Based on the DQ3 v1.1 translation from DQtranslations.com

The following sources provided information which tremendously sped up the
creation of this guide:
AJackson (GameFAQs)
BSulpher (GameFAQs)
Stahlbaum (GameFAQs)

Note: Unless specified otherwise, lists and tables in this document are in
ascending order of most relevant key, which is usually total average stats.
Depending on the presentation of the information, it may be top to bottom or
left to right.

==============================================================================
PERSONALITY INFORMATION
==============================================================================

This first table gives information concerning each of the personalities. The
main purpose of a personality is to modify a character's growth upon level
up. Therefore, it is advantageous to pick a personality whose modifiers match
the growth pattern of the class. This table does not show how to create new
characters of a given personality because that information is too detailed to
fit in the same table (see the second table). However, it does show how to
change personalities and (about) when you can do it. This is particularly
helpful if you wish to have different personalities after a class change, or
if you want to change personalities after a certain point in order to maximize
a character's efficiency. Personalities that the hero can acquire list which
scenario the hero goes through to attain them. Finally, rough guidance is
given on the general purpose of each personality.

This table is sorted in order of ascending total modifiers.

Here is what the columns mean:

NAME      - The name of the personality
T         - The earliest tier where you can get one of the items that grants
           this personality trait. When both a book and an accessory are
           available, no distinction is made with regard to item tier- the
           one which is available first controls the tier.
           Item Tiers are divided by when you get a new movement ability on
           the world map. All sources of items (medals, pachisi, etc.)
           are considered except for random monster drops.
           Tier 1 = No special movement
           Tier 2 = Water travel
           Tier 3 = Air travel
BOOK      - Which book (if any) can be used to change to this personality
ACCESSORY - Name of the accessory (if any) which will give a character this
           personality while equipped
MOD       - The modified attribute of the accessory (if any)
           D = Defense
           P = Power (Strength / Attack)
           A = Agility
           S = Stamina
           W = Wisdom
           L = Luck
HERO      - Identifies which scenario (if any) can result in the hero having
           this personality
           Desert = Brothers in Desert
           Well   = The Well Monster
           Cavern = The Cavern Maze
           Forest = Forest Boulder Collection
           Tower  = The Jumping Tower
           Dancer = The Dancing Show
           Wallet = Old Man's Wallet
           Castle = Castle with King
STR       - Strength (%) modifier upon level up
           Strength increases weapon damage
AGI       - Agility  (%) modifier upon level up
           Agility increases initiative and armor
STM       - Stamina  (%) modifier upon level up
           Stamina increases hit points
WIS       - Wisdom   (%) modifier upon level up
           Wisdom increases magic points and learns spells earlier
LUC       - Luck     (%) modifier upon level up
           Luck increases critical strikes and improves dodging when critical
USE       - Expected usage of the personality. This was determined in the
           following manner:
           Melee score  = 3*STR + 1*AGI + 2*STM         + 1*LUC
           Caster score =         3*AGI + 3*STM + 5*WIS + 1*LUC
           The scores are normalized to 100% against Ordinary personality.
           If neither score is at least 100%, the USE field is left blank
           If only one score is at least 100%, the USE field lists that score
           If both scores are at least 100%, the USE field lists "Dual"



