Trials of Mana

Trials of Mana

108 ratings
【Class/Character Guide】Duran
By Pandada-sensei
A Duran guide, OTHER CHARACTERS are being made & updated, will include basic helpful tips.
2
   
Award
Favorite
Favorited
Unfavorite
Notice
All the information for the classes is complete and fully accurate with regard to abilities. Do let me know however if there is a slight error.

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

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

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

Duran


【Fighter】

Class Strike:
  • Cross Cut: A basic attack that covers quite a lot area on either side of Duran when used, you can even hit some enemies behind him.
Attack Combo:
  • 1st: A fast wide frontal slash that knocks enemies back on hit.
  • 2nd: A wide-area slash that covers a lot of ground.


【Early builds into Class Change】

AI Paladin Tank (Party member)
Abilities/Stats:
  • (LUCK 4) Provoke - Equip ASAP
  • Max STA, SPRT then INT before class change.

Light
Abilities/Stats:
  • (STR 2) Counter
  • (LUCK 4) Provoke
  • Max STR & SPRT, save points for class change.


Dark
Abilities/Stats:
  • (STR 2) Counter
  • Max STR & LUCK, save points for class change.

Duran is a sturdy character, he has the second-highest Strength of the cast, his base Stamina and Health are the highest and this is noticeable for each time he levels up. In the traditional sense you could call him a tank since his Base class Luck abilities come with Provoke, which makes it more likely that enemies will be hitting him and fits an AI partner quite heavily.

Once you move on to class changing, Duran gains auxiliary abilities in both Light and Dark which supplement his already sturdy and hard-hitting nature. As a bonus; Duran and his Light classes have a fifth item slot, and are the only ones that can wear a Shield which adds additional stats respectively.

Notes:
  • Duran pairs well with: Everyone and anyone who benefits from Provoke, like Angela and Hawkeye.
  • Duran (alongside Charlotte and Kevin) can provide party-wide Healing in his Light Class 3: Liege.

Stat
Points
Abilities/Moves
Type
Description
STR
2
Counter
Ability
Attack increases by 10% for 30 sec. when receiving damage (effect cannot overlap)
4
Break Armor
CHAIN
Normal Attacks better at breaking armor by 50%
6
Strength +5
Base Strength increased by 5
STA
2
HP +10
Base HP increased by 10
4
Defensive
Ability
Defense and Magic Defense increased by 10% while using Charge Attack
6
Stamina +5
Base Stamina increased by 5
INT
2
Quick Heal
Ability
Status Effect time shortened by 30%
4
Retain
Ability
Effect length increased by 100% for Status Increase caused by move
6
Intellect +5
Base Intellect increased by 5
SPRT
2
Spirit +5
Base Spirit increased by 5
4
Damage CS Boost
CHAIN
Add 2% of CS gauge when receiving damage
6
Spirit +5
Base Spirit increased by 5
LUCK
2
Lucky Break
Ability
50% chance of not getting knocked back
4
Provoke
Ability
Easier to be targeted by enemies
6
Luck +5
Base Luck increased by 5


Class 2: Light


【Knight】
Having come to the conclusion that the way of the sword is a means by which to protect others, the Knight builds on this resolve in body and mind. His skill and prowess with a sword increase as he fights, and he learns the value of shields to blunt blows, but he comes to find a light within himself, born of compassion and duty, that can sustain himself and others in times of need.

Prerequisite: Level 18, visit any Mana Stone.

Example stat increase at level 18:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
45
1
1
6
1
1
2

Locked Ability:
  • Bear It: Defense increased by 10% for 10 sec. at start of battle.
Class Strike:
  • Triple Slash: SINGLE-TARGET - Locks an enemy in place and slashes them in a X pattern and goes right through them with a single thrust.


【Build Suggestions】
Abilities:
  • (LUCK 4) Provoke
  • (STR 9) Counter II
  • (INT 9) Recovery II
  • (SPRT 12) Healing MP Saver

    Additional Optional
    • (LUCK 9) Critical Smash
Stats:
  • Max STR + SPRT, save points for class change.

