
Explode
15
Deals Fire Magic damage
200
STA
9
Diamond Shards +
SPELL
Deals Earth Magic damage to area
100
9
Earthquake
SPELL
Deals Earth Magic damage
200
12
Cast Resist
CHAIN
Opponent's damage decreased by 20% when casting
15
Stamina +5
Base Stamina increased by 5
INT
9
Intellect +5
Base Intellect increased by 5
9
Ice Smash
SPELL
Deals Water Magic damage
100
9
Evil Gate
SPELL
Deals Dark Magic damage
100
12
Elemental Combo
Ability
Damage increased by 5% when using magic of the same element in succession (up to 30%)
15
Ice Smash +
SPELL
Deals Water Magic damage to area
100
15
Evil Gate +
SPELL
Deals Dark Magic damage to area
100
15
Spike Freeze
SPELL
Deals Water Magic damage
200
15
Intellect +5
Base Intellect increased by 5
SPRT
9
MP +5
Base MP increased by 5
9
Holy Bolt +
SPELL
Deals Light Magic damage to area
100
9
Lucent Beam
SPELL
Deals Light Magic damage
250
12
Move MP Saver
Ability
Decreases MP used for moves by 30% in battle
15
Spirit +5
Base Spirit increased by 5
LUCK
9
Bless
Ability
20% chance of changing MP needed for move to 0 in battle
12
Cyclone +
SPELL
Deals Wind Magic damage to area
100
12
Thunderstorm
SPELL
Deals Wind Magic damage
176
15
Luck +5
Base Luck increased by 5


Class 3: Light-Light


【Grand Diviner / Grand Divina】
Those who are afraid of the darkness have never seen what the powers of light can do when roused. Some practitioners of war magic feel that some holy force has called them to learn such terrible things, that the wicked would remain afraid and hesitate to wage open war. Having all but abandoned the dark arts, the Grand Diviner does not so much fight evil as she reduces it to very small bits, spreading her magics to envelop enemies in a cornucopia of elemental pain.

Prerequisite: Level 38, Item: Arcana Book, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
83
24
19
15
34
27
27

Locked Ability:
  • Refresh: Recover 15% of MP after winning a battle
Class Strike:
  • Boomerang Spiral: SINGLE-TARGET - A purple electric tornado just explodes upon the enemy, the weird part is it's singletarget despite being so massive. Get the timing down on when it explodes and it will hit targets in an AoE. (Changed)

【Build Suggestion】
Abilities
  • (LUCK 4) Enigma
  • (Luck 27) Pinpoint II
  • (INT 12) Elemental Combo
  • (INT 27) Limit Break II
  • (SPRT 12) Move MP Saver
  • [Optional] (SPRT 27) Elemental Reduction
Stats:
  • 21 points only in SPRT for Lucent Beam + ASAP
  • Max INT for ultimate spell and damage.
  • 27 points in LUCK for Pinpoint II.
Notes:
  • Investing in SPRT allows her to use Poto Oils from Beiser Night Market proficiently in order to heal your party as well.

Simple, just invest in INT and LUCK, grab Lucent Beam + ASAP. Doppelganger might be cool to use but it likes to take its sweet time when landing its damage compared to Archmage's ultimate spell. Lucent Beam + upgrades dangerously well and fires off multiple beams, 2-3 casts should be enough. Just use Doppelganger against anything Lucent Beam gets resisted by. Elemental Reduction is quite a hefty bonus and will help you against bosses like the Black Rabite by a lot if you are having problems with it.

Stat
Pts
Abilities/Moves
Type
Description
Pwr
STR
21
Explode +
SPELL
Deals Fire Magic damage to area
200
27
Tough
CHAIN
Damage to non-boss monsters increased by 20%
33
Strength +10
Base Strength increased by 10
STA
21
Earthquake +
SPELL
Deals Earth Magic damage to area
200
27
Cast Resist II
Ability
Opponent's damage decreased by 30% when casting
33
Stamina +10
Base Stamina increased by 10
INT
21
Intellect +10
Base Intellect increased by 10
21
Spike Freeze +
SPELL
Deals Water Magic damage to area
200
27
Limit Break II
CHAIN
Magic Damage dealt increases by 25%
33
Intellect +10
Base Intellect increased by 10
33
Doppelganger
SPELL
Magic deals lots of Non-Elemental damage to enemies in the area
450
SPRT
21
MP +10
Base MP increased by 10
21
Lucent Beam +
SPELL
Deals Light Magic damage to area
250
27
Elemental Reduction
Ability
Opponent's elemental damage decreased by 20%
33
Spirit +10
Base Spirit increased by 10
LUCK
21
Thunderstorm +
SPELL
Deals Wind Magic damage to area
176
27
Pinpoint II
Ability
Chance of critical hit increased by 25%
33
Luck +10
Base Luck increased by 10


