Trials of Mana

Trials of Mana

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【Class/Character Guide】Hawkeye
By Pandada-sensei
A Hawkeye 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 are slight errors.

【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.

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.

Hawkeye


【Thief】

Class Strike:
  • Poison Dagger: Swings his knives downward then upward, ending in an X cut. It has a surprisingly small area compared to the other casts' Class Strikes. (He doesn't actually poison anything)
Attack Combo:
  • 1st: A 2-hit slash that knocks enemies back
  • 2nd: His bread & butter for a while, Hawkeye spins counter-clockwise with his daggers out and hits 4-times in a row. This will be the crutch of some of Hawkeyes melee gameplay as Light until you unlock Class 3's combo attack.

【Builds until Class Change】
Light
Abilities:
    Pick any combination of:
  • (LUCK 2) Enigma
  • (LUCK 4) Lucky Find
  • [Optional] (STR 4) Sturdy
Stats:
  • Max STR first if you want to play with melee.
  • Save points for class change.
Will help with both a Support build and a Spellcaster build when class changing for the long-run. Since you will be spending a lot of time in Melee you might as well make the most of it down the line using points in STR if you wish.


Dark
Abilities:
    Pick any combination of:
  • (STR 4) Sturdy
  • (LUCK 2) Enigma
  • (LUCK 4) Lucky Find
Stats:
  • Max STR, LUCK then INT; save points for class change.
The 3 stats that govern the Dark classes as a whole in the long-run, it's incredibly simple and hardly needs a guide for it so there isn't much to worry about;
  • STR unlocks some important spellcasting Ability for Ninja Master, while Nightblade's hefty melee damage increases further and gains an interesting hybrid Ability.
  • LUCK unlocks all of your abilities, the Ninjutsu spells that decreases enemy and boss stats.
  • INT is necessary for Ninja Master's spell damage, and unlocking Special Effect II for Nightblade.


Stat
Points
Abilities/Moves
Type
Description
STR
2
Strength +5
Base Strength increased by 5
4
Sturdy
Ability
Attack increases by 5% when HP at 80% or above
6
Strength +5
Base Strength increased by 5
STA
2
Ward Off
Ability
10% chance of decreasing damage from opponents by 50%
4
Interception
Ability
Damage dealt by enemy targeting the player decreased by 5%
6
Stamina +5
Base Stamina increased by 5
INT
2
Retain
Ability
Effect length increased by 100% for status increase caused by move
4
Toxic
CHAIN
30% chance of poisoning when using Power Attack
6
Intellect +5
Base Intellect increased by 5
SPRT
2
Spirit +5
Base Spirit increased by 5
4
Victory CS Boost
Ability
Add 5% of CS gauge when enemy defeated
6
Spirit +5
Base Spirit increased by 5
LUCK
2
Enigma
Ability
Harder for enemies to target
4
Lucky Find
CHAIN
Item drop rate increased by 5%
6
Luck +5
Base Luck increased by 5



Class 2: Light


【Ranger】
Drawn to the natural world and the wild, those of such affinity are those known as Rangers, being those that seek to understand nature and journey throughout the lands beyond civilization. As every adventure into a world beyond men has them learn of nature's workings and order, so do Rangers come to gather great knowledge and wisdom of the outdoors, with an understanding of the science of the environment and terrain, and a growing lexicon of each clime and realm's flora and fauna to identify and look out for. As the best of Rangers know that survival is the basest instinct to nature's more ferocious side, so are they wise to arm themselves as well with their study of nature, with traps and magic to help utilize the world around them and further draw upon the power of nature in the heart of the fight.

Prerequisite: Level 18, visit any Mana Stone.

Example stat increase at level 18:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
23
2
4
2
2
1
6

Locked Ability:
  • Item Master: 10% chance of keeping the item when using an item in battle
Class Strike:
  • Swallow Throw: AREA ATTACK - Hawkeye starts throwing an 'innumerable' amount of daggers in front of him in a 45-Degree spread, then backflips into the air and ends it with one final fan of knives.

【Build Suggestions】
Normal
Abilities:
  • (LUCK 2) Enigma
  • (LUCK 12) Ambush
  • [Optional] (STR 4) Sturdy
  • [Optional] (STR 12) Sturdy II

    Toxic + Special Effect alternative:
  • (LUCK 2) Enigma
  • (LUCK 12) Ambush
  • (INT 4) Toxic
  • (INT 9) Special Effect
Stats:
  • Get (SPRT 12) Move MP Saver for Rogue + Nomad.

    Rogue:
  • Max LUCK, save points for class change.
  • Max STR if you want more melee damage.

    Nomad:
  • Max SPRT; also makes Hawkeye a decent Poto Oil healer.
  • Max STR + LUCK for crit melee build (check Nomad section)
NOTE:
  • Lucky Find + (Story) Lucky Find II stack.
  • Lucky Find I & II are Chain abilities and as such aren't necessarily only for Hawkeye, stack them if you wish.
  • Sleep Flower + Change Form is worthless, additionally any enemy affected by Change Form grants 1 XP point.

