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.