Dragon Quest Monsters: Caravan Heart

Character Classes FAQ

Written by KaioShin (http://kaioshin.romhacking.net)

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1. Introduction
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The wealth of different character classes and the endless possible combinations
are one of my favourite features of Caravan Heart. This document should give you
a good reference for all the different classes, what they can do and which of
them are useful in what situation.

The guide is based on the English translation I created with my team. You can
find information about it on my homepage. Don't contact about help with the
translation, refer to the readme of the translation instead.

If you have suggestions for this guide or questions about topics I might have
explained poorly, contact me through my homepage.

Most information is based on my observations in the game and deduction. It's
possible that I understood skills wrongly or that I forgot to mention important
facts. If you know something I don't, and you can back it up with more than a
wild guess, please contact me and I'll see to have it added to the guide for a
future update.

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2. General Information
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All classes come in three tiers. The normal class, an advanced class and the
masters. While playing through the main story of the game you'll only encounter
normal classes. The special ones are introduced in the epilog.

There is no way to promote a human from one class to an advanced level. To get
stronger people you'll have to find new members.

If you put more than one character of the same class into one wagon, they'll
work as if they were from a higher tier. For example, with two Mappers, you can
open the whole world map as if you'd have a Great Mapper. An advanced class will
count as two normal classes. The same effect occurs in battles.

Another example:

You put a Fencer and a Great Fencer into one Wagon. In battle, the first of
the two Fencers will attack with Quad Slash - the attack of a True Fencer. The
other won't attack, the space in the wagon will be treated as if no one would be
there. Additionally, the effect Falchon, that a True Fencer would have, also
counts! So your guard monsters would attack twice in the first round.

When you put 4 members of the same class family into one wagon, they'll do a
combination attack. Usually that's "just" an extra powerful form of their usual
attack. Some have other effects though, refer to the guide for details. Keep
in mind that this one attack will use up the turns of all four members though.

Every class comes with male and female versions and with different sprites.
Those details don't affect their abilities in the slightest though. In this
guide I described all classes as if the members were male for simplicities sake.
The female classes have different sprites but work exactly the same.

Every character has a weigth that determines how much space he takes on the
wagon. The weigth does not influence the strength of the character in any way.
So a lighter character of the same class is always preferable over a heavier
character.

The human characters don't have any stats on their own. Their strength is always
based on your guard monsters. If you have a Lv30 monster and a Lv5 one, then the
same Warrior will make several times the damage in a wagon with the Lv30 monster
than it would in a wagon with the weaker monster.

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3. How to obtain veteran characters and masters (*Light spoilers ahead*)
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After you've beaten the game for the first time, you'll be called back into the
world of Luin and the others. You can then do the color orb quest, which
involves collecting orbs throughout the world, and creating and beating
dungeons with those orbs.

All over the world, new party members are distributed randomly in all towns and
villages. There is a small chance it's a master and a higher chance that it's a
tier 2 character. However, there are still normal characters too. You can't
really tell the level of the characters until after they joined you, so invite
everyone and throw them out right away when they aren't what you were looking
for.

Every time you beat an orb dungeon, a new set of characters is distributed
randomly again. You might need patience and a little bit of luck to get the
specific characters you want with master level. Don't give up though, the
master classes are usually well worth it!

An alternative way is to use a Rebirther to find new party members. The chances
to find masters through this are very slim though (about 5% per battle if you
use a combination attack...).

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4. Class Descriptions
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- How to read the Chart -

Name:     Name of the class.
Battle:   Name and description of the skill they use in battle.
Effect:   Some classes have permanent effects on your caravan.
Command:  You can access commands from the Skills menu under the Member option.
Camp:     Some classes alter your base camp. This may include opening a shop
         for instance. If they don't do anything, they'll just stand around
         for smalltalk.
Comments: My personal (and very subjective) comments about the class. You can
         read them to get a general idea about a class' usefulness. You're
         encouraged to experiment and decide on which to take on your own
         though.

Combination attacks are usually just bigger versions of the class' normal
attacks. If the combination attack is noteworthy somehow you'll find a
"(Note:)" at the end of my comments for the highest Tier of the class.