You save 9 points going with the first build vs the alternative, it will give you 15% more Attack and works for bosses, the damage will be lower than the Toxic + Special Effect combo against monsters. As noted, if you max your SPRT and use Poto Oil from the Beiser Night Market then Hawkeye can function as a decent healer and support until Class 3.

Toxic + Special Effect: A-A-B to trigger Toxic, then A-A-A-B until enemy dies, rince-repeat. Toxic will only work on regular monsters, Special Effect works for both Melee & Spells and the damage will be noticeable. If you really want to cast the Arrow Rain + Spikes spells then do so after triggering Toxic, as their power is only in the 100 range; as a note they scale with LUCK.


Stat
Points
Abilities/Moves
Type
Description
Pwr
STR
9
Strength +5
Base Strength increased by 5
12
Sturdy II
Ability
Attack increases by 10% when HP at 80% or above
15
Strength +5
Base Strength increased by 5
STA
9
Stand Ground
CHAIN
Cannot get knocked back while using Charge Attack
12
Interception II
CHAIN
Damage dealt by enemy targeting the player decreased by 10%
15
Stamina +5
Base Stamina increased by 5
INT
9
Special Effect
Ability
Damage to enemy with Status Effect increased by 30%
12
Sleep Flower
STATUS
Chance of putting enemy to sleep
12
Change Form
STATUS
Chance of changing enemy's shape
15
Intellect +5
Base Intellect increased by 5
SPRT
9
Spirit +5
Base Spirit increased by 5
12
Move MP Saver
Ability
Decreases MP used by moves by 30% in battle
15
Spirit +5
Base Spirit increased by 5
LUCK
9
Arrow Rain
TRAP
Arrows rain down and deal non-elemental damage to enemy
76
9
Spikes
TRAP
Spikes come up from ground and deal non-elemental damage to enemy
100
12
Ambush II
Ability
Damage to enemy not targeting the player increased by 15%
15
Luck +5
Base Luck increased by 5



Class 3: Light-Light


【Nomad / Wanderer】
Adventuring the roads not often traveled, the Nomad is the very class that treads this way of life. Having distanced themselves from the heart of society and heeded a call to nature, the Nomad lives life within the wilderness, learning of the natural world's mysteries and uncovering discoveries that only lie within the depths of its realm. Though they travel in the serenity of the natural world and with an awareness brought about through their solitude, they are also not without knowledge of its many dangers, armed and long wizened with knowing how to survive against such troubles and fight back. Along with expertise in ways of battle, the Nomad has also attained the mystical powers of nature on their travels through learning to commune with the spirits of the natural world, allowing them magic that can aid or hinder in times of strife.

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

Example stat increase at Level 38:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
141
10
23
23
17
23
20

Locked Ability:
  • Voltage: Adds any of the following buffs at the start of combat: ATK/CRIT/DEF/MGC+MGD, and lasts 1 minute each like any regular buff.
Class Strike:
  • Dance of Roses: SINGLE-TARGET - Throws a rose and locks them down, slicing several times before jumping up and landing with an X slash. Identical to Rogue's other than visual.

【Build Suggestions】
Crit Melee (Player)
Abilities:
  • (LUCK 2) Enigma
  • (LUCK 12) Ambush II
  • (LUCK 21) Critical Damage
  • (LUCK 27) Pinpoint II
  • (STR 27) Attack Boost All II
  • (STR 21) Sturdy II
Stats:
  • Max SPRT for Nature Aura + Moon Energy
  • Max STR + LUCK for more damage
Nomad isn't even bad for melee, especially since you can combine Pinpoint II + Critical Damage with the Class 4 Ability Critical Damage II.

Moon Energy is really strong, the increase is 20% and you will immediately notice how much it is helping you crit, with the above abilities and you'll see crit numbers pop off non-stop. Nature Aura will help you launch more Class Strikes.


Support
Abilities:
  • (LUCK 2) Enigma
  • (SPRT 12) Move MP Saver
  • (STA 21) Ward Off II
  • (STA 27) Defense Boost All
  • (STR 27) Attack Boost All II (See stats)
  • Free choice
Stats:
  • Max SPRT, use Poto Oils for even more support.
  • Max STA for his personal survival.
  • Attack Boost II also increases your Tech damage so it's not bad for any spellcasters in your team (since Tech uses ATK+MGC ATK).
NOTE:
  • Sleep Flower + Change Form is worthless, any enemy affected by Change Form grants 1 XP point.
  • Lunatique removes 5% of Max HP, works on bosses, but the points aren't worth it.
Emphasizes his ability to be a support, AI tends to spam Crystalline very often and his spirit ensures decent Poto Oil casts. Manually cast Moon Energy + Nature Aura on yourself/another character so that you can start doing damage ASAP.

(INT 27) Poison Bubble is actually a really strong spell but it requires a heavy investment in INT to unlock and for its damage to be higher, the AI will spam the aforementioned abilities at the top first unless you have the AI set to All-Out Attack.