NAME      T BOOK          ACCESSORY     MOD HERO    STR AGI STM WIS LUC USE
Stubborn  1               Stone Wig     15D         100  60 120  60  70
Gormet                                              110  60 110  50  80
Bully     1               Angry Tattoo   8P Desert  120  90  90  60  70 Melee
Careless                                    Well     80 115 100  70  70
Foolish                                     Cavern   85 115  80  80  90
Meddler                                             105  85 110  80  70
Valiant   1 Hero Guide    Hero Ring     15P Well    140  70 100  80  70 Melee
Jock      1 Muscle G'Book Strength Ring  7P         130  80 100  70  80 Melee
Naive                                       Dancer  100  90  90  70 110
Macho                                       Desert  115 100 100  90  60 Melee
Lazy                                        Forest  115  60 120  65 110 Melee
Selfish                                     Cavern   95 105  90  90  90
Worldly   1               Hard Heart    10S Forest  110  85 120  90  70 Melee
Tomboy    1 Tomboy Book                             110 110  80  90  90
Agile     2               Speed Ring    15A          90 120  90 100  80 Caster
Amazon                                              130  90 100  80  80 Melee
Logical                                     Well     80 105  90 125  80 Caster
Ironman                                             105  80 130  90  80 Melee
Eager                                       Forest  105  90 110 100  80 Melee
Helpless  3               Pacifier        - Well     95 100  90 105 100
Lonesome  3               Slime Earrings  - Tower   100  90  80 110 110
Cowardly  3               Flee Ring      7A Well     90  70  90 120 120 Caster
Honest                                      Cavern  100  90 100 110  90 Caster
Timid                                       Wallet  110  60 120 110  90 Melee
Tough                                       Forest  115  90 140  80  70 Melee
Defiant   1 Defy Book                       Cavern   95 105 105  95  95 Caster
Carefree                                    Dancer  100  75 110 105 105 Melee
Ordinary                                            100 100 100 100 100 Dual
Dauntless                                           100 100 100 100 100 Dual
Twisted                                              70 120  70 110 130 Caster
Weepy     1 Tragic Tale                     Dancer   90  90 100 110 115 Caster
Happy     1               Rabbit's Foot  8L Castle   90 100  90 100 130 Caster
Vain      1               Ruby Ring       - For+Wlt 105 110  95 105  95 Dual
Alert     1 Cheater Guide                   Wallet   90 110  90 120 100 Caster
Kindly    2 Kindly Book   Benevolent R. 15W Castle  105  95 105 110  95 Dual
Solitary  2               Rockstar Ring 10A Dancer  100 110 120 110  70 Dual
Smart     2               Smart Glasses 15W Castle   95 100 100 130  90 Caster
Ladylike  1 Lady Manual   Golden Tiara  13L         100  80  95 110 140 Dual
Romantic  1               Silver Rosary  4D Tower    95 110  95 115 100 Caster
Lewd      1 Naughty Book  Gold Necklace 10S Castle  105  95 120 105  90 Dual
Fearless  1 Brave Book                      Desert   95 120 115 100 100 Dual
Sharp     1 Smart Book                              100 120  80 140  90 Caster
Silly     1 Joke Book     Mohawk Wig     2D Castle  100 120  95 115 110 Dual
Hyper     2               Gale Bandana  30A         100 140 100 100 100 Dual
Lucky     2 Lucky Book    Golden Beak   20L         100 110 100 100 150 Dual
Sexy      1 Naughty Book  Garter Belt    3D Castle  110 120 105 115 120 Dual
NAME      T BOOK          ACCESSORY     MOD HERO    STR AGI STM WIS LUC USE

Note:
Tomboy, Amazon, Ladylike, and Sexy are Female only
Lewd is Male only
Lucky is Male only; however, a Female can learn it with the Lucky Book
Dauntless class never occurs



==============================================================================
CHARACTER REGISTRATION
==============================================================================

Using this second table is a multistep process. The first 7 columns identify
which set of classes will test against the remaining conditionals of the row.
 Example: If you are creating a Wizard, only rows which have the "W" column
          filled are usable for the creation of that character

The next 3 columns are used together to select a unique row based on how the
character's attributes are set after seed allocation. All numbers in these
conditionals are based on the bonus given to the attribute relative to its
base value (numbers DO NOT indicate the the total value of the attribute).
First, identify which attribute has the highest bonus, then select the
TEST that matches the situation. The personality will be randomly
selected from the possibilities on that row.
 Example: If you are creating a Thief, and put all 5 seeds into Stamina, then
          Stamina should be your highest bonus. Rows 91-94 correspond to
          this (Thief, HI Stamina). Since your Stamina bonus (from seeds)
          should exceed 11, row 91 is selected from among those. The
          personality is randomly selected from the ones on that line
          (@=Gormet, R=Ironman, J=Tough).

Here are the columns corresponding to the above discussion:
(I know the class names don't match the translation I'm using, but I prefer
the original NES translations for class names, as they better fit with the
Dragon Quest lore at the time the game was made)

S    - Soldier (aka Warrior)
F    - Fighter
W    - Wizard
P    - Pilgrim / Priest (aka Cleric)
M    - Merchant (aka Dealer)
G    - Goof Off (aka Player)
T    - Thief
HI   - The attribute with the highest amount of bonus points given
GRP  - This is an arbitrary number whose sole purpose is to keep the TESTs
      in order when the table is sorted; this should be used as the lowest
      priority sort key any time you sort on key(s) to the left of this one
TEST - The secondary condition; tested after HI and only for matching classes

The classes are listed in order of ascending total points. Thus, Stubborn
and Gormet (which have average multipliers of 82%) are on the left and Sexy
(which has an average multiplier of 114%) is on the right. Note that this
does not take into account the appropriateness of the mix of attributes,
only the total value. Roughly, Fighters are on the left, Casters in the
middle, and Duals on the right.