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Name:     Warrior

Battle:   AxeBlow
         Hits the enemy for some damage. The damage dealt depends on your guard
         monster's attack strength.
Effect:   None
Command:  None
Camp:     Nothing

Comments: Your basic damage dealing class. There are enough warriors throughout
         the main story, but most of them there are pretty heavy.

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Name:     Great Warrior

Battle:   AxeSmash
         Hits the enemy for some damage. The damage dealt depends on your guard
         monster's attack strength.
Effect:   None
Command:  None
Camp:     Nothing

Comments: The second level of warriors. If you can't find True Warriors they
         are just as good for damage by themselves. They don't boost the guard
         monster's damage though.

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Name:     True Warrior

Battle:   AxeCrush
         Hits the enemy for some damage. The damage dealt depends on your guard
         monster's attack strength.
Effect:   PowerUp
         While you have a True Warrior in the caravan, the damage dealt by your
         guard monsters is raised.
Command:  None
Camp:     Nothing

Comments: The ultimate form of the warrior. To beat the bosses in the epilogue
         within a time as short as possible you'll need some of them in your
         caravan for raw damage dealing power.

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Name:     Fencer

Battle:   DoubleCut
         Two slashes at random enemies. It can also hit the same enemy twice.
         Deals a good amount of damage.
Effect:   None
Command:  None
Camp:     Nothing

Comments: Another damage dealing class. They are especially good against many,
         weak enemies. If you are walking through territory that poses no
         threat to your monsters put a Fencer up front and he'll make short
         work of the enemies quickly.

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Name:     Great Fencer

Battle:   TripleCut
         Three slashes at random enemies. Improved version of the Fencer's
         attack.
Effect:   None
Command:  None
Camp:     Nothing

Comments: The next stage of Fencers. Naturally, they are even better at
         disposing weak enemies as their basic version. Except against enemies
         with exceptionally high defense, they often deal even more damage than
         Warriors.

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Name:     True Fencer

Battle:   QuadCut
         You guessed it, four slashes at random enemies.
Effect:   Falcon
         Every one of your monsters can attack an enemy group twice in the
         first round. If the group is defeated after the first strike there
         won't be a second one.

Command:  None
Camp:     Nothing

Comments: The ultimate Fencers. With four attacks per round, they'll dispose of
         weak enemies before the battle even really starts. Very good damage
         dealing class. With the added double strike bonus for the first round
         you'll have most random encounters resolved in the first round.
         Highly recommended for every party.

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Name:     Mage

Battle:   Spell
         Small damage spell.
Effect:   None
Command:  None
Camp:     Nothing

Comments: Weak. Really weak. I've yet to find a situation were a Mage would do
         more than 50 damage.

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Name:     High Mage

Battle:   Sorcery
         Medium damage spell. Sometimes against a group of enemies.
Effect:   None
Command:  Stepguard
         For a limited amount of time your party is protected from damaging
         floors.
Camp:     Nothing

Comments: A bit better than a mage, but still a waste of wagon space. If you
         have a solid stock of healing spells you can also dismiss the effects
         of damaging floors. Just heal yourself after walking over some.

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Name:     Magic Master

Battle:   HighSorcery
         Large damage spell. Sometimes against a group of enemies.
Effect:   None
Command:  Tiptoe
         For a limited amount of time you'll encounter less enemies.
Camp:     Nothing

Comments: Now this would count as a decent second tier class. Too bad it's
         actually third tier. There are better alternatives for damage
         dealing, and the command isn't that useful unless you are hellbent
         on avoiding random encounters.
         A combination attack from several mages can be really powerful,
         but the wagon space used can still be better spent.

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Name:     Metal Hunter

Battle:   MetalBeat
         Always does 5 ponts of damage, regardless of the enemies' defense.
Effect:   None
Command:  None
Camp:     Nothing

Comments: When you get a Metal Hunter in the story, he is useful for leveling up
         your party in areas with many Metal Slimes. When no Metal Slime is
         involved in a battle a Metal Hunter is next to useless. Unless
         you want to level up your party, don't take one with you.

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Name:     Metal Killer

Battle:   MetalAttack
         Always does 10 ponts of damage, regardless of the enemies' defense.
Effect:   None
Command:  None
Camp:     Nothing

Comments: It's basically the same situation as with the normal Metal Hunter.
         By the time you can get Metal Killers, you're monsters are propably
         strong enough to do more than 10 damage to metal enemies on their
         own anyway. Pretty useless class.