Very straight forward, buy a bunch of Poto Oils from the Night Market in Beiser, it's a multi-target heal and it functions on SPRT and any abilities you might have equipped. (LUCK) Critical Smash is an alternative option if you have no one to provide with Defense Decrease, but would require attacking a lot for optimal uptime.



AI Partner into PALADIN
Abilities:
  • (LUCK 4) Provoke
  • (INT 9) Recovery II
  • (SPRT 12) Healing MP Saver
  • Free choice
Stats:
  • Max STA, INT and SPRT, save points for class change.

If you plan on having Duran tank for you and don't intend to use him much yourself, go this route for when you are going to build him into a Paladin Tank. STA should be self-explanatory, but you need points in it to unlock Guard; which absorbs damage from allies. SPRT will still make him a useful healer alongside Poto Oils and his self-sustain through healing himself. INT will be needed for some survivability Abilities and will help the AI quite a lot.


Stat
Points
Abilities/Moves
Type
Description
STR
9
Counter II
Ability
Attack increases by 15% for 30 sec. when receiving damage (effect cannot overlap)
12
Charger
Ability
Charge attack damage increased by 30%
15
Strength +5
Base Strength increased by 5
STA
9
HP +10
Base HP increased by 10
12
Defensive II
CHAIN
Defense and Magic Defense increased by 15% while using Charge Attack
15
Stamina +5
Base Stamina increased by 5
INT
9
Recovery II
Ability
Using a healing move on ally recovers 20% more HP in battle
12
Fortitude II
Ability
Attack increases by 20% when affected by status effect
15
Intellect +5
Base Intellect increased by 5
SPRT
9
Spirit +5
Base Spirit increased by 5
9
Healing Light
SPELL
Recovers ally's HP
12
Healing MP Saver
Ability
Decreases MP used for healing magic by 30% in battle
15
Spirit +5
Base Spirit increased by 5
LUCK
9
Critical Smash
Ability
30% chance of attack decrease with critical hit
12
Survive
CHAIN
20% chance of retaining 1 HP instead of fainting
15
Luck +5
Base Luck increased by 5


Class 3: Light-Light


【Paladin】
When mortals wish to frighten each other, they tell stories of demons and ghouls. When demons want to scare each other, they tell stories of Paladins. Unrelenting, unshakable, and unstoppable, a Paladin leads his allies with a sword burning with holy light, dealing devastating blows to all who share allegiance with the underworld and healing his allies before death can take them. His skill with a blade is such that he has learned the "Flashing Sword" technique, a skill that strikes foes far and near with incredible force, meaning there is no safe distance to engage the Paladin.

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

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
103
3
24
30
18
24
18

Locked Ability:
  • Protective Light: Decreases Light/Dark elemental damage by 10%.
Class Strike:
  • Glint Slash: AREA-ATTACK; large area - Duran does a holy explosion around himself that hit-stuns enemies, before doing a second explosion once more.

【Build Suggestions】
Normal Player
Abilities:
  • (LUCK 4) Provoke
  • (STR 9) Counter II
  • (INT 9) Recovery II
  • [Optional] (SPRT 27) Damage CS Boost III
  • [Optional] (LUCK 9) Critical Smash
  • Free choice
Stats:
  • Max SPRT for Healing.
  • Max STR + STA for next class change.
Note:
  • Damage CS Boost abilities does not work with Guard.
  • Attack Help II is dangerously powerful and requires that specific playstyle of playing with <30% HP at all times, so it is entirely up to you if you want to use it. Counter II becomes optional if you use it due to risk factor.

Not a lot of new things to play around with, grab Holy Saber if you'd like. Guard is not that useful as the player and you are more likely to die because of the AI with this. Charge Attacks only serve one purpose and that is to break armor. However there is nothing stopping you to play a CHARGE build if you want to use Charger II and Defensive II (Do not confuse it with Power Attack), though it isn't exactly recommended.



Tank AI Partner
Abilities:
  • (LUCK 4) Provoke
  • (INT 9) Recovery II
  • (STA 27) Guard
  • (INT 27) Heal
  • (SPRT 27) Damage CS Boost III
  • [Optional] (INT 21) Auto-HP Heal II
Stats:
  • Max SPRT for Healing.
  • Max STA + INT for next class change.
Note:
  • Damage CS Boost abilities does not work with Guard.