Class 3: Light-Dark


【Archmage】
The path taken by those whose practice of magic is for the sake of the practice of magic. Redundant as it may sound, this pragmatic, life-long study of what magic is and is not allows the Archmage to have an understanding of the elementals that is free from both holier-than-thou or megalomaniac mentalities. Her skills with magic go beyond mere recitation of spells, having developed an almost first-name basis relationship with the four prime elementals Salamander, Gnome, Undine, and Jinn. This bond is such that she can call on them directly to wreak havoc on those who would interrupt her study with banditry and other such unsavory diversions, meaning that most Archmages are left well enough alone.

Prerequisite: Level 38, Item: Esoteric Book, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
117
28
15
19
30
31
19

Locked Ability:
  • Desperation: Recover 40% MP when HP drops to 10% or below
Class Strike:
  • Dancing Wand: Wand flies around magically and damages enemy from all sides

【Build Suggestion】
Abilities
  • (LUCK 4) Enigma
  • (LUCK 27) Pinpoint II
  • (INT 12) Elemental Combo
  • (INT 27) Elemental Combo II
  • (SPRT 27) Move MP Saver II

  • Free choice (Chains, etc)
    or
  • (SPRT 12) Move MP Saver
Stats:
  • 21 points only in SPRT for Lucent Beam + ASAP
  • Max INT for ultimate spell and damage.
  • 27 points in LUCK for Pinpoint II.
Notes:
  • Elemental Combo are independent of each other, so each cast will increase their respective values (not 15% + 15% = 30% total).
    • 3 casts will leave you at 45% power since Combo II is fully maxed, Combo I will be at 15% so keep on going until its capped at 30% as well.
  • Investing in SPRT allows her to use Poto Oils from Beiser Night Market proficiently in order to heal your party as well.

Simple, all points to INT and Luck, grab Lucent Beam + ASAP. Stack both MP Savers to spam your spells with reckless abandon. Just like with Grand Divina, Lucent Beam + will be your go-to spell for most things since its so incredibly fast and powerful, Glitterdust is really fancy to look at and is faster than its counterpart Doppelganger so spam this instead if you want.


Stat
Pts
Abilities/Moves
Type
Description
Pwr
STR
21
Explode +
SPELL
Deals Fire Magic damage to area
200
27
Judge
CHAIN
Damage to boss monsters increased by 20%
33
Strength +10
Base Strength increased by 10
STA
21
Earthquake +
SPELL
Deals Earth Magic damage to area
200
27
Cast Resist II
Ability
Opponent's damage decreased by 30% when casting
33
Stamina +10
Base Stamina increased by 10
INT
21
Intellect +10
Base Intellect increased by 10
21
Spike Freeze +
SPELL
Deals Water Magic damage to area
200
27
Elemental Combo II
Ability
Damage increased by 10% when using magic of the same element in succession (up to 30%)
33
Intellect +10
Base Intellect increased by 10
33
Glitter Dust
SPELL
Strong Magic deals lots of Non-Elemental damage to enemies in the area
500
SPRT
21
MP +10
Base MP increased by 10
21
Lucent Beam +
SPELL
Deals Light Magic damage to area
250
27
Move MP Saver II
Ability
Decreases MP used for moves by 40% during battle
33
Spirit +10
Base Spirit increased by 10
LUCK
21
Thunderstorm +
SPELL
Deals Wind Magic damage to area
176
27
Pinpoint II
Ability
Chance of critical hit increased by 25%
33
Luck +10
Base Luck increased by 10


Class 4: Final Light

【Mystic Queen / Witch Queen】
Official Description: One of the topmost Magician classes. Mystic Queens have the magic variety of a Grand Diviner and the elemental prowess of an Archmage. They are experts in many kinds of magic attacks.