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Name:     Metal Master

Battle:   MetalSkill
         Always does 100 ponts of damage, regardless of the enemies' defense.
Effect:   MetalHunt
         The encounter rate of metal monsters becomes significantly higher.
         Even in areas where no metal monster usually roam you'll encounter
         plenty of them.
Command:  None
Camp:     Nothing

Comments: It's effect makes this class an absolute essential for the epilog.
         With a Metal Master in the party and monsters which are strong enough
         to beat metal monsters without problems you practically have an
         automatic level up machine. Godlike!

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Name:     Knight

Battle:   Knight'sShield
         Raises your parties' defense.
Effect:   None
Command:  None
Camp:     Nothing

Comments: Useful at the beginning of the game.

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Name:     Veteran Knight

Battle:   DefenseShield
         Raises your parties' defense more.
Effect:   None
Command:  None
Camp:     Nothing

Comments: More defense bonus than the Tier 1 version. If you want a Knight you
         should better try to find a True Knight instead.

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Name:     True Knight

Battle:   HolyShield
         Raises your parties' defense substantially.
Effect:   Patrol
         No more surprise attacks against your party.
Command:  None
Camp:     Nothing

Comments: The best way to increase your parties' defense. A True Knight can give
         your monsters defense bonuses in the hundreds. Good to have in the
         party. Patrol is kind of nice, but not really essential. When you have
         monsters with maxed out stats you'll propably remove any Knights from
         your caravan.

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Name:     Cleric

Battle:   Prayer
         Heals a guard monster.
Effect:   None
Command:  None
Camp:     Nothing

Comments: In the very beginning of the game, before your monsters have their own
         healing spells a Cleric is absolutely essential. By the end of the
         story he won't be able to keep up with healing though.

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Name:     High Cleric

Battle:   Quench
         Heals a guard monster.
Effect:   None
Command:  CallShop
         Can only be used on the world map. Opens a basic shop menu.
Camp:     Nothing

Comments: As a healer, a High Cleric is OK. He heals a decent amount of HP.
         In the epilog you are propably used to have healing under better
         control in your monster's hands though. The items you can buy from
         CallShop are useless (it's the most basic shop version), but you
         can use it to restock on rations any time on the world map. Very
         useful command. If you have room in a wagon you might consider
         taking High Cleric with you.

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Name:     True Cleric

Battle:   HolyLight
         Completely heals a guard monster or heals some HP to the whole party.
Effect:   None
Command:  CallChurch
         Can only be used on the world map. Opens a basic church menu.
         You can't save your game though.
Camp:     Nothing

Comments: Excellent healer. If he casts HealAll (Full restore of one). Healing
         all by a few HP is pretty much worthless by the time you can get this
         class. CallChurch is nice to have especially for poison and curse
         treatment. It would be so much better if you could use it inside of
         dungeons though. When you have to leave a dungeon to clean yourself
         from status effects you might as well head to the next village.

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Name:     Sage

Battle:   EarthWrath
         Casts a small damage or healing spell.
Effect:   None
Command:  None
Camp:     Nothing

Comments: A combination of a Mage and a Cleric. Nice to have, but he'll propably
         start to heal you when you're full on health and when you're deep in
         the red he'll cast blaze.

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Name:     High Sage

Battle:   EarthScent
         Casts a medium damage or healing spell. Can target groups too.
Effect:   None
Command:  Return
         Works exactly like a Wyvern Wing. Teleports you back to the basecamp.
Camp:     Nothing

Comments: Stronger version of the Sage. It has the same strengths and weaknesses
         as it's little brother. Nice diversity but unpredictable. Return is
         pretty nice.

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Name:     True Sage

Battle:   EarthMiracle
         Casts a high damage or healing spell. Can target all enemies too.
Effect:   None
Command:  Teleport (Also called Return within the ability menu)
         Can teleport you to any city.
Camp:     Nothing

Comments: To be honest, I don't care much for his combat ability. But his
         Command is absolutely essential. In the epilog you'll want to visit
         every town at least once after you've cleared an Orb Dungeon, to look
         for more party members. With a True Sage in your wagons it becomes a
         piece of cake! Highly recommended.
         (Note: The combination attack of the sage classes is also really
          devastating.)