Since you've spent all your points in INT you can equip Auto-HP Heal II, but it won't help that much initially. Equip anything else in its place that you find useful/better, but if you don't then feel free to use it.

Poto Oil usage still remains, since it's important that he at the very least keeps healing himself and others when needed, and have a party-heal option ready.


Stat
Pts
Abilities/Moves
Type
Description
STR
21
Attack Help II
Ability
Attack increases by 30% when HP drops to 30% or below
27
Charger II
Ability
Charge attack damage increased by 75%
33
Strength +10
Base Strength increased by 10
STA
21
HP +20
Base HP increased by 20
27
Guard
Ability
Take on 30% of ally's damage from opponent
33
Stamina +10
Base Stamina increased by 10
INT
21
Auto-HP Heal II
CHAIN
Recover 2% of HP for every 10 sec. in battle
27
Heal
CHAIN
Recover 5% of HP when receiving 10% or more of player's HP damage in one hit
33
Intellect +10
Base Intellect increased by 10
SPRT
21
Spirit +10
Base Spirit increased by 10
21
Holy Saber
SABER
Imbues ally's weapon with light elemental damage
27
Damage CS Boost III
Ability
Add 7% of CS gauge when receiving damage
33
Spirit +10
Base Spirit increased by 10
LUCK
21
Cure
Ability
75% chance of canceling status effect when using healing magic in battle
27
Miracle
Ability
Retain 1 HP when hit with critical damage when HP at 50% or above
33
Luck +10
Base Luck increased by 10


Class 3: Light-Dark


【Liege / Lord】
Many swordsmen come to a terrible conclusion after years and years of battles- no amount of skill with a blade can ever make it heal injuries. A father to his soldiers, the Liege forgoes the direct attacking power of other swordsmanship paths to expand his knowledge of healing magic, learning to heal himself and allies all at once, as well as removing poisons, illnesses, and other foul ailments. Those who mistake this focus for weakness do so at their own peril- a Liege and his allies are a force that all too often simply will not lay down and die.

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

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPRT
LUCK
Bonus
154
11
30
18
21
21
21

Locked Ability:
  • Sanctum: 20% chance of increasing Healing magic's effectivness by 100% in battle.
Class Strike:
  • Magic Rend: SINGLE-TARGET, small area explosion around the target - Binds a target in a Light seal and starts slashing them several times before ending it in a downward aerial slash.


【Build Suggestions】
Abilities:
  • (LUCK 4) Provoke
  • (INT 9) Recovery II
  • (SPRT 12) Healing MP Saver
  • [Optional] (SPRT 27) Heal CS Boost II
  • [Optional] (LUCK 21) Critical Smash II
  • [Optional] (STR 9) Counter II

    Any combination of these: (Use according to party needs)
  • (STR 21) Attack Boost All II
  • (STA 27) Defense Boost All
  • (INT 21) MGC Boost All
Stats:
  • Max SPRT for Healing.
  • Max any of STR, STA or INT for next class change Stat Boosts.
Note:
  • (SPRT 27) Heal CS Boost II provides Duran with 24% CS upon healing, your choice in spamming healing for CS or have it as a bonus for when you actually need healing.
  • (INT 27) Heal Upgrade's healing increase only applies to the user wearing it.

What a fantastic upgrade to Duran, a strong heal that becomes even stronger, and an absolutely exceptional mix of Abilities just from the Boosters. Better than Paladin in every utilitarian way (even as an AI partner). Use any combination of the Booster abilities that fit your personal needs since you can stack their upgraded variants once you change class which is a massive boost. Critical Smash II is there in case you don't have anyone to provide with Defense Decrease, not as heavily recommended on an AI partner due to unreliability of them hitting and re-applying it as a healer.