Here are the list of personality abbreviations:

! = Stubborn
@ = Gormet
# = Bully
$ = Careless
% = Foolish
^ = Meddler
& = Jock
* = Valiant
( = Naive
) = Macho
Z = Lazy
Y = Selfish
X = Worldly
W = Logical
V = Tomboy
U = Amazon
T = Agile
S = Eager
R = Ironman
Q = Helpless
P = Timid
O = Cowardly
N = Lonesome
M = Honest
L = Defiant
K = Carefree
J = Tough
I = Ordinary
H = Twisted
G = Weepy
F = Dauntless
E = Solitary
D = Vain
C = Alert
B = Happy
A = Kindly
0 = Lewd
9 = Romantic
8 = Smart
7 = Ladylike
6 = Fearless
5 = Sharp
4 = Hyper
3 = Silly
2 = Lucky
1 = Sexy


S F W P M G T  HI GRP    TEST  !@#$%^&*()ZYXWVUTSRQPONMLKJIHGFEDCBA0987654321
S F           Str  11 Str>=11        &*       U
S F           Str  12 Str>= 7    #   &  )    V
S F           Str  13 Stm 2nd   @#            U                    0
S F           Str  14 Agi 2nd     $          V         L               6
S F           Str  15 Else             (              M K I        0
   W P       Str  21 Str>=11        &        U                        6
   W P       Str  22 Str>= 7  !    ^&  )
   W P       Str  23 Stm 2nd   @         YX    S
   W P       Str  24 Wis 2nd                       ON L       D
   W P       Str  25 Else             ( Z   V        M   I      A
       M G T Str  31 Str>=11        &  )    V         L
       M G T Str  32 Wis 2nd                                 E C       5
       M G T Str  33 Stm 2nd    #            U                        6
       M G T Str  34 Agi 2nd      %           T                          3
       M G T Str  35 Else                Y       Q  N    I G       9
S       M G   Agi  41 Agi>=12                  T                       6 4
S       M G   Agi  42 Agi>= 7      %      Y    T       L
S       M G   Agi  43 Wis 2nd                              H    C         3
S       M G   Agi  44 Str 2nd    #      )    V                E
S       M G   Agi  45 Else        $                  N    I G  D
 F         T Agi  51 Agi>=11                  T                       6 4
 F         T Agi  52 Agi>= 7      %           T              E        6
 F         T Agi  53 Str 2nd           )    V         L       D
 F         T Agi  54 Stm 2nd           )       S          H       0
 F         T Agi  55 Else                                I G E     9  6
   W P       Agi  61 Agi>=8       %           T                C
   W P       Agi  62 Str 2nd     $                    L       D
   W P       Agi  63 Wis 2nd               W               G             3 1
   W P       Agi  64 Else             (          Q O     I         9
S F     M     Stm  71 Stm>=10                    R       J
S F     M     Stm  72 Stm>=6   !           X    S                  0
S F     M     Stm  73 Str 2nd   @    &                  K
S F     M     Stm  74 Else          ^    Z         P  M   I
   W P       Stm  81 Stm>=11                   SR       J
   W P       Stm  82 Stm>=6   !           X    S                  0
   W P       Stm  83 Wis 2nd       ^                  L          A         1
   W P       Stm  84 Else             (            ON  K I
         G T Stm  91 Stm>=11   @                R       J
         G T Stm  92 Stm>= 6  !@               S                  0
         G T Stm  93 Str 2nd    #                                     6
         G T Stm  94 Else               Z                I   E     9     3 1
S F           Wis 101 Wis>=10               W              H        98
S F           Wis 102 Wis>= 6                       O          D    9 7
S F           Wis 103 Else             (          Q       I       A       3
   W P       Wis 111 Wis>=10                                        8  5
   W P       Wis 112 Wis>= 6               W       O           C   98
   W P       Wis 113 Else                        Q  NM   I G     A
       M   T Wis 121 Wis>=10                                        8  5
       M   T Wis 122 Wis>= 6               W                  DC    8
       M   T Wis 123 Never       $ ^      X              I   E     9
         G   Wis 131 Wis>=10                                        8  5
         G   Wis 132 Wis>= 6               W                   C  0      3 1
         G   Wis 133 Else               Z        Q     K I   E
S F           Luc 141 Luc>=12                                    B    7    2
S F           Luc 142 Luc>= 7            Z                       B  9
S F           Luc 143 Else        $    (          Q       I    D          3
   W P       Luc 151 Luc>=12                                    B    7    2
   W P       Luc 152 Luc>= 6          ( Z        Q              B
   W P       Luc 153 Else        $                PO     I G  D
       M   T Luc 161 Luc>=12                                    B         2
       M   T Luc 162 Luc>= 6       ^     Y       Q     K        B
       M   T Luc 163 Else             (              M   I G  D  A
         G   Luc 171 Luc>= 9                                         7    2
         G   Luc 172 Luc>= 6          (          Q              B 0        1
         G   Luc 173 Else               ZY          N  K   G      0      3 1
S F W P M G T  HI GRP    TEST  !@#$%^&*()ZYXWVUTSRQPONMLKJIHGFEDCBA0987654321