Stat
Points
Abilities/Moves
Type
Description
Pwr
STR
21
Strength +10
Base Strength increased by 10
27
Attack Boost All II
Ability
All allies' attack increases by 7% in battle
33
Strength +10
Base Strength increased by 10
STA
21
Ward Off II
Ability
30% chance of decreasing damage from opponent by 50%
27
Defense Boost All
Ability
All allies' Defense increased by 7% in battle
33
Stamina +10
Base Stamina increased by 10
INT
21
Sleep Flower +
STATUS
Chance of putting enemies in the area to sleep
21
Change Form +
STATUS
Chance of changing all enemies' sizes
27
Poison Bubble
SPELL
Deals wood magic damage, chance of poisoning enemy and absorbing MP
350
27
Lunatique
STATUS
Decreases enemy's max HP
33
Intellect +10
Base Intellect increased by 10
SPRT
21
Spirit +10
Base Spirit increased by 10
27
Crystalline
BUFF
Cancels out damage from enemy for ally once
27
Lunar Radiance
BUFF
Raises ally's max HP temporarily
27
Nature Aura
BUFF
Helps increase ally's obtained CS in battle
33
Spirit +10
Base Spirit increased by 10
33
Half Eclipse
DEBUFF
Halves enemy's HP
33
Wall
BUFF
Reflects magic damage away from ally once
33
Moon Energy
BUFF
Boosts ally's chance of critical hit
LUCK
21
Critical Damage
Ability
Damage increased by 30% when hit by critical hit
27
Pinpoint II
Ability
Chance of critical hit increased by 25%
33
Luck +10
Base Luck increased by 10



Class 3: Light-Dark


【Rogue】
The Rogue is a fighter whose definition is that of a renegade and comes to travel back and forth between the natural world and the reaches of civilization. A wild and rambunctious lot, the Rogue's actions are not mutual to their beliefs, walking along the lines of "the end justifies the means", and when push comes to shove, to "seize the day" and "the victor is the last one standing". Living life like a day to day struggle to survive, the Rogue employs not just fearsome skills with the knife, but to also utilizing traps and secondhand weaponry with sleight of hand to turn the tables on their enemies, kept in mind to all sorts of foes and to all kinds of situations. Though they live in the straights of "survival of the fittest" and a brutal, nearly merciless disposition, they hold true to what they believe in and have their own definitions of right and wrong.

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

Example stat increase at Level 38:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
73
16
23
18
15
23
31

Locked Ability:
  • Plunder: 20% chance of acquiring twice the amount of an item when item is obtained
Class Strike:
  • Slash Fury: SINGLE-TARGET - Slices a target quickly and locks them down, following it up with several fast slashes before landing a final rising knife strike. Identical to Nomad other than visual.

【Build Suggestions】
Spellcaster (Normal)
Abilities:
  • (LUCK 2) Enigma
  • (LUCK 12) Ambush II
  • (SPRT 12) Move MP Saver
  • [Optional] (LUCK 4) Lucky Find
  • [Optional] (STORY) Lucky Find II
  • Free choice
Stats:
  • Max LUCK ... (obviously)
  • Free points.
Notes:
  • Lucky Find I & II are Chain abilities and as such aren't necessarily only for Hawkeye, stack them if you wish.
  • LUCK increases the damage of his projectile spells.
  • Abilities that raise his Magic Damage does nothing.
  • HOWEVER - Defense Decrease debuff increases projectile spell damage exponentially, as well as DEF DOWN ALL Abilities (Charlotte, Warlock+Chaosbringer)

  • Warlock+Chaosbringer provides Def Down All + Def Down All II passively
  • Necromancer+Chaosbringer provides Black Curse + Def Down All II

The Ability variety given to Rogue does not emphasize melee at all, not that you would want to after you throw some of your spells. Ward Off II is pretty decent should you want to invest in STA, also opens up for (STA 53) Defense Boost All II when going Class 4.

Your spells will drain mana like mad so get anything to help with your mana management. Your main spells will be Axebomber primarily for single-target and mana management, Grumpkin for when enemies are close to each other and bosses with many hitboxes.

As noted above if you want to increase the damage further, Hawkeye pairs extremely well with a Dark Charlotte or anyone that can provide Defense Decrease (Riesz Dark, Broken Lines, etc).