Stat
Pts
Abilities/Moves
Type
Description
STR
21
Attack Boost All II
Ability
All allies' attack increases by 7% in battle
27
Charger II
Ability
Charge attack damage increased by 75%
33
Strength +10
Base Strength increased by 10
STA
21
HP +20
Base HP increased by 20
27
Defense Boost All
Ability
All allies' defense increased by 7% in battle
33
Stamina +10
Base Stamina increased by 10
INT
21
MCG Boost All
Ability
All allies' Magic Attack increases by 5% in battle
27
Heal Upgrade
Ability
Recovers 35% more HP in battle when healed
33
Intellect +10
Base Intellect increased by 10
SPRT
21
Spirit +10
Base Spirit increased by 10
21
Healing Light +
HEAL
Recovers all allies' HP
27
Heal CS Boost II
Ability
Add 8% of CS gauge when healing an ally's HP in battle
27
Twinkle Rain
HEAL
Heal ally's status effects
33
Spirit +10
Base Spirit increased by 10
LUCK
21
Critical Smash II
CHAIN
60% chance of attack decrease with critical hit
27
Cure
Ability
75% chance of cancelling status effect when using Healing Magic in battle
33
Luck +10
Base Luck increased by 10


Class 4: Final Light


【Divine Hero / Savior】
Official Description: One of the topmost Fighter classes. Divine Heroes have the defense of a Paladin and healing of a Liege.

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

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
258
19
37
24
24
20
24

Locked Ability:
  • Super Healing: Heal beyond max HP when receiving recovery effect exceeding it (up to 30%) in battle
Class Strike:
  • Radiant Rend: SINGLE-TARGET, area explosion around target - Area damage only happens if the targets are inside the seal area when the attack ends, enemies who walk into it AFTER the explosions are not damaged. Binds a target in a holy seal, slashing through the target several times at high speed like a laser before charging his blade; slashing the target one final time for a massive explosion.

【Build Suggestions】
Paladin Normal
Abilities:
  • (LUCK 4) Provoke
  • (STR 9) Counter II
  • (INT 9) Recovery II
  • (STR 43) Attack Boost All III
  • [Optional] (STA 53) Defense Boost All II
  • [Optional] (INT 53) MGC Boost All II
  • Free choice
  • Free choice
If you are playing with <30% HP style, add Attack Help II & Attack Help III


Tank AI Paladin Partner
Abilities:
  • (LUCK 4) Provoke
  • (INT 9) Recovery II
  • (STA 27) Guard
  • (INT 27) Heal
  • (INT 43) Heal II
  • [Optional] (STA 53) Defense Boost All II
  • Free choice
  • Free choice

    Pick any of: (or all):
  • (STR 43) Attack Boost All III
  • (INT 53) MGC Boost All II

    Additional Optional choices:

  • (SPRT 27) Damage CS Boost III
  • (SPRT 53) Damage CS Boost IV
  • (INT 21) Auto-HP Heal II
Note:
  • Damage CS Boost abilities does not work with Guard.
  • Damage CS Boost stacks with eachother.

All the Boost Abilities are fantastic, Defense Boost All is there for you to grab early if you want due to spending points in STA, but do consider increasing your own personal power with either Attack/MGC Boost All so he has more party utility.


Liege
Abilities:
  • (LUCK 4) Provoke
  • (INT 9) Recovery II

    Any combination of (since they stack, use whichever you reach):
  • (STR 21) Attack Boost All II
  • (STR 43) Attack Boost All III
  • (INT 21) MGC Boost All
  • (INT 53) MGC Boost All II
  • (STA 27) Defense Boost All
  • (STA 53) Defense Boost All II

    Optional picks:
  • (STR 9) Counter II
  • (SPRT 12) Healing MP Saver
Stats:
  • 43 in SPRT is enough if you want a little more healing.
  • Use your points to grab as many Boost abilities as possible.

Stack those Boosts together, the increase is fantastic and will help your party no matter what you do. MP is not as much of an issue anymore so Faerie Walnuts will cover this up nicely, and Counter II is there if you need more personal damage.