==============================================================================
SUMMARY
==============================================================================

This section summarizes some of views of the above data. No
additional data is presented in this section that is not presented in the
first two tables, but it may be more useful in this section if you do not
have any spreadsheet software to reorganize the data as you want.


--------------------------------------------
The hero can start in the following classes:

No Use - Stubborn, Careless, Foolish, Naive, Selfish, Lonesome, Helpless
Melee  - Bully, Valiant, Macho, Lazy, Worldly, Eager, Timid, Carefree, Tough
Caster - Logical, Honest, Cowardly, Defiant, Weepy, Happy, Alert, Smart,
        Romantic
Dual   - Kindly, Solitary, Vain, Lewd, Fearless, Silly, Sexy


--------------------------------------------------------------------------
The following classes can be switched to with either books or accessories:

Tier 1 (No Use) - Stubborn, Tomboy
Tier 1 (Melee)  - Bully, Valiant, Jock, Worldly
Tier 1 (Caster) - Weepy, Happy, Alert, Romantic, Sharp
Tier 1 (Dual)   - Vain, Lewd, Ladylike, Fearless, Silly, Sexy
Tier 2 (Caster) - Agile, Smart
Tier 2 (Dual)   - Kindly, Solitary, Hyper, Lucky
Tier 3 (No Use) - Lonesome, Helpless
Tier 3 (Caster) - Cowardly
Never (No Use)  - Gormet, Careless, Foolish, Meddler, Naive, Selfish
Never (Melee)   - Macho, Lazy, Amazon
Never (Caster)  - Logical, Honest, Timid, Defiant, Twisted
Never (Dual)    - Eager, Ironman, Carefree, Tough, Ordinary

----------------------------------------------------------------------------
All personalities are available to these classes during the generation phase
of a character except for the following:

Soldier & Fighter - Sharp, Sexy
Wizard & Pilgrim  - Valiant, Twisted, Solitary, Fearless, Hyper
Merchant          - Valiant, Cowardly, Smart, Sexy
Thief             - Valiant, Helpless, Timid, Ladylike
Goof Off          - Foolish, Valiant, Selfish, Helpless, Timid, Honest, Happy
Hero              - Gormet, Jock, Amazon, Meddler, Tomboy, Ironman, Agile,
                   Hyper, Lucky, Ordinary, Ladylike, Twisted, Sharp


---------------------------------------------------------------------------
The following shows which personalities can be attained by each class given
a particular HI attribute:

Soldier (STR) Gormet, Bully, Careless, Jock, Valiant, Naive, Macho, Tomboy,
             Amazon, Honest, Defiant, Carefree, Ordinary, Lewd, Fearless
Soldier (AGI) Bully, Careless, Foolish, Macho, Selfish, Tomboy, Agile,
             Lonesome, Defiant, Ordinary, Twisted, Weepy, Solitary, Vain,
             Alert, Fearless, Hyper, Silly
Soldier (STM) Stubborn, Gormet, Meddler, Jock, Lazy, Worldly, Eager, Ironman,
             Timid, Honest, Carefree, Tough, Ordinary, Lewd
Soldier (WIS) Naive, Logical, Helpless, Cowardly, Ordinary, Twisted, Vain,
             Kindly, Romantic, Smart, Ladaylike, Silly
Soldier (LUC) Careless, Naive, Lazy, Helpless, Ordinary, Vain, Happy,
             Romantic, Ladylike, Silly, Lucky

Fighter (STR) Gormet, Bully, Careless, Jock, Valiant, Naive, Macho, Tomboy,
             Amazon, Honest, Defiant, Carefree, Ordinary, Lewd, Fearless
Fighter (AGI) Foolish, Macho, Tomboy, Agile, Eager, Defiant, Ordinary,
             Twisted, Weepy, Solitary, Vain, Lewd, Romantic, Fearless, Hyper
Fighter (STM) Stubborn, Gormet, Meddler, Jock, Lazy, Worldly, Eager, Ironman,
             Timid, Honest, Carefree, Tough, Ordinary, Lewd
Fighter (WIS) Naive, Logical, Helpless, Cowardly, Ordinary, Twisted, Vain,
             Kindly, Romantic, Smart, Ladaylike, Silly
Fighter (LUC) Careless, Naive, Lazy, Helpless, Ordinary, Vain, Happy,
             Romantic, Ladylike, Silly, Lucky