Prerequisite: Complete the Game, any of the two Class 3 Light classes, progress the post-game content, get Sage Sphere, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
128
27
15
24
33
28
23

Locked Ability:
  • Elemental Master: Deal damage regardless of resistant element
Class Strike:
  • Blessed Pledge: An Angela original: two opposing elements combine for massive damage

【Build Suggestion】
Abilities
  • (LUCK 4) Enigma
  • (LUCK 27) Pinpoint II
  • (LUCK 43) Pintpoint III
  • (LUCK 53) Critical Damage II
  • (INT 27) Limit Break II / Elemental Combo II
  • (INT 53) Limit Break III
  • (SPRT) Move MP Saver and/or Move MP Saver II

  • [Optional] Grand Divina (SPRT 27) Elemental Reduction
  • [Optional] Archmage (INT 27) Elemental Combo II
All simple choices that doesn't really need a guide to tell you: More damage = big numbers. At this point in the game you are already steamrolling everything, Lucent Beam eats everyone now and clears groups really quickly so the pacing will be fast if your ultimate spell is slowing you down.

Stat
Pts
Abilities/Moves
Type
Description
STR
43
Tough II
CHAIN
Damage to non-boss monsters increased by 30%
53
Judge II
CHAIN
Damage to boss monsters increased by 30%
63
Strength +10
Base Strength increased by 10
STA
43
Spell Guard III
CHAIN
Defense and Magic Defense increased by 40% when casting
53
Cast Resist III
Ability
Opponent's damage decreased by 40% when casting
63
Stamina +10
Base Stamina increased by 10
INT
43
Intellect +10
Base Intellect increased by 10
53
Limit Break III
Ability
Magic Damage dealt increases by 35%
63
Intellect +10
Base Intellect increased by 10
SPRT
43
MP +10
Base MP increased by 10
53
Elemental Reduction II
Ability
Opponent's Elemental Damage decreased by 30%
63
Spirit +10
Base Spirit increased by 10
LUCK
43
Pinpoint III
Ability
Chance of Critical Hit increased by 40%
53
Critical Damage II
Ability
Damage increased by 40% when hit by critical hit
63
Luck +10
Base Luck increased by 10


Class 2: Dark


【Mysticist / Delvar】
Rather than an interest and focus on the path of methodology, proper rites, and traditionally proven workings of magic to utilize it as it is, the Mysticist has instead directed their focus on seeking the ways of achieving greater magical power itself to bend all phenomena to their whim. However, such a path veers nearest the temptation of achieving power at any cost and the will to even undergo the ways of the dark arts.

Prerequisite: Level 18, visit any Mana Stone.

Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
23
7
2
1
3
1
2

Locked Ability:
  • Wrath: Magic Attack and Magic Defense increase if ally faints.
Class Strike:
  • Pummel Star: Magical stars appear and bombard the enemy, dealing damage.

【Build Suggestion】
Abilities
  • (LUCK 4) Enigma
  • (INT 12) Wound Magic
  • (SPRT 4) Victory MP Boost
  • Free choice

    Additional optionals:
    • (STA 12) Victory Heal
Stats:
  • 9 in SPRT for Holy Bolt +
  • Max INT for damage.
  • Save points for next class, or spend freely and reset later.
Notes:
  • Holy Bolt is your go-to filler when Dark Force is resisted, if both are resisted use any spell available, like Ice Smash +.
Easy & obvious, all points in INT to unlock all the spells and your signature spell Dark Force. Make sure you finish targets off to get value out of Victory MP Boost if you use it. Due to the function of Wound Magic, Victory Heal will help with your pacing significantly when moving from groupt to group, but you are entirely free to remove it; you will need a healer in your party if you can't be arsed to use healing items on yourself (assumed that you already picked a healer to go with your party).