Stat
Points
Abilities/Moves
Type
Description
Pwr
STR
21
Strength +10
Base Strength increased by 10
27
Super Trap
Ability
Trap damage increased by 25%
33
Strength +10
Base Strength increased by 10
STA
21
Ward Off II
Ability
30% chance of decreasing Damage from opponent by 50%
27
Defense Help II
Ability
Defense increases by 30% when HP drops to 30% or below
33
Stamina +10
Base Stamina increased by 10
INT
21
Sleep Flower +
DEBUFF
Chance of putting enemies in the area to sleep
21
Change Form +
DEBUFF
Chance of changing all enemies' sizes
27
Toxic Trap
Ability
30% chance of poisoning enemy and decreasing Attack when a Trap is successful
33
Intellect +10
Base Intellect increased by 10
SPRT
21
Spirit +10
Base Spirit increased by 10
27
Trap CS Boost
Ability
Add 25% of CS gauge when a trap is successful
33
Spirit +10
Base Spirit increased by 10
LUCK
21
Rockfall
TRAP
Rocks fall and deal Non-Elemental Damage to enemy
150
21
Mines
TRAP
Explosions deal Non-Elemental Damage to enemy
200
21
Hatchet Throw
THROWN
Projectile deals Non-Elemental Damage to enemy
150
27
Axe Bomber
THROWN
Projectile deals Non-Elemental Damage to enemy
300
27
Silver Dart
THROWN
Projectile deals Light Damage to enemy
100
27
Hurlbat
THROWN
Projectile deals Dark Damage to enemy
200
33
Luck +10
Base Luck increased by 10
33
Rocket Launcher
THROWN
Projectile deals Fire Damage to enemy
250
33
Grumpkin
THROWN
Projectile deals Wood Damage to enemy and absorbs MP
335


Class 4: Final Light


【Wardenkeep / Spriggan】
Official Description: One of the topmost Thief classes. Wardenkeep has the support skills of a Nomad and the versatile attacks of a Rogue. They learn abilities that automatically strengthen their party.

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

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
181
15
25
25
35
20
35

Locked Ability:
  • About Face: Stat decrease effect swapped for stat increase
Class Strike:
  • Petal Crossfire: SINGLE-TARGET - Throws a rose and locks your target, summons an array of projectile weapons imbued with their respective element and casts them against the target; ending it with an upward spinning strike that explodes into light.

【Build Suggestions】
Nomad (Melee)
Abilities:
  • (LUCK 21) Critical Damage
  • (LUCK 43) Critical Damage II
  • (LUCK 27) Pinpoint II
  • (STR 27) Attack Boost All II
  • (STR 53) Attack Boost All III
  • Free choice
  • Free choice
  • Free choice
Optional picks:
  • (STA) Defense Boost I & II
  • (INT) Toxic I or II
  • (INT) Special Effect I & III
  • (LUCK) Enigma I or II
  • (LUCK 12) Ambush II
  • (STR 21) Sturdy II
Stats:
  • Max STR for damage.
  • LUCK after 43 points is entirely optional, spend points where ever you want.
At this point of the game you are already destroying everything so any point you spend is hardly consequential. Enigma II is a very big point investment and not that mandatory vs its first version. Any of the optional abilities at this point can be replaced by anything stronger you've got, or pick up any of the Def Boost variants if you want to stack them. As stated in the previous sections, combine Toxic with Special Effect.


Nomad (Support)
Abilities:
  • (LUCK 2) Enigma
  • (SPRT 12) Move MP Saver
  • (STA 21) Ward Off II
  • (STA 27) Defense Boost All
  • (STA 53) Defense Boost All II
  • (STR 27) Attack Boost All II
  • (STR 53) Attack Boost All III
  • Free choice
Stats:
  • [Optional] 43 points in SPRT is alright to stop at if you want to boost Poto Oil healing.
  • Free points
  • If you spent the points towards it, Lunatique removes 5% of max HP and works on bosses as well.
The list above is just about the only things you can give him as a Support, Enigma II is a big point investment and not that necessary. Remove any ability and combine any set of Chain abilities you like, since I can't stop you from using any of the intentionally unlocked broken ones.


Rogue (Spellcaster)
Abilities:
  • (SPRT 12) Move MP Saver
  • (LUCK 43) Critical Damage II
  • (LUCK 4) Lucky Find
  • (STORY) Lucky Find II
  • [Optional] (LUCK 2) Enigma
  • [Optional] (STR 53) Attack Boost All III
  • [Optional] (STA 53) Defense Boost All II
  • [Optional] (STA 21) Ward Off II
Stats:
  • Free points, spend them on getting the Boost abilities for your party.
  • 43 points in LUCK is enough, add up to 63 if you -really- want the +10.
You are already unstoppable and one-shot most things, no need for me to tell you what to equip. If you really want to press your damage just grab everything that increases your damage, like Ambush II and so on.


Stat
Points
Abilities/Moves
Type
Description
STR
43
Strength +10
Base Strength increased by 10
53
Attack Boost All III
Ability
All allies' attack increases by 10% in battle
63
Strength +10
Base Strength increased by 10
STA
43
Defense Help II
Ability
Defense increases by 40% when HP drops to 30% or below
53
Defense Boost All II
Ability
All allies' defense increased by 10% in battle
63
Stamina +10
Base Stamina increased by 10
INT
43
Special Effect III
CHAIN
Damage to enemy with status effect increased by 60%
53
Toxic II
CHAIN
30% chance of poisoning enemy and decreasing Defense when using Power Attack
63
Intellect +10
Base Intellect increased by 10
SPRT
43
Spirit +10
Base Spirit 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
Critical Damage II
Ability
Damage increased by 40% when hit by critical hit
53
Enigma II
Ability
Very hard for enemies to target
63
Luck +10
Base Luck increased by 10