Wizard (STR) Stubborn, Gormet, Meddler, Jock, Naive, Macho, Lazy, Selfish,
            Worldly, Tomboy, Amazon, Eager, Cowardly, Lonesome, Honest,
            Defiant, Ordinary, Vain, Kindly
Wizard (AGI) Careless, Foolish, Meddler, Naive, Logical, Agile, Helpless,
            Cowardly, Defiant, Ordinary, Weepy, Vain, Alert, Romantic
Wizard (STM) Stubborn, Meddler, Naive, Worldly, Eager, Ironman, Cowardly,
            Lonesome, Defiant, Carefree, Ordinary, Lewd, Sexy
Wizard (WIS) Logical, Helpless, Cowardly, Lonesome, Honest, Ordinary, Weepy,
            Alert, Kindly, Romantic, Smart, Sharp
Wizard (LUC) Careless, Naive, Lazy, Helpless, Timid, Cowardly, Ordinary,
            Weepy, Vain, Happy, Ladylike, Lucky

Pilgrim (STR) Stubborn, Gormet, Meddler, Jock, Naive, Macho, Lazy, Selfish,
             Worldly, Tomboy, Amazon, Eager, Cowardly, Lonesome, Honest,
             Defiant, Ordinary, Vain, Kindly
Pilgrim (AGI) Careless, Foolish, Meddler, Naive, Logical, Agile, Helpless,
             Cowardly, Defiant, Ordinary, Weepy, Vain, Alert, Romantic
Pilgrim (STM) Stubborn, Meddler, Naive, Worldly, Eager, Ironman, Cowardly,
             Lonesome, Defiant, Carefree, Ordinary, Lewd, Sexy
Pilgrim (WIS) Logical, Helpless, Cowardly, Lonesome, Honest, Ordinary, Weepy,
             Alert, Kindly, Romantic, Smart, Sharp
Pilgrim (LUC) Careless, Naive, Lazy, Helpless, Timid, Cowardly, Ordinary,
             Weepy, Vain, Happy, Ladylike, Lucky

Merchant (STR) Bully, Foolish, Jock, Macho, Selfish, Tomboy, Amazon, Agile,
              Helpless, Lonesome, Defiant, Ordinary, Weepy, Solitary, Alert,
              Romantic, Fearless, Sharp, Silly
Merchant (AGI) Bully, Careless, Foolish, Macho, Selfish, Tomboy, Agile,
              Lonesome, Defiant, Ordinary, Twisted, Weepy, Solitary, Vain,
              Alert, Fearless, Hyper, Silly
Merchant (STM) Stubborn, Gormet, Meddler, Jock, Lazy, Worldly, Eager, Ironman,
              Timid, Honest, Carefree, Tough, Ordinary, Lewd
Merchant (WIS) Careless, Meddler, Worldly, Logical, Ordinary, Solitary, Vain,
              Alert, Romantic, Smart, Sharp
Merchant (LUC) Foolish, Macho, Tomboy, Agile, Eager, Defiant, Ordinary,
              Twisted, Weepy, Solitary, Vain, Lewd, Romantic, Fearless, Hyper

Goof Off (STR) Bully, Foolish, Jock, Macho, Selfish, Tomboy, Amazon, Agile,
              Helpless, Lonesome, Defiant, Ordinary, Weepy, Solitary, Alert,
              Romantic, Fearless, Sharp, Silly
Goof Off (AGI) Bully, Careless, Foolish, Macho, Selfish, Tomboy, Agile,
              Lonesome, Defiant, Ordinary, Twisted, Weepy, Solitary, Vain,
              Alert, Fearless, Hyper, Silly
Goof Off (STM) Stubborn, Gormet, Bully, Lazy, Eager, Ironman, Tough, Ordinary,
              Solitary, Lewd, Romantic, Fearless, Silly, Sexy
Goof Off (WIS) Lazy, Logical, Helpless, Carefree, Ordinary, Solitary, Alert,
              Lewd, Smart, Sharp, Silly, Sexy
Goof Off (LUC) Naive, Lazy, Selfish, Helpless, Lonesome, Carefree, Weepy,
              Happy, Lewd, Ladylike, Silly, Lucky, Sexy