Stat
Points
Abilities/Moves
Type
Description
Pwr
STR
9
Fireball
SPELL
Deals Fire Magic damage
100
12
Reclaim II
Ability
Recover 2 of MP when power attack is successful
15
Strength +5
Base Strength increased by 5
15
Fireball +
SPELL
Deals Fire Magic damage to area
100
STA
9
Diamond Shards +
SPELL
Deals Earth Magic damage to area
100
12
Victory Heal
Ability
Recover 10% amount of HP when enemy defeated
15
Stamina +5
Base Stamina increased by 5
INT
9
Intellect +5
Base Intellect increased by 5
9
Ice Smash
SPELL
Deals Water Magic damage
100
9
Evil Gate
SPELL
Deals Dark Magic damage
100
12
Wound Magic
Ability
Damage increased by 20% by sacrificing 5% of HP when using attack magic
15
Intellect +5
Base Intellect increased by 5
15
Ice Smash +
SPELL
Deals Water Magic damage to area
100
15
Evil Gate +
SPELL
Deals Dark Magic damage to area
100
15
Dark Force
SPELL
Deals Dark Magic damage
250
SPRT
9
MP +5
Base MP increased by 5
9
Holy Bolt +
SPELL
Deals Light Magic damage to area
100
12
Dark Reduction
CHAIN
Opponent's dark elemental damage decreased by 10%
15
Spirit +5
Base Spirit increased by 5
LUCK
9
Random Debuff
Ability
10% chance of a random stat decreasing when using a power attack
12
Cyclone +
SPELL
Deals Wind Magic damage to area
100
15
Luck +5
Base Luck increased by 5


Class 3: Dark-Dark


【Magus】
Considered to have strayed far from the path of contemporary magehood, the Magus has reached the echelons of attaining what can be called the ultimate level of magical power. Delving deeper into study than any typical practitioner of magic, the Magus has rediscovered lost and ancient methodologies to apply that excel anything the current world sees in use; however, whether they know it or not, such methods tapped into discovered at their era were decided to be forgotten: considered with potential of great danger and abuse, these ways were then cast down as taboo, and were abandoned for the sake of such forbidden practices to never ravage the world again. Now in command of these forsaken powers, heaven and earth trembles in the face of such magic that indiscriminately destroys and decimates all who stand in the way of its caster.

Prerequisite: Level 38, Item: Omen Book, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
50
11
21
15
39
15
33

Locked Ability:
  • Soul Hunt: Magic attack increases by 20% for 30 sec. after ally faints (effect cannot overlap)
Class Strike:
  • Hotshot: Magical bullets fire from the wand and damage the enemy

【Build Suggestion】
Abilities
  • (LUCK 4) Enigma
  • (INT 12) Wound Magic
  • (INT 27) Wound Magic All
  • (STA 27) Spell Resistance
  • [Optional] (INT 4) Limit Break
  • [Optional] (STA 12) Victory Heal
Stats:
  • Max INT for ultimate spell and damage.
  • Free point investment, if you'd like.
Notes:
  • Damage MP Boost does not work with Wound Magic.

All points to INT should be self-explanatory, afterwards you should invest in STA. The only new choice she gained was Wound Magic All, so the choices remain the same, unless your party members or the story provides you with better Chain abilities to equip.

Ancient Curse is the strongest spell out of all the Ultimate spells and is the long-cast, non-elemental damage version of Lucent Beam + and will eat anything you successfully cast it on. The area isn't as large as one would expect due to the random projectiles, but it will wreak havoc on anything and any bosses with multiple hitboxes. Dark Force remains your instant damage cast spell for when you can't utilize Ancient Curse properly, but use any spell you wish due to the extremely high spellpower.


Stat
Pts
Abilities/Moves
Type
Description
Pwr
STR
21
Explode
SPELL
Deals Fire Magic damage
200
27
Wound
Ability
Damage increased by 30% by sacrificing 5% of HP when using a power attack
33
Strength +10
Base Strength increased by 10
STA
21
Earthquake
SPELL
Deals Earth Magic damage
200
27
Spell Resistance
Ability
90% chance of not getting knocked back while casting
33
Stamina +10
Base Stamina increased by 10
INT
21
Intellect +10
Base Intellect increased by 10
21
Spike Freeze
SPELL
Deals Water Magic damage
200
27
Wound Magic All
Ability
Sacrifices 2% of allies' HP to increase magic damage by 30% multiplied by the number of allies
33
Intellect +10
Base Intellect increased by 10
33
Ancient Curse
SPELL
Ancient forbidden magic deals lots of non-elemental damage to enemies in the area
600
SPRT
21
MP +10
Base MP increased by 10
27
Damage MP Boost
CHAIN
Recover 2% of MP when receiving damage
33
Spirit +10
Base Spirit increased by 10
LUCK
21
Thunderstorm
SPELL
Deals Wind Magic damage
176
27
Magic Armor II
Ability
30% chance that enemy magic will do zero damage
33
Luck +10
Base Luck increased by 10