Class 2: Dark


【Ninja】
Taking the thief's underhandedness and trickery into martial application, the ways of the Ninja are those of fighters with battle conduct taken from warriors of another land, renowned for their skills of stealth, deception, and sabotage, allowing them to knock down opposition and defeat enemies without a trace. Further driving their aptitude in fighting and skill is that of their repertoire of secretive and elusive arts known as Ninjutsu that make up their styles and methods, allowing them their proficiency and ferocity in the heat of conflict and tension. Such arts are said to not just comprise of training in the physical and technical, but also that of the mystical; rumored are that Ninja delves into intense spiritual refinement, and come to gain their own ways of magic from this training, from being able to mold and manifest objects purely from their own spiritual energy, to harmonizing and manipulating the natural energy of their surroundings to attack their enemies.

Prerequisite: Level 18, visit any Mana Stone.

Example stat increase at level 18:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
23
3
6
4
3

Locked Ability:
  • Focus: Magic attack increased by 10% when HP at 100% in battle
Class Strike:
  • Shadow Slash: Locks on, targets a small area around himself - Serious Ragnarok Online vibes here, he swings 4 times, not three as it explains. He makes an afterimage of himself and hits the first enemy he lands on, has a small generous AoE range that is entirely based on his own hitbox during the animation.

【Build Suggestion】
Abilities:
  • (LUCK 4) Lucky Find
  • (STORY) Lucky Find II
  • (STR 4) Sturdy
  • (STR 12) Sturdy II

    Additional:
  • [Optional] (LUCK 2) Enigma
Stats:
  • Max STR + LUCK, save points until class change.
Note:
  • Lucky Find I & II are Chain abilities and as such aren't necessarily only for Hawkeye, stack them if you wish.
  • When a Ninjutsu is used on an enemy immune to the element, they will not receive the debuff that comes with the spell.
  • Shuriken damage scales with LUCK but has terrible Power, also scales with DEF DOWN debuffs, but will never/hardly be in use.
  • The 4 Elemental NINJA moves scales off MGC ATK, thus Intellect is his primary method of scaling their damage; Abilities/Chains that explicitly increase Magic Damage does not increase their damage

For all intents and purposes you are now (and mostly) based around melee until your next class change, thankfully STR + LUCK are both used by Nightblade and Ninja Master for melee damage + Abilities. Despite there being Ninja spell damage abilities available to you in INT however, the MP cost, efficiency, and damage does not cut it at all no matter how hard you try, so only use them for debuffing bosses/enemies. Only until you Class change will it be a viable option for spamming as a Ninja Master and a very different style with the Nightblade.

Stat
Points
Abilities/Moves
Type
Description
STR
9
Strength +5
Base Strength increased by 5
12
Sturdy II
Ability
Attack increases by 10% when HP at 80% or above
15
Strength +5
Base Strength increased by 5
STA
9
Stand Ground
CHAIN
Cannot get knocked back while using Charge Attack
12
Interception II
CHAIN
Damage dealt by enemy targeting the player decreased by 10%
15
Stamina +5
Base Stamina increased by 5
INT
9
Weak Point
Ability
Damage to enemy's elemental weakness increased by 15%
12
Chain Ninja
Ability
Damage increased by 5% when using Ninja moves of same element in succession (up to 30%)
15
Intellect +5
Base Intellect increased by 5
SPRT
9
Spirit +5
Base Spirit increased by 5
12
Ninja SP Boost
Ability
Add 5% of CS gauge when a Ninja move is successful
15
Spirit +5
Base Spirit increased by 5
LUCK
9
Shuriken
THROWN
Projectile deals Non-Elemental damage to enemy
76
9
Water Diversion
NINJA
Deals Water Damage, decreases enemy's attack
126
9
Fire Diversion
NINJA
Deals Fire Damage, decreases enemy's Magic Attack and Magic Defense
126
12
Dirt Diversion
NINJA
Deals Earth Damage to enemy
141
12
Thunder Technique
NINJA
Deals Wind Damage, decreases enemy's defense
126
15
Luck +5
Base Luck increased by 5


Class 3: Dark-Dark


【Nightblade】
Having sought further power to seek the most expedient methods of death onto their targets, the Nightblade is an assassin who has mastered the art of murder. With the ways of the ninja not being enough to satiate the goal of stealing lives, the Nightblade turns to deft methods of concealed weapons, the use of poisons, the purpose of maiming and injury to debilitate and weaken, and even striking the opponent psychologically to turn their fears and imagination against them from afar, before closing in on the kill. Though the Nightblade has turned away from the path of ninja, they keep with them their study of ninjutsu to perform obscured spells that not even ninja know about.

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

Example stat increase at Level 38:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
73
15
36
18
15
17
23

Locked Ability:
  • Cutthroat: 10% chance of destroying enemy instantly when attacking enemy with status effect
Class Strike:
  • Split Slash: AREA-ATTACK, attacks in 2 stages; Dashes forward and targets the area in front of Hawkeye, catching any enemy he can. Afterward he does one final hit that starts slashing the screen several times.