Thief (STR) Bully, Foolish, Jock, Macho, Selfish, Tomboy, Amazon, Agile,
           Helpless, Lonesome, Defiant, Ordinary, Weepy, Solitary, Alert,
           Romantic, Fearless, Sharp, Silly
Thief (AGI) Foolish, Macho, Tomboy, Agile, Eager, Defiant, Ordinary,
           Twisted, Weepy, Solitary, Vain, Lewd, Romantic, Fearless, Hyper
Thief (STM) Stubborn, Gormet, Bully, Lazy, Eager, Ironman, Tough, Ordinary,
           Solitary, Lewd, Romantic, Fearless, Silly, Sexy
Thief (WIS) Careless, Meddler, Worldly, Logical, Ordinary, Solitary, Vain,
           Alert, Romantic, Smart, Sharp
Thief (LUC) Foolish, Macho, Tomboy, Agile, Eager, Defiant, Ordinary,
           Twisted, Weepy, Solitary, Vain, Lewd, Romantic, Fearless, Hyper



==============================================================================
CHANGING CLASSES
==============================================================================

It is best to decide how you are going to change a character's
class before she is given a personality. Since it is virtually impossible to
know how much you will like a class before you start the game, and since
personalities are assigned at the very beginning, this section will attempt
to guide your choices.

When changing class, all the character's attributes will be cut in half.
Characters must be at least level 20 to change classes and you must have
access to the Dharma Shrine (which should happen around level 20). Sage class
can only be accessed if the character is currently a Goof Off, or if you
have a Zen Book. When changing classes, the game gives you an evaluation of
how good it thinks your current personality is for the new class, but it is
not very accurate.

I group the classes into the following archetypes:
Melee   - Soldier, Fighter
Casting - Wizard, Priest, Sage (can't start in Sage)
Utility - Merchant, Goof Off, Thief
Hero    - Hero (can't change class to or from)


-----------------------------
1) Who should change classes?

The point of changing classes is to improve the character. Therefore, pick a
class that can improve upon your current one. However, since all your previous
stats get cut in half this is generally only worthwhile if the next class is
"better" than the previous one. Which begs the question why did you start with
the first class if you could have gone directly into the desired class? Well
sometimes there is a purpose, but the above question should be the first thing
you think of whenever you consider changing classes.

1a) Melee Classes (No!)
   The melee classes do not multiclass well because their attributes are
   geared for one thing only. Switching to casting is bad because the magic
   points will be too low in the new class. Switching to a utility class is
   bad because they trade power for versatility, which is not what you need
   in a new class.

   No substitute class is benefitted by having a melee class beforehand, so
   don't multiclass these characters.

1b) Casting Classes (to Sage!)
   The starting casting classes are both superceded by the Sage, so it is
   usually worthwhile to switch. You can finish learning off the spells
   in your current class and simultaneously learn the spells in the other
   class. Since you only get one Zen Book early enough to reasonably use it,
   a Goof Off is suggested if you want to make a second Sage. There is no
   point in changing a Sage's class again as it takes so long to finish
   mastering the class (~level 40 + your earlier levels) that the game will
   end before the final class change pays off.

   Although Sage does supercede the initial classes, it should be noted that
   if you don't care about the other magic tree then another option would be
   to stick with the class and master it. The benefit is you can switch
   after filling your spellbook. While melee is more powerful in the
   abstract, the lack of overlap with the caster's stats makes the change
   a poor choice in practice. Switching to another caster at this point is
   absurd because a greater percent of your stat points will be halved than
   if you had switched to Sage earlier. So what's left are the Utility
   classes. Since Goof Offs purpose is to gain Sage and we're past that
   point, ignore it. Merchant and Thief are similar but gold is not really
   worth anything at this point so the Thief's ability is better.

1c) Utility Classes (up to you)
   Utility classes are ultimately weaker versions of the melee classes
   distinguished by their special abilities. Merchants give extra cash,
   Thieves give extra items, and Goof Offs periodically waste their turns but
   can become Sages later.

   Utility classes are good for changing into anything else. The reason to
   pick the Goof Off class is to use it as a stepping stone into Sage. The
   other two are reasonable to switch into any other class you feel you need
   when the option becomes available. Each of these classes gains magic
   points, unlike the melee classes, so it is possible to switch to a caster
   without much fuss. Since stats are already ok for combat, they can also
   switch into melee. Either way, you are only giving up a minor special
   ability and gaining a lot of power.


---------------------------------
2) So... What should my party be?

2a) First slot
   Your hero. You don't get an option on that.