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Name:     Medic

Battle:   Treatment
         Removes poison and sleep.
Effect:   None
Command:  None
Camp:     Nothing

Comments: In the beginning of the game a medic is useful for those dungeons with
         many poisoning enemies. Otherwise, completely useless.

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Name:     High Medic

Battle:   Cure
         Removes poison, sleep, confusion and curse.
Effect:   None
Command:  Antidote
         Removes poison from a monster.
Camp:     Nothing

Comments: Not a bad pick if you have trouble with negative status effects.

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Name:     True Medic

Battle:   Cure
         Removes all negative status effects.
Effect:   None
Command:  Uncurse
         Removes curses from all monsters.
Camp:     Nothing

Comments: Best version of a Medic. Great for removing status effects, useless
         otherwise.

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Name:     Cook

Battle:   MagicSoup
         Restores 10 MP.
Effect:   SaveFood
         You'll use up less rations while traveling.
Command:  None
Camp:     Nothing

Comments: Very useful. Heals your MP, which is always welcome on longer
         journeys and reduces the amount of rations you need. You'll want to
         have one in your wagon.

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Name:     High Cook

Battle:   MagicStew
         Restores more 20 MP.
Effect:   SaveFood
         You'll use up less rations while traveling.
Command:  None
Camp:     Nothing

Comments: The same as a normal Cook, just with better MP restoration.

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Name:     Master Chef

Battle:   MagicSteak
         Restores even more 40 MP.
Effect:   SaveFood
         You'll use up less rations while traveling.
Command:  None
Camp:     Nothing

Comments: The best Cook. By the time you get one 40MP is propably not much.
         Still, unless you use up 40 in every battle you can keep your MP
         at a high level with one.
         (Note: The combination attack of Cooks restores a hefty 200MP.)

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Name:     Bard

Battle:   Song
         Sings a Song which seals enemy spells.
Effect:   None
Command:  None
Camp:     He let's you rename your wagons and guard monsters in the camp.

Comments: His ability can be useful in some situations. With enemies that
         don't use spells or are dead in 2 turns anyway he is pretty useless
         though. Get one for your camp if you need to change around names.
         Otherwise, it's propably not worth picking up one.

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Name:     Great Bard

Battle:   Heart'sCry
         Sings one of three songs.
         Lullaby: Puts the enemy to sleep
         Seal Song: Same as the normal Bard
         Battle Song: Increases your monsters defense.
Effect:   None
Command:  None
Camp:     He let's you rename your wagons and guard monsters in the camp.

Comments: Very similiar to the normal Bard. His songs are generally more useful
         though.

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Name:     True Bard

Battle:   SootheSong
         Has the same songs as the Great Bard. He can also sing the new
         Curse Song. Curses all enemies.
Effect:   TravelSong
         More random encounters.
Command:  None
Camp:     He let's you rename your wagons and guard monsters in the camp.

Comments: Getting more enemies to appear is useful when you want to level up
         quickly. Especially in combination with the Metal Hunt effect of
         a Metal Master.

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Name:     Dancer

Battle:   Dance
         Lures the enemy into dancing.
Effect:   None
Command:  None
Camp:     A Dancer in your caravan will open a bar in the camp.

Comments: Moderately useful. Lure Dance even works on most bosses.

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Name:     Great Dancer

Battle:   Hot Dance
         His dance will reduce all enemy's MP. Can also use Lure Dance.
Effect:   None
Command:  None
Camp:     A Dancer in your caravan will open a bar in the camp.

Comments: If I want to keep my enemies from using skills I rather try it with
         a bard's seal song. Not recommended.

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Name:     True Dancer

Battle:   MircaleStep
         Can use all dances. His new dance restores some HP to all of your
         guard monsters.
Effect:   None
Command:  TravelDance
         Works exactly like the bard's TravelSong. Increases random
         encounter rate.
Camp:     A Dancer in your caravan will open a bar in the camp.

Comments: I think the bard's songs are more useful than the various dances.
         Since the command also works the same I'd recommend a Bard over a
         Dancer class.