【Build Suggestions】

Abilities:
  • (STR 4) Sturdy
  • (STR 12) Sturdy II
  • [Optional] (STR 27) Reactionary see notes
  • Free choice
  • Free choice
  • Free choice

    Optional picks:
    • (LUCK 2) Enigma
    • (INT 4) Toxic
    • (INT 21) Special Effect II
      Use A-A-B to trigger Toxic, A-A-A-A-B to finish off.
Stats:
  • Free point spending.
  • 27 points into INT for MGC DEF Down All if you want to increase spell damage (such as Angela's or Summons)
  • All that extra Magic Damage + Debuff also applies to your Class Strike, feel free to combine all of them together with 1-Hit CS Boost.
Note:
  • Special Effect II works for all damage you do.
  • Poison Cloud, Fire Cloud, and Needle Shower could be better. You can trigger their effects more efficiently through Abilities (Toxic, Charred, Mute, all CHAIN Abilities) and Hawkeye's A-A-B combo.
  • Weapon Smack's HP decrease works on bosses as well, but only once. It decreases the MAX HP of any and all targets it hits by 5%, so cast this at the start and it's a one-and-done deal.
    • Damage scales with LUCK
  • Reactionary <30% HP playstyle does not lend itself well to Nightblade if you want to use the Special Effect II with Poison/Fire Cloud + Dark Rain combo overall due to risk factor, and unless you manually cast single-target heals or only ever use items for healing.
    • Works well on its own with Dark Rain, and increases your Class Strike damage as well.
    • Dark Rain scales with INT and Magic Damage but has a cast time and a small area.

Nightblade is a weird one, on one hand you have more Melee damage so make use of Sturdy, on the other hand the gameplay style only lends itself to only decimating regular Monsters and nothing additional for bosses. Feel free to use anything that is available such as 1-Hit CS Boost.

Toxic + Special Effect II will increase your Melee damage exponentially and works better than casting your spells for triggering it quickly.

Dark Rain will be good when applied to those it works on and bosses with hit-boxes that are close to each other, does not work as well in Riesz/Hawke or Kevin/Charlotte's story, but that is why you got a strong melee attacking power.


Stat
Points
Abilities/Moves
Type
Description
Pwr
STR
21
Strength +10
Base Strength increased by 10
27
Reactionary
CHAIN
Magic Attack and Magic Defense increased by 30% when HP drops to 30% or below
33
Strength +10
Base Strength increased by 10
STA
21
Ward Off II
Ability
30% chance of decreasing damage from opponent by 50%
27
Victory Heal II
Ability
Recover 20% of HP when enemy defeated
33
Stamina +10
Base Stamina increased by 10
INT
21
Special Effect II
Ability
Damage to enemy with status effect increased by 40%
27
MGC DEF Down All
Ability
Decrease all enemies' Magic Defense by 7%
33
Intellect +10
Base Intellect increased by 10
SPRT
21
Spirit +10
Base Spirit increased by 10
27
1-Hit CS Boost
CHAIN
Add 30% of CS gauge when enemy defeated in one hit
33
Spirit +10
Base Spirit increased by 10
LUCK
21
Poison Cloud
SPELL
Deals Non-Elemental Damage, chance of poisoning enemy
100
21
Fire Cloud
SPELL
Deals fire damage, chance of burning enemy
100
27
Needle Shower
SPELL
Deals Non-Elemental Damage, chance of silencing enemy
100
27
Weapon Smack
THROWN
Projectile decreases enemy's max HP
250
33
Luck +10
Base Luck increased by 10
33
Dark Rain
SPELL
Deals Dark Magic Damage to area
376


Class 3: Dark-Light


【Ninja Master】
Amongst all ninja, there are only followers, and then there are masters. The Ninja Master follows the path of the ninja with virtue and devotion, finding sincere meaning and solace within the arts of ninjutsu, and leading the way for the next generation of ninja to follow. Dedicated to the end and with the art of war as arcane and storied with their experiences in battle, Ninja Masters know well of tactics, strategy, and the science of chaos and trickery, reinforced with a foothold built upon turning to focusing on mastering the basics and reinforcing the foundations to their ultimate limit.

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

Example stat increase at Level 38:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
96
10
23
21
23
20
25

Locked Ability:
  • Life and Death: Attack and Magic Attack increase by 10% for 30 sec. with Class Strike (effect cannot overlap)
Class Strike:
  • Shadow Menace: SINGLE-TARGET - Locks an enemy down and rapidly slashes them, each slash having an explosive effect before flipping backward with a final explosion. Identical to Rogue and Nomad other than visual + moving away from target.