2b) Second slot
   You need a Pilgrim for healing.

2c) Third slot
   Either melee class. Soldiers get more strength and stamina while Fighters
   get more agility and luck. Melee classes are the most expensive due to
   gear, but they also tend to be the best. Fighters are slightly cheaper,
   but it is not a big difference so either choice works.

2d) Fourth slot
   You can fit almost anything here. I'll discuss the possibilities.
   -Another melee class is a good option for all the reasons melee is #3.
   -A Wizard is a possibility. However, they will be of limited value before
   you get to change classes.
   -Since the Hero can handle backup healing, you don't need another Pilgrim.
   -A Goof Off is a decent pick. They periodically waste their turns but they
   aren't too horrible. I would pick a Soldier for your melee slot if you're
   getting a Goof Off from the beginning because it takes a while before
   decent Fighter gear becomes available. A secret Fighter weapon which is
   available before the Dharma Shrine is very difficult to obtain, so you
   definitely don't want a Goof Off for that.
   -A Merchant or Thief are probably the "standard" choices. A Merchant gives
   you extra gold, and up until the Dharma Shrine, money is a limiting factor
   for your gear, but after that point you will never be short on money
   again. A Thief gets you some extra items, but the good stuff is later in
   the game so you might not multiclass if you start with a Thief. But the
   real strength of the utility classes is that they are better at
   mulitclassing, so if you aren't planning on taking advantage of that then
   you should pick someone else instead.


-----------------------------------
3) What personalities should I get?

This section looks at each class/multiclass in isolation, but picks can be
further improved by taking a holistic view of the entire party. Personality
switches are most valuable the closest to the middle of the game that you
perform them (around level 20). If you do it near the beginning or end, one
of the personalities will have had minimal effect on the character and that
personality will not have had much of an impact on the character. Thus, I
would save personality items you find at the beginning of the game that you
plan to use and make sure you are getting maximum benefit from BOTH of your
personalities.

----------------------------------------------------
3.1) I don't want to switch my personalities in game

For the Hero,
All attributes are used, but it is closest to melee because the magic spells
are poor for most of the game. So I would pick any Melee or Dual class. These
are listed in the Summary section above.

For Melee,
The following personalities scored at least 105% on Table 1's melee score:
 Ironman
 Fearless
 Hyper
 Lewd
 Jock
 Lazy
 Valiant
 Amazon
 Lucky
 Tough

For Casting,
The following personalities scored at least 105% on Table 1's caster score:
 Lewd
 Lucky
 Logical
 Romantic
 Alert
 Fearless
 Solitary
 Hyper
 Silly
 Smart
 Sexy
 Sharp

For Utility Classes,
Pick according to Melee or Casting personalities if you already know your
final class will be one of those. Otherwise, the following personalities
provide at least 105% average modifiers:
 Ladylike
 Sharp
 Fearless
 Hyper
 Silly
 Lucky
 Sexy


-----------------------------------------------------
3.2) I'm okay with switching my personalities in game

Refer to Table 1 to see which item is used to convert into the destination
personality/personalities.

For Pure Melee,
To focus on a particular attribute, start with one of these personalities:
 Strength - Jock, Valiant, Amazon
 Agility  - Silly, Hyper
 Stamina  - Solitary, Ironman, Lewd, Tough
 Luck     - Ladylike, Lucky
Switching into the following focus, your personality will become:
 Strength - Jock, Valiant
 Agility  - Fearless, Silly, Sexy, Hyper
 Stamina  - Worldly, Lewd, Solitary
 Luck     - Ladylike, Sexy, Lucky


For Pure Casting with an offensive focus,
Agility is less important because initiative isn't a big deal for this setup.
Due to this, the Sexy class is not so spectacular here. So start with
either a high Wisdom personality or high Stamina, then switch to the other
when you find the item and feel ready to make the change. Although Sharp has
the greatest Wisdom modifier, I would not switch to it because the Smart
Glasses give +15 Wisdom which overshadows the 10% difference between Smart and
Sharp. While Solitary is a better Stamina personality than Lewd,
The Golden Necklace provides a much better mod than the Rockstar Ring does
for this character. The Rockstar Ring also takes longer to get, so it is
harder to optimize your class change timing.
These are your best options:
 Lewd     -> Smart
 Solitary -> Smart
 Sharp    -> Lewd
 Smart    -> Lewd
 Logical  -> Lewd