Class 3: Dark-Light


【Rune Seer / Rune Master】
Considered the true embodiment of the dark arts of magic, the Rune Seer has achieved their mastery through reinforcing their quest for ultimate magic power through controlling such might through the ways of harnessing by incantation and binding such forces upon call through evocation. Utilizing the power of knowledge, the Rune Seer has vigorously studied long lost languages of mystical influence and magical power believed to tie deeply into the fabric of creation itself, and through their influence, summons terrifyingly great forces of nature upon their recital. As such, the might of Rune Seers call upon spells of such order and chaos that though their magic brings about unmatched spell power, their aftermath is dangerously unpredictable to their intended recipients.

Prerequisite: Level 38, Item: Rune Book, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
103
20
18
18
27
24
21

Locked Ability:
  • Guardian Runes: Status Effect resistance increased by 30%
Class Strike:
  • Ton Shatter: 10-ton weight falls, damaging enemies in the area of attack

【Build Suggestion】
Abilities
  • (LUCK 4) Enigma
  • (LUCK 27) Effect Boost All
  • (INT 12) Wound Magic
  • [Optional] (STR 27) Cheat
  • [Optional] (STA 12) Victory Heal
  • [Optional] (INT 27) Special Effect II (VERY QUESTIONABLE)
Stats:
  • 21 points STA ASAP
  • 27 points LUCK ASAP
Notes:
  • Use Special Effect II if you do not wish to abuse Stone Cloud or Annihilate, see below.

You should immediately invest in (STA)Stone Cloud when possible and grab Effect Boost All no matter what. Dark Force and Holy Bolt will still be your go-to spells should any of your other spells fail against immune enemies, (STR)Cheat works on bosses if Angela happens to be a higher level than them. Wound Magic is still used because of Bosses and enemies not immune to Dark Force or Holy Bolt.

Now you might be asking: "why is Special Effect II an optional choice? the enemies will be hit by status effects as this class anyway" Status Effects do not work on bosses and additionally -

Stone Cloud has a chance to immediately kill off any enemy when it petrifies regardless of level, it hits the target multiple times for more chances to trigger as well as hitting in a small area. Elemental Resistant enemies can still get petrified, but not if they are immune to the element itself or have Status Immunity (like the Shapeshifter mobs). You do not lose any experience for petrifying unlike the Change Form spell (Hawkeye, Riesz Freya).

(INT)Annihilate requires a target to be of lower level for it to work, but has a high success chance, so use this under those circumstances instead of Stone Cloud.


Stat
Pts
Abilities/Moves
Type
Description
Pwr
STR
21
Blaze Wall
SPELL
Deals Fire Magic damage, chance of burning enemy
350
27
Cheat
CHAIN
Damage to monster of level lower than the character's increased by 20%
33
Strength +10
Base Strength increased by 10
STA
21
Stone Cloud
SPELL
Deals Earth Magic damage, chance of petrifying enemy
350
27
Total Resistance
CHAIN
All status effects cancelled out
33
Stamina +10
Base Stamina increased by 10
INT
21
Intellect +10
Base Intellect increased by 10
21
Dark Force +
SPELL
Deals Dark Magic damage to area
250
21
Cold Blaze
SPELL
Deals Water Magic damage, chance of freezing enemy
350
27
Special Effect II
Ability
Damage to enemy with status effect increased by 40%
33
Intellect +10
Base Intellect increased by 10
33
Annihilate
SPELL
Deals dark magic damage, chance of instantly destroying lower leveled enemies
200
SPRT
21
MP +10
Base MP increased by 10
27
Victory MP Boost II
Ability
Recover 3 of MP when enemy defeated
33
Spirit +10
Base Spirit increased by 10
LUCK
21
Stun Gust
SPELL
Deals Wind Magic damage, chance of silencing enemy
350
27
Effect Boost All
ABILITY
Chance of status effect for all allies increased by 30%
33
Luck +10
Base Luck increased by 10


Class 4: Final Dark


【Spellbinder】
Official Description: One of the topmost Magician classes. Spellbinders can annihilate enemies like a Rune Seer with the magical range of a Magus. No one stands a chance against their quick firepower.