Stat
Pts
Abilities/Moves
Type
Description
STR
43
Attack Boost All III
Ability
All allies' Attack increases by 10% in battle
53
Attack Help III
CHAIN
Attack increases by 40% when HP drops to 30% or below
63
Strength +10
Base Strength increased by 10
STA
43
HP +20
Base HP increased by 20
53
Defense Boost All II
Ability
All allies' Defense increased by 10% in battle
63
Stamina +10
Base Stamina increased by 10
INT
43
Heal II
Ability
Recover 10% of HP when receiving 20% or more of player's HP damage in one hit
53
MGC Boost All II
Ability
All allies' Magic Attack increases by 10% in battle
63
Intellect +10
Base Intellect increased by 10
SPRT
43
Spirit +10
Base Spirit increased by 10
53
Damage CS Boost IV
Ability
Add 10% of CS gauge when receiving damage
63
Spirit +10
Base Spirit increased by 10
LUCK
43
Critical Smash III
CHAIN
90% chance of attack decrease with critical hit
53
Cure II
Ability
Cancel status effect when using healing magic in battle
63
Luck +10
Base Luck increased by 10


Class 2: Dark


【Gladiator】
Seeking to find meaning in the fight, the Gladiator undertakes a journey of seeing struggle and competition underlying within all things in the everyday world. Even into honor and trust, the class ekes out the need to justify their efforts through coming out on top or with satisfying results brought about through proof through tests and testaments of action. To these ends, so has the Gladiator sought the powers of enchanting magic to bestow themselves with power of many varieties, and with a higher aptitude of strength than the Knight.

Prerequisite: Level 18, visit any Mana Stone.

Example stat increase at level 18:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
34
1
5
-1
3
3
3

Locked Ability:
  • Indomitable: Attack increased by 10% for 10 sec. at start of battle.
Class Strike:
  • Spin Slash: AREA-ATTACK - What a phenomenal attack, a huge area in front of Duran is covered in a whirlwind as he slashes several time, the final hit knocks enemies back quite a distance as well.

【Build Suggestions】
Abilities:
  • (STR 2) Counter
  • [Optional] (LUCK 4) Provoke
  • [Optional] (STR 9) Attack Saber
  • [Optional] (LUCK 9) Broken Lines
Stats:
  • 12 points into SPRT if you want the Elemental Saber spells.
  • Max STR + LUCK, save points until next class change.

Not a lot of choices, but a strong class nonetheless. Use Broken Lines if you have no way of causing Defense Decrease. The Elemental Sabers will help with any of the bosses you fight that are weak to them, some bosses who do not correspond to the 4 Elements at your disposal (Moon/Wood/Light/Dark) have partial weaknesses, use each element to see which one increases your damage more. If none increases your damage to a satisfactory amount, use Stardust Herb to remove the Saber effect.

Attack Saber info
For Attack Saber: Enemies can have a minimal amount of resistance to an element (anywhere between 5-10%) and they won't count as "resistant" since it's not high enough to be significant. In cases like these where a Saber spell won't increase your damage normally and instead decrease it by a small amount, Attack Saber instead functions as an additional attack buff to counteract this (which obviously stacks with Attack Increase buffs).

There are instances where you might find something that has more than 10% resistance but still isn't "resistant", in which case you will notice if your Power Attacks deal less damage.

When fighting a resistant enemy with a Saber buff you will only deal <50-90% of your damage; An orange text that pops up and says RESISTANT will let you know that they take significantly less damage.


Stat
Points
Abilities/Moves
Type
Description
STR
9
Attack Saber
Ability
MP needed for saber magic increased by 4, increases damage dealt by 15%
12
Charger
Ability
Charge attack damage increased by 30%
15
Strength +5
Base Strength increased by 5
STA
9
HP +10
Base HP increased by 10
12
Victory Heal
CHAIN
Recover 10% of HP when enemy defeated
15
Stamina +5
Base Stamina increased by 5
INT
9
Weak Point
Ability
Damage to enemy's elemental weakness increased by 15%
12
Guard Saber
CHAIN
Opponent's saber magic and corresponding elemental damage decreased by 15%
15
Intellect +5
Base Intellect increased by 5
SPRT
9
Spirit +5
Base Spirit increased by 5
9
Stone Saber
SABER
Imbues ally's weapon with Earth Elemental damage
9
Lightning Saber
SABER
Imbues ally's weapon with Wind Elemental damage
12
Ice Saber
SABER
Imbues ally's weapon with Water Elemental damage
12
Flame Saber
SABER
Imbues ally's weapon with Fire Elemental damage
15
Spirit +5
Base Spirit increased by 5
LUCK
9
Broken Lines
Ability
30% chance of Defense decrease with critical hit
12
Survive
CHAIN
20% chance of retaining 1 HP instead of fainting
15
Luck +5
Base Luck increased by 5