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Name:     Fisher

Battle:   Bait
         Uses baits to keep the enemies from moving for 1 round.
Effect:   None
Command:  Fish
         Only works when you are near water. Catches 1 fish, which you can eat
         to increase your rations.
Camp:     Nothing

Comments: Not bad. Catching fish is useful in the middle parts of the main story
         when you are short on rations. His ability in battle can be useful
         as well.

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Name:     Veteran Fisher

Battle:   Snag
         Uses baits and casts his fishing rod to keep the enemies from moving.
         The rod works for 2 rounds.
Effect:   None
Command:  Fish
         Only works when you are near water. Catches 2 fish, which you can eat
         to increase your rations.
Camp:     Nothing

Comments: Improved Fisher

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Name:     True Fisher

Battle:   Net
         Additionally to the other methods the True Fisher can also cast a net
         which will last 3 turns.
Effect:   None
Command:  Fish
         Only works when you are near water. Catches 4 fish, which you can eat
         to increase your rations.
Camp:     Nothing

Comments: Best Fisher class. Has the same strengths as the others.

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Name:     Hunter

Battle:   Arrow
         His Arrow inflicts negative status effects on the enemies.
Effect:   None
Command:  Hunt
         Only works when you are near woods. Produces meat to increase your
         rations.
Camp:     Nothing

Comments: His primary use is to get food. In battle, he is moderately useful.
         I personally prefer a Fisher.

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Name:     Great Hunter

Battle:   Aim
         Additionally to Arrow he can also use Aim. More status effects.
Effect:   None
Command:  Hunt
         Only works when you are near woods. Produces meat to increase your
         rations.
Camp:     Nothing

Comments: The same as a regular Hunter, slightly improved.

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Name:     True Hunter

Battle:   Disorder
         The other two's abilities and a new one. Also inflicts status effects.
Effect:   None
Command:  Hunt
         Only works when you are near woods. Produces meat to increase your
         rations.
Camp:     Nothing

Comments: The best Hunter, but I still prefer a Fisher class.
         (Note: Their combination attack can instantly kill the enemies)

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Name:     Rebirther

Battle:   Rebirth
         After the battle, there is a chance that you'll get a new party
         member.
Effect:   None
Command:  None
Camp:     Nothing

Comments: You can get new humans for your caravan with these guys, but usually
         only Tier 1 classes.

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Name:     High Rebirther

Battle:   StarRebirth
         After the battle, there is a chance that you'll get a new party
         member. Higher chance of success than Rebirth.
Effect:   None
Command:  None
Camp:     Nothing

Comments: Basically still the same as a Rebirther.

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Name:     True Rebirther

Battle:   MoonRebirth
         Highest chance of getting a new member.
Effect:   None
Command:  SenseRebirth
         This skill tells you which classes you can get from the local enemies.
Camp:     Nothing

Comments: (Note: The combination attack of Rebirther's works every time.
          Furthermore, there is a 5% chance for the new member to
          be a Tier 3 class!)
         You should use rebirthers in a combination attack to get master
         members. Otherwise, they aren't really worth using at all.

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Name:     Merchant

Battle:   PennyPinch
         Extra gold in battle.
Effect:   Find Treasure
         Chests will be displayed on dungeon maps.
Command:  None
Camp:     Opens a shop in the camp. The more Merchants you have, the more
         goods will be available.

Comments: Essential during the early stages of the game. Put one or even two
         Merchants in front of your wagons and you'll get rid of money problems
         in no time. Later on, you'll most likely get so much gold from random
         encounters anyway that they become kind of obsolete. You'll want
         to keep a Merchant in the caravan for the shop though.

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Name:     High Merchant

Battle:   AllowanceUp
         More extra gold in battle.
Effect:   Find Treasure
         Chests will be displayed on dungeon maps.
Command:  None
Camp:     Opens a shop in the camp. The more Merchants you have, the more
         goods will be available.

Comments: Improved Merchant, however, by the time you get them, you don't really
         need the extra gold.

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Name:     King Merchant

Battle:   FatWallet
         Even more extra gold in battle.
Effect:   Find Treasure
         Chests will be displayed on dungeon maps.
Command:  None
Camp:     Opens a shop in the camp. The more Merchants you have, the more
         goods will be available.