Prerequisite: Complete the Game, any of the two Class 3 Dark classes, progress the post-game content, get Sage Sphere, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
176
33
15
20
29
33
20

Locked Ability:
  • Greed: Recover 3% of MP when receiving damage
Class Strike:
  • Ton Annihilation: 1000-ton block of ice falls and deals massive damage to enemies in the area of attack

【Build Suggestion】

Magus
Abilities
  • (LUCK 4) Enigma
  • (INT 12) Wound Magic
  • (INT 27) Wound Magic All
  • (INT 53) Wound Magic All II
  • (STA) Spell Resistance I or II
  • Free choice
  • -
  • -

    Additional Optionals:
    • (SPRT 53) Damage MP Boost II
    • (STA 43) Victory Heal III
    • (STR 43) Cheat II

Max INT and some points in STA are still your best choices here, use any strong damage Chain abilities from party members/story you might find. Victory Heal will help with pacing as usual and Cheat works on bosses should you ever happen to be over their level.



Rune Seer
Abilities
  • (LUCK 4) Enigma
  • (LUCK 27) Effect Boost All
  • [Bosses] (INT 12) Wound Magic
  • [Bosses] (INT 53) Wound Magic All II
  • [Optional] (STA 53) Spell Resistance II
  • Free choice
  • -
  • -

    Additional Optionals:
    • (SPRT 53) Damage MP Boost II
    • (STA 43) Victory Heal III
    • (INT 27) Special Effect II
    • (STR 43) Cheat II
Notes:
  • Damage MP Boost does not work with Wound Magic.
  • Use Special Effect II if you don't wish to abuse Stone Cloud & Annihilate.
Wound Magic for bosses, Cheat if overleveled (works on bosses). Annihilate and Stone Cloud will handle everything without the need of any amount of Magic power. Victory Heal is there to be used together with Wound Magic if you want to play normally without any instant-kills, in that case equip Special Effect II.


Stat
Pts
Abilities/Moves
Type
Description
STR
43
Cheat II
Ability
Damage to monster of level lower than the characters' increased by 30%
53
Wound II
Ability
Damage increased by 40% by sacrificing 5% of HP when using a power attack
63
Strength +10
Base Strength increased by 10
STA
43
Victory Heal III
Ability
Recover 30% of HP when enemy defeated
53
Spell Resistance II
CHAIN
Cannot get knocked back while casting
63
Stamina +10
Base Stamina increased by 10
INT
43
Intellect +10
Base Intellect increased by 10
53
Wound Magic All II
Ability
Damage increased by (40% x Allies) by sacrificing 5% of HP of allies when using attack magic
63
Intellect +10
Base Intellect increased by 10
SPRT
43
MP +10
Base MP increased by 10
53
Damage MP Boost II
Ability
Recover 5% of MP when receiving damage
63
Spirit +10
Base Spirit increased by 10
LUCK
43
Random Debuff III
Ability
30% chance of a random stat decreasing when using a power attack
53
Magic Armor III
CHAIN
40% chance that enemy magic will do zero damage
63
Luck +10
Base Luck increased by 10


??? Seeds: how to farm them
In order to gain access to Class 3 you will need to be level 38 and above while having a corresponding item in order to unlock it. The items needed are called ??? Seed and tend to drop around the time you're about to reach your character's final story-related dungeon. You need to visit the special Goddess Statue in the Sanctuary of Mana afterward.

SOME EXCEPTIONS TO THESE RULES, HOWEVER
These can drop from chests as well but VERY rarely, I personally at most had 2 until I reached the part where I could farm them at the end-game.It is entirely possible to complete the entire game and the final dungeon of your characters' story without ever getting to enjoy Class 3.
I personally recommend you spend the time needed to farm these seeds when possible.

Hover over the text below when you reach level 38:
(This tip is to get the most enjoyment out of the time you can efficiently unlock your class because the worst thing that can happen is only getting to fight 1-3 bosses without getting to enjoy your new flashy class fully.)