Class 3: Dark-Dark


【Duelist】
The meaning of the fight having eluded them long ago, the Duelist seeks but only one thing: Victory. With all matters of honor and code cast to the wayside, for the Duelist, the fight is nothing more but a means to achieve that; a frequent occurrence as but a process and pastime of violent frequency to attain its rewards, graces, and glory at any cost necessary. Walking the narrow and dangerous path of mortal combat with the reaper never far, easily lost in even the most savage instances of carnage and brutality, able to face the most harrowing of battles, and enter storm like tension without a wince, so have Duelists gained a reputation of being fighters of a dark strength steeled from their world of deathly competition and merciless domination, where only the victorious may thrive in their world of kill or be killed, and weakness is only rewarded with death.

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

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
207
10
41
28
20
15
28

Locked Ability:
  • Adrenaline Rush: Attack increases after defeating an enemy
Class Strike:
  • Quakebringer: AREA-ATTACK, straight line in front of Duran - This attack is done with 2 hits, so do not use it on armored targets thinking it will immediately remove it like other multi-hit area attacks (Spin Slash). Remove their armor before you decide to shoot this ability. He stabs the ground and a straight line appears along it, hit-stunning any enemy hit and then ending it with a big eruption.

【Build Suggestions】
Abilities:
  • (STR 2) Counter
  • (STR 21) Wound
  • (STR 27) Rage
  • (LUCK 21) Flourish
  • [Optional] (STR 9) Attack Saber
  • [Optional] (INT 21) Fraction


    Additional optionals:
    • (STA) Victory Heal I or II
    • (LUCK 4) Provoke
    • (LUCK 9) Broken Lines
Stats:
  • Max STR + LUCK, save points until next class change.
  • 21 points into INT if you want to use Fraction
  • 12 points into STA if you want Victory Heal
  • 27 points into STA if you want Victory Heal II

Victory Heal I or II will help with your uptime between mobs a lot, but you can have a healer fix your health for you if you wish so it's not necessary. Broken Lines is still good if you can't debuff enemies/bosses.

Keep taking intentional damage at the start of a Boss fight so that Rage piles up to its full stack, you can be healed to full each time as long as its requirements are met.


Fraction info
Fraction does what it says; Resistant damage occurs when there is a text that pops up on the enemy that says "Resistant" depending on the element and you will deal less damage, "Immune" / "No Effect" does not work with Fraction. It will at the minimum increase your base damage by roughly 20% against enemies depending on their resistance to each element, at the best you will roughly see a 75% increase to your base damage which is great. It only applies to the one you equip it on, and is a CHAIN.

Normal Damage: 100
Resistant Damage: 50
Fraction Damage: 125
Best Possible Fraction: 175

Give or take that level gap between you and the mob also affects this, and what resistance values they have that would make them resistant.

You will need to actively use a Saber spell in combat and know what element they are resistant to in order to gain the most value out of Fraction. It can slow down your pacing if you are not knowledgable but Attack Saber still gives you a nice damage boost if this is not the case.

See Gladiator for Attack Saber info.