【Build Suggestions】
Spellcaster
Abilities:
  • (STR 27) Super Ninja Trick
  • (INT 12) Chain Ninja
  • (INT 27) Chain Ninja II
  • (INT 9) Weak Point
  • (INT 21) Weak Point II
  • [Optional] (LUCK 2) Enigma
Stats:
  • Very tight point investment until next class change.
    • 27 Points LUCK only, for all the upgraded Ninja spells.
    • 27 Points STR first for Super Ninja Trick
    • 27 Points INT (or 33) afterwards for more spell damage.
Note:
  • Upgraded Ninjutsu targets every enemy regardless of position.
  • When a Ninjutsu is used on an enemy immune to the element, they will not receive the debuff that comes with the spell.
  • Shuriken damage scales with LUCK but has terrible Power, also scales with DEF DOWN debuffs, but will never/hardly be in use.
  • The 4 Elemental NINJA moves scales off MGC ATK, thus Intellect is his primary method of scaling their damage; Abilities/Chains that explicitly increase Magic Damage does not increase their damage
  • Lucky Find I & II are Chain abilities and as such aren't necessarily only for Hawkeye, stack them if you wish.

All that point investment in STR had its uses, and even more so since you get more Melee damage as well as Ninjutsu damage from the Ability. Your primary opener in smaller groups for Debuffing will be Thunder Technique for Attackers or Fire Diversion for Magical attacks, of which Fire Diversion should be used for the debuff first should you spam any other spell for more damage.

However...


Ninja SP Boost abuse
Abilities:
  • (SPRT 12) Ninja SP Boost
  • (SPRT 27) Ninja SP Boost II
Note:
  • Ninja SP Boost will grant you 12% CS on one target, and triggers on every enemy hit.
    • If you are fighting 2-3-4-5 targets this becomes 24%, 36%, 48%, 60%
    • Additionally: it will trigger on every single hit your spells does, meaning Fire/Water Diversion which has 3 triggers will multiply this massively.
    • You'll be gaining on average 100% CS every 3~ seconds between fights.
    • Works on Immune enemies.

The only thing holding this back is the Class Strike, or else it'd be absolutely broken. It's fun to use and is hilarious on Multi-hitbox bosses, and it's funnier to watch your meter be full with absolutely no effort during a boss fight.


Stat
Points
Abilities/Moves
Type
Description
Pwr
STR
21
Strength +10
Base Strength increased by 10
27
Super Ninja Trick
Ability
Ninja Move damage increased by 25%
33
Strength +10
Base Strength increased by 10
STA
21
Ward Off II
Ability
30% of decreasing damage from opponent by 50%
27
Victory Heal II
Ability
Recover 20% of HP when enemy defeated
33
Stamina +10
Base Stamina increased by 10
INT
21
Weak Point II
CHAIN
Damage to enemy's elemental weakness increased by 25%
27
Chain Ninja II
Ability
Damage increased by 10% when using Ninja moves of same element in succession (up to 30%)
33
Intellect +10
Base Intellect increased by 10
SPRT
21
Spirit +10
Base Spirit increased by 10
27
Ninja SP Boost II
Ability
Add 7% of CS gauge when a Ninja move is successful
33
Spirit +10
Base Spirit increased by 10
LUCK
21
Shuriken +
THROWN
Projectile deals Non-Elemental Damage to enemies in the area
76
21
Water Diversion +
NINJA
Deals Water Damage, decreases all enemies' Attack
126
21
Fire Diversion +
NINJA
Deals Fire Damage, decreases all enemies' Magic Attack and Magic Defense
126
27
Dirt Diversion +
NINJA
Deals Earth Damage to all enemies
141
27
Thunder Technique +
NINJA
Deals Wind Damage, decreases all enemies' Defense
126
33
Luck +10
Base Luck increased by 10


Class 4: Final Dark


【Vigilante / Avenger】
Official Description: One of the topmost Thief classes. Vigilantes know the hindering moves of a Ninja Master and have the high attack power of a Nightblade. After weakening the enemy, they can take them down with their strength.

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

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
137
19
39
25
20
25
30

Locked Ability:
  • Dark Zone: All enemies' attack decreased at start of battle
Class Strike:
  • Shackle Sting: SINGLE-TARGET; Summons chains from the void that binds the enemy, then charges his daggers with dark energy and slashes at the target, which causes a massive explosion... that only hits one target no matter how close they are!

【Build Suggestions】

Nightblade
Abilities:
  • [Optional] (STR 4) Sturdy
  • [Optional] (STR 12) Sturdy II
  • -
  • -
  • -
  • -
  • -
  • -
    Additional Optional picks:
    • (LUCK 2) Enigma
    • (STR 27) Reactionary
    • (STR 53) Reactionary II

    • (INT 4) Toxic
    • (INT 21) Special Effect II
    • (INT 43) Special Effect III

    • (STA 43) Ward Off III
At this stage of the game you are unstoppable and don't need me to tell you what to wear, look to the previous section about Reactionary and Toxic; combine both Special Effect abilities if you want to see a big increase in his damage. Ward Off III has fantastic value but requires a heavy investment in STA, will also help a Reactionary playstyle on top of that. Sturdy is there once more to take advantage of the STR increase you've received for more Melee damage.