For Pure Casting with a defensive or balanced focus,
Agility is more important so you can heal before the enemy's round of attacks.
So I would start with either Stamina or Wisdom, then switch into Agility, or
the reverse. While Silly is good for Agility, it takes a long time before you
can switch to it and the item is not very good. Soon after unlocking Silly you
can switch to Hyper anyway and that is better for an Agility switch. Since it
takes a long time to get the Hyper item, you may want to switch to an an
intermediary personality. All of the other Agility personalities are less
focused than Hyper, and also have worse items. Any choice is ok. As with the
offensive caster, Sharp, Alert, and Solitary are all options for switching
into Stamina or Wisdom, but the item effects from Smart and Lewd are better.
 Solitary -> [Fearless/Sexy/Sharp] -> [Hyper]
 Alert    -> [Fearless/Sexy/Sharp] -> [Hyper]
 Logical  -> [Fearless/Sexy/Sharp] -> [Hyper]
 Smart    -> [Fearless/Sexy/Sharp] -> [Hyper]
 Sharp    -> [Fearless/Sexy] -> [Hyper]
 Silly    -> Lewd
          -> Solitary
          -> Smart
 Sexy     -> Lewd
          -> Solitary
          -> Smart
 Sharp    -> Lewd
          -> Solitary
          -> Smart


For Caster -> Utility (Merchant or Thief),
While a caster, build the prime caster stats. When switching over, build
a synergy.
To focus on a particular attribute, start with one of these personalities:
 Agility  - Silly, Sexy, Sharp
 Stamina  - Lewd, Solitary
 Wisdom   - Alert, Logical, Smart, Sharp
Switching into the following focus, your personality will become:
 Strength - Jock, Valiant
 Agility  - Fearless, Silly, Sharp, Sexy, Hyper
 Stamina  - Lewd, Worldly, Solitary


For Utility -> Melee,
Since the melee class is going to be better at building Strength and Stamina,
you will focus on one of those stats after the class change. Before the class
change focus on Agility or Luck (if you want to focus on the same things
before and after class change then just go pure melee instead).
To focus on a particular attribute, start with one of these personalities:
 Agility  - Fearless, Silly, Sexy, Hyper
 Luck     - Ladylike, Lucky
Switching into the following focus, your personality will become:
 Strength - Jock, Valiant
 Stamina  - Worldly, Lewd, Solitary


For Utility -> Goof Off -> Sage,
While in the Goof Off class, a Rabbit's Foot or Lady's Manual are good to
capitalize on the luck growth of the class, since luck is the only stat that
really rises. So the other two classes can completely ignore luck.
 Fearless -> Happy/Ladylike -> Smart/Sharp
 Sharp -> Happy/Ladylike -> Smart/Sharp
 Silly -> Happy/Ladylike -> Smart/Sharp
 Sexy -> Happy/Ladylike -> Smart/Sharp
 Ladylike -> Ladylike -> Smart/Sharp
 Hyper -> Happy/Ladylike -> Smart/Sharp
 Lewd -> Happy/Ladylike -> Smart
 Tough -> Happy/Ladylike -> Smart
 Ironman -> Happy/Ladylike -> Smart


For Goof Off -> Sage,
At first, the character should start in a luck boosting personality. Then
switch over to something that synergizes with the old personality, which is
usually Agility or Wisdom, but since Sexy is already good at both of those
you can get Stamina instead.
 Cowardly -> Smart
 Cowardly -> Sharp
 Twisted -> Fearless
 Twisted -> Silly
 Twisted -> Hyper
 Twisted -> Sharp
 Twisted -> Sexy
 Ladylike -> Smart
 Ladylike -> Sharp
 Lucky -> Fearless
 Lucky -> Silly
 Lucky -> Hyper
 Lucky -> Sharp
 Lucky -> Sexy
 Lucky -> Smart
 Sexy -> Solitary
 Sexy -> Sharp

Other combinations are not considered because I do not consider them worthy.


----------------------------------------------------------------------------
According to BSulpher, the classes grow in the following pattern. I have not
verified this. This is listed because you should only pick personalities that
synergize with the Pros of a class. Penalties on an attribute that is listed
under the Cons for a class don't really matter.

Hero
Pros : ?
Cons : ?

Soldier
Pros : Strength, Stamina
Cons : Luck, Wisdom

Fighter
Pros : Strength, Agility
Cons : Luck

Wizard
Pros : Wisdom
Cons : Strength, Stamina, Luck

Pilgrim
Pros : Agility
Cons : Luck

Merchant
Pros : Wisdom
Cons : Agility

Goof Off
Pros : Luck
Cons : Strength, Agility, Intelligence

Thief
Pros : ?
Cons : ?

Sage
Pros : ?
Cons : ?