Stat
Pts
Abilities/Moves
Type
Description
STR
21
Wound
Ability
Damage increased by 30% by sacrificing 5% of HP when using a power attack
27
Rage
Ability
Each time 20% of HP in damage is accumulated, attack increases by 10% (up to 30%)
33
Strength +10
Base Strength increased by 10
STA
21
HP +20
Base HP increased by 20
27
Victory Heal II
Ability
Recover 20% of HP when enemy defeated
33
Stamina +10
Base Stamina increased by 10
INT
21
Fraction
CHAIN
Damage to enemy with moderate Elemental Resistance increased by 150%
27
Guard Saber II
Ability
Opponent's saber magic and corresponding Elemental Damage decreased by 25%
33
Intellect +10
Base Intellect increased by 10
SPRT
21
Spirit +10
Base Spirit increased by 10
21
Dark Saber
SABER
Imbues ally's weapon with Dark Elemental damage
27
Victory MP Boost II
Ability
Recover 3 of MP when enemy defeated
33
Spirit +10
Base Spirit increased by 10
LUCK
21
Flourish
CHAIN
Damage increased by 30% when hit by critical hit
27
Forsake II
Ability
20% chance of canceling out damage from opponent
33
Luck +10
Base Luck increased by 10


Class 3: Dark-Light


【Edelfrei / Swordmaster】
Drawing upon lessons and teachings from these experiences, so has the Edelfrei tempered their body and mind to become a lone warrior with their own principles, with sword, body, and soul able to act as one with the world as if their being has transformed into forces of nature beyond what can be struck down, and walks onwards to see the next day after the carnage of the day before.

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

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
207
19
28
28
28
15
24

Locked Ability:
  • Mastery: Weapon efficiency increased by 15%
Class Strike:
  • Hollow Slash: AREA-ATTACK; projectile in a straight line - This attack lasts for a really long time, Duran shoots the winds in a straight line by swinging from left to right and vice versa. The windblades also correspond to this, so one will be more to the left and the other more to the right. Depending on where the enemy is standing you might only hit them on one side during the entire sequence.

【Build Suggestions】
Abilities:
  • (STR 9) Attack Saber
  • (STR 21) Attack Saber II
  • (LUCK 21) Concentrate
  • (LUCK 27) Flourish
  • (STR 27) Offensive Stance
  • -

    Additional Optionals:
    • (LUCK 4) Provoke
    • (LUCK 9) Broken Lines
    • (INT 21) Fraction
Stats
  • Max STR + 27 points in LUCK, save points until next class change.
  • Max SPRT to gain access to all of your Saber+ upgrades and Moon/Leaf Saber.
    • Stay on SPRT 12 if you can't use Saber+ properly in your team and don't want/need Moon saber. Attack Saber I & II is a huge damage upgrade for Duran alone, and Moon Saber helps with this as a strong semi-neutral element.
Notes:
  • When using Fraction, combine it with Attack Saber I & II
  • Claws from Night Market DOES NOT work with Attack Saber I & II.

Both Attack Saber Abilities will function as a decent damage increase so just keep buffing your party with the right element or just throw Moon Saber and stay happy with that.

Use Offensive Stance, the high-risk-high-reward on bosses is worth it and isn't as dangerous as one might think once you get used to it. Absolutely use it for general purpose fights against monsters, dodging is easy after all. Later on when you change to Class 4 it will help you trigger Rage II faster.


Fraction info
Fraction does what it says; Resistant damage occurs when there is a text that pops up on the enemy that says "Resistant" depending on the element and you will deal less damage, "Immune" / "No Effect" does not work with Fraction. It will at the minimum increase your base damage by roughly 20% against enemies depending on their resistance to each element, you will roughly see a 75% increase to your base damage. It only applies to the one you equip it on, and is a CHAIN.

Normal Damage: 100
Resistant Damage: 50
Fraction Damage: 125
Best Possible Fraction: 175

You will need to actively use a Saber spell in combat and know what element they are resistant to in order to gain the most value out of Fraction. It can slow down your pacing if you are not knowledgable but Attack Saber still gives you a nice damage boost if this is not the case.

See Gladiator for Attack Saber info.


Stat
Pts
Abilities/Moves
Type
Description
STR
21
Attack Saber II
Ability
MP needed for saber magic increased by 8, increases damage dealt by 25%
27
Offensive Stance
Ability
Attack increased by 40%, Defense decreased by 40% during battle
33
Strength +10
Base Strength increased by 10
STA
21
HP +20
Base HP increased by 20
27
Defensive Stance
Ability
Defense increased by 40%, Attack decreased by 40% during battle
33
Stamina +10