Ninja Master
Abilities:
  • (STR 27) Super Ninja Trick
  • (INT 12) Chain Ninja
  • (INT 27) Chain Ninja II
  • (INT 21) Weak Point II
  • (INT 53) Weak Point III
  • [Optional] (STR 53) Reactionary II
  • Free choice
  • Free choice

    Additional Optionals:
    • (SPRT 12) Ninja SP Boost
    • (SPRT 27) Ninja SP Boost II

    • (LUCK 2) Enigma
    • (INT 9) Weak Point
    • (STA 43) Ward Off III

    • (STR 4) Sturdy
    • (STR 12) Sturdy II

    • (LUCK 4) Lucky Find
    • (STORY) Lucky Find II

    • (INT 4) Toxic
    • (INT 43) Special Effect II

See the previous section about SP Boost abuse on Ninja Master.

As mentioned above, you are unstoppable, and that Reactionary II, if you can make it work without being healed, is an absolutely worthwhile investment. Weak Point abilities can be removed if you want to use his slots for more utility-based things, such as Lucky Find (or anything broken you've unlocked, don't need me to tell that.)


Stat
Points
Abilities/Moves
Type
Description
STR
43
Strength +10
Ability
Base Strength increased by 10
53
Reactionary II
Ability
Magic Attack and Magic Defense increased by 40% when HP drops to 30% or below
63
Strength +10
Ability
Base Strength increased by 10
STA
43
Ward Off III
Ability
60% chance of decreasing damage from opponent by 50%
53
Victory Heal III
Ability
Recover 30% of HP when enemy defeated
63
Stamina +10
Base Stamina increased by 10
INT
43
Special Effect III
CHAIN
Damage to enemy with Status Effect increased by 60%
53
Weak Point III
Ability
Damage to enemy's Elemental Weakness increased by 35%
63
Intellect +10
Base Intellect increased by 10
SPRT
43
Spirit +10
Base Spirit 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
Retribution
CHAIN
10% chance of destroying enemy instantly when using Power Attack
53
Enigma II
Ability
Very hard for enemies to target
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.
10 Comments
Pandada-sensei  [author] 8 May, 2020 @ 9:32am 
Nightblade was designed to destroy regular monsters, against bosses it's pretty damn weak generally speaking.

Combine Toxic + Special Effect II & III and you'd have 100% damage increase against monsters, but you will feel pretty weird when fighting a boss. You have the debuffs from your Jutsu's but you don't have many abilities to improve your melee at all.

Here's the thing though Light Nomad has Toxic + Special Effect I & III combo as well if you really want to use it, as well as and is consistently a good fighter against everything.

Class 4 has the exact same stat increase no matter if you change from Rogue or Nomad, so the attack different "on paper" won't matter. Then you combine all of these melee-tasty treats:

- Critical Damage I & II
- Pinpoint II
- Moon Energy (+20% crit)
- Attack Boost All II & III

So Nomad would win out once you're changed into a Wardenkeep if you straight up want to melee.
Fae 8 May, 2020 @ 9:19am 
What is the strongest melee class 3 for Hawkeye? Nightblade?
Pandada-sensei  [author] 5 May, 2020 @ 7:15am 
Dark has been updated, took a bit longer than expected since I decided to spend time on making the entirety of the Charlotte guide + builds.

Only got Riesz left, but she is also simple so shouldn't take people too much to figure out on their own.
Pandada-sensei  [author] 3 May, 2020 @ 4:21pm 
The buff icon can be confusing at first :'D it confused me even after having used Moon Energy a few times before I took a proper look at the buff icons.

Still providing a chance for party-wide Crit at the start of combat is handy as heck though.
Aumires 3 May, 2020 @ 4:16pm 
Yes, sorry about that, disregard it. Perhaps due to CRIT, but indeed the buff has a different icon, got confused. Sorry!
Pandada-sensei  [author] 3 May, 2020 @ 1:03pm 
Doesn't provide CS boost, only the ones mentioned, ATK, DEF, CRIT, MGC ATK+DEF
Aumires 3 May, 2020 @ 12:16pm 
I am pretty sure Nomad's passive also can boost your CS gen like Nature Aura. That class is truly, really broken.
Pandada-sensei  [author] 2 May, 2020 @ 1:29pm 
Light side has been updated with builds, going to sleep now and finish Dark in the morning.
castapher 28 Apr, 2020 @ 8:07pm 
Thanks so much for this guide !
Pandada-sensei  [author] 28 Apr, 2020 @ 3:50pm 
Sorry for that, quite a long wait, the last 2 are on their way (I need sleep for now). The editor had been swapping texts and deleting sections all day and had been driving me mad, despite the information has been well ready to be published (and sometimes not saving them, even though it's only possible to close down the page if you save). Just now after posting this comment, I noticed that one section at the Kevin guide (not ready) is gone, so another sad day.

And yes, if you didn't read the first part then tips and more on how to do the classes are on their way, sorry for the wait :D.