Earliest possible method:
Pray to whatever deity or entity you worship for the RNG.
Those with a chance to drop them:
  • Chartmoon Tower, hunt Silverwolf. (There are a lot of them)
    • Before you reach the top floor, you will be greeted by 3 Silverwolf mobs. Go to the top floor and only target the groups that has Silverwolf in it, go down to the 3 Silverwolves again for their respawn and repeat.
  • Woods of Wandara, hunt Queeneebs

End-game Method:
Defeat all 7 of the Benevodons, then view the text below.

After you have defeated the 7 Benevodons, you head out to find the Darkstone. Depending on which story you are in, your quest will have you progress deeper into a unique area; this will either be:

Crystal Desert (Duran/Angela)
Jungle of Illusion (Kevin/Charlotte)
Night Cavern (Hawkeye/Riesz)

TIP: There is usually a Golden Goddess Statue at the end of the area with a boss fight, feel free to enter but I like to fight it after I've changed my class just for enjoyment's sake. Scour the entire area, there tends to be 1-2 special monsters who instead drops the ultra-rare Rainbow Seed as well, but the vast majority of monsters in these specific areas drop the ??? Seeds quite regularly (or as regularly as RNG can get). Get about 6 of the ??? seeds (or 10 if you wish), go to an Inn and grow them and hope for the item you want.
43 Comments
Pandada-sensei  [author] 14 Oct, 2024 @ 1:47pm 
Check out the next game I'm waiting for:

Lost Hellden

Going to make a guide for that when it's out.
Pandada-sensei  [author] 14 Oct, 2024 @ 1:43pm 
If you want the strongest party possible next time, do:

Duran Edelfrei
Riesz Starlancer
Charlotte Warlock

Always do the combo with the heavy attack, it's not as easy and mindnumbing as Angela's spam, but when you can do the secret boss on No Future in <12 seconds you'll see why it's so strong.
KiBeZ 14 Oct, 2024 @ 1:38pm 
Thanks for your help, and great work here with these Class Guides of yours!!
KiBeZ 14 Oct, 2024 @ 1:36pm 
I will respec Duran to become Liege, true, minmax is all about the controlled character, not the AI... as much stat boost for the queen Angela!
Pandada-sensei  [author] 14 Oct, 2024 @ 1:35pm 
I've done No Future with Duran/Riesz/Charlotte and I didn't feel the game was overtly difficult, I've done it with Angela as main too.

You'll be fine.
KiBeZ 14 Oct, 2024 @ 1:32pm 
If not for my unnecessary fear (at least so far), Riez would be my third member for the Angela+Duran run with No Future difficulty, since she is a magnificent debuffer for Angela with enfeeble+

But, since Hawkeye have a similar skill (fire diversion+) AND can become a Nomad for cristalize, I had to chose him for the third slot.

Charlote not giving Miracle 2 to the controlled character would be very risky for No Future...

Maybe Angela+Riez+Charlote would be a good party for Expert run, without the "benefit" of AI not dying, lol
Pandada-sensei  [author] 14 Oct, 2024 @ 1:32pm 
If I had to do your party I would do Duran as Liege for as much of a stat boost I can get.

If I have the Fenrir Knight Chain Skills I'd put those on Hawke for sure.
Pandada-sensei  [author] 14 Oct, 2024 @ 1:31pm 
It's possible to respec the class choices if you want, it's in the special Mana Goddess statue in the Mana Sactuary, it'll reset you to base class.
KiBeZ 14 Oct, 2024 @ 1:11pm 
My previous run I did Riez as Fenrir Knight, so I have acess to her chains, and I'm using them on Hawkeye to be the debuffer, I was afraid of the No Future difficulty, but so far, so good... especially after you get Lucent Beam, the game goes straight to easy mode.
KiBeZ 14 Oct, 2024 @ 1:05pm 
Yeah... this party would be perfect if Provoke was a chain skill... not sure if Enigma is as effective as Provoke on Duran...

But change party now is not an option for me, this is my third and final run, and I just reached the Benevodons with Angela, Duran and Hawk...

Angela as archmage
Duran as edelfrey
Hawk as ninja master

With these 3 characters in mind, maybe Duran as Liege in order to get mag atk up all for a marginal upgrade and lose a lot of damage for not being edelfrey...

This party of Angela, Riez and Charlote doesn't sincronize with the members, I was under the impression that it needed to be

Angela+Duran
Hawk+Riezs
Charllote+Kevin

All Girls party would be for a fourth run, but not sure if I will do that...