Comments: Same problem as the High Merchant. You usually don't need much money
         in the epilog anyway.
         (Note: Combination attack will net you 300 gold. If you are really
          short on gold you can fill up your pockets with that pretty easily.)

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Name:     Thief

Battle:   Steal
         Attempts to steal an item from an enemy.
Effect:   None
Command:  X-Ray
         It shows you the contents of treasure chests on the map screen.
         The chests will be displayed in a different color depending on their
         contents.
         Normal treasure appears as a red chest.
         Gold will appear as a yellow chest.
         Mimics will appear as blue chests.
         (Thanks to Crysta for pointing this out)
Camp:     Opens a bank in the camp. You can store and withdraw items and money
         just like in a regular bank (They share the same account of course)

Comments: I don't care much for his ability but you'll definitely want a bank
         in your camp.

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Name:     High Thief

Battle:   Pickpocket
         Higher chance of stealing an item.
Effect:   None
Command:  EagleEye
         Tells you in which direction the next town is.
Camp:     Opens a bank in the camp. You can store and withdraw items and money
         just like in a regular bank (They share the same account of course)

Comments: EaglyEye is almost as useless as X-Ray. By the time you can get
         High thieves you know where every town is anyway.

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Name:     Master Thief

Battle:   Robbery
         Highest chance of stealing an item.
Effect:   None
Command:  MapMagic
         Tells you in which direction Tiny Medals are lying around.
Camp:     Opens a bank in the camp. You can store and withdraw items and money
         just like in a regular bank (They share the same account of course)

Comments: MapMagic is actually useful. There are nice prizes to be traded for
         Tiny Medals and finding them becomes really easier with a Master
         Thief.
         (Note: The combination attack is stealing an item with 100% success
          rate.)

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Name:     Player

Battle:   Frolic
         The player might make up a pun that will cause the enemy to laugh
         instead of attacking. The player might also do nothing though.
Effect:   None
Command:  GoPlay
         You "lose" 100 gold and the Player will wander off to play. He'll
         come back with an item, nothing or a monster on his tail.
Camp:     Opens a casino in the camp. You can play slot machines there.

Comments: Having a casino in the camp is amazing. The battle ability is not that
         much. It even works on bosses though. Beating on the final boss while
         he is lying on the floor laughing has a certain charm to it ;)

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Name:     Super Player

Battle:   Play
         The player might make up a pun that will cause the enemy to laugh
         instead of attacking. The player might also do nothing though.
         I guess the chance he is actually doing anything is higher compared
         to the normal Player, I could be wrong though.
Effect:   None
Command:  GoPlay
         You "lose" 100 gold and the Player will wander off to play. He'll
         come back with an item, nothing or a monster on his tail.
Camp:     Opens a casino in the camp. You can play slot machines there.

Comments: Pretty much identical to the normal Player.

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Name:     Play Master

Battle:   Spree
         The player might make up a pun that will cause the enemy to laugh
         instead of attacking. The player might also do nothing.
         I guess the chance he is actually doing anything is higher compared
         to the other Player classes, I could be wrong though.
Effect:   None
Command:  GoPlay
         You "lose" 100 gold and the Player will wander off to play. He'll
         come back with an item, nothing or a monster on his tail.
Camp:     Opens a casino in the camp. You can play slot machines there.

Comments: Pretty much identical to the normal Player.
         If you have a player in the party, there is a new event with a
         merchant. The merchant is saying that the player would owe him money.
         The amount of money taken is quite hefty, around 40% of what you have!
         You can't refuse him either. Think twice before taking a player with
         you.
         (Note: The combination attack actually deals damage. Who would have
          thought that? It isn't that much damage though...)

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Name:     Tamer

Battle:   Soothe
         Increases the chance of the enemies dropping their hearts after
         battle.
Effect:   None
Command:  None
Camp:     Nothing

Comments: Essential class if you want to get monster hearts.

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Name:     High Tamer

Battle:   Flatter
         Increases the chance of the enemies dropping their hearts after
         battle. Larger increase than with Soothe.
Effect:   None
Command:  None
Camp:     Nothing

Comments: Identical to Tamer, just with higher chance of success.

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Name:     True Tamer

Battle:   Appease
         Increases the chance to get a monster heart after battle
         substantially.
Effect:   None
Command:  SenseMonster
         Tells you exactly which enemies are roaming the area.
Camp:     Nothing

Comments: The command is very useful if you are searching for a specific
         monster.
         (Note: The combination attack has an even higher chance to get a
          monster heart. Unfortunately it's still far from definite though.)

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Name:     Seer

Battle:   Foretell
         Tells you how many HP the first enemy has left.
Effect:   RevealOrbs
         Shows locations of 2 color orbs on the world map.
Command:  None
Camp:     A Seer can tell you your fortune in the camp. It will give you hints
         were you must travel to in order to advance the story.

Comments: Very useful class. In the epilog it becomes really essential in
         order to find the color orbs.

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Name:     High Seer

Battle:   Divination
         Tells you how many HP the first enemy has left.
Effect:   RevealOrbs
         Shows locations of 5 color orbs on the world map.
Command:  None
Camp:     A Seer can tell you your fortune in the camp. It will give you hints
         were you must travel to in order to advance the story.

Comments: Improved Seer. Try to replace your Seer with High or
         True Seers as soon as possible.

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Name:     True Seer

Battle:   Prophesy
         Tells you how many HP and MP the first enemy has left.
Effect:   RevealOrbs
         Shows locations of all color orbs on the world map.
Command:  None
Camp:     A Seer can tell you your fortune in the camp. It will give you hints
         were you must travel to in order to advance the story.

Comments: You should definitely try to get one for the epilog. Extremely
         useful!
         (Note: The combination attack does damage)

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Name:     Mapper

Battle:   CheckMap
         Increases your monster's speed.
Effect:   None
Command:  OpenMap
         Allows you to open the world map. A small area around your position
         is shown.
Camp:     Nothing

Comments: You'll want to take a Mapper with you to be able to use the world
         map. You might want 2 at once though, so you get the full overview.
         In battle, they aren't that useful.

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Name:     Great Mapper

Battle:   ConfirmMap
         Increases your monster's speed.
Effect:   None
Command:  OpenMap
         Allows you to open the world map. The full worldmap is shown.
Camp:     Nothing

Comments: His map is very useful.

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Name:     True Mapper

Battle:   MemorizeMap
         Increases your monster's speed the most.
Effect:   None
Command:  OpenMap
         Allows you to open the world map. The full worldmap is shown, with
         different colors for woods, deserts and mountains.
Camp:     Nothing

Comments: The best mapper. You don't really need the improved world map though,
         the colors aren't making much of a difference.

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Name:     Fighter

Battle:   Critical
         A physical attack with a chance of killing the enemy with a single,
         critical hit.
Effect:   None
Command:  None
Camp:     Nothing

Comments: Good damage dealing class.

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Name:     Great Fighter

Battle:   CriticalFist
         A physical attack with a chance of killing the enemy with a single,
         critical hit. Better than Critical.
Effect:   None
Command:  None
Camp:     Nothing

Comments: Slightly improved Fighter.

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Name:     True Fighter

Battle:   CriticalStrike
         A physical attack with a chance of killing the enemy with a single,
         critical hit. Better than the other two Critical skills.
Effect:   Squall
         You'll have a higher chance of getting preemptive attacks against
         the enemies.
Command:  None
Camp:     Nothing

Comments: The effect really adds to the class. Combined with a True Fencer
         you can really finish most random encounters before the enemies can
         even hit you once. Recommended.

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Name:     Gambler

Battle:   ChanceDuel
         A very random move. It might half an enemies' or one of your
         guard monster's HP.
Effect:   None
Command:  None
Camp:     Opens a casino with a poker table.

Comments: This is the class for people who feel lucky. You might do big damage,
         or you might accidentally kill yourself. I can live without them.

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Name:     High Gambler

Battle:   DoubleDown
         Another very random move. It might half an enemy group's or one of
         your guard monster's HP.
Effect:   None
Command:  None
Camp:     Opens a casino with a poker table.

Comments: The odds are still the same, but the result is better. A whole group
         of enemies gets affected instead of one.

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Name:     Gamble King

Battle:   TripleDown
         It might half all enemies' or one of
         your guard monster's HP.
Effect:   None
Command:  None
Camp:     Opens a casino with a poker table.

Comments: Now we are talking. The effect when winning is actually strong enough
         so that it's worth considering taking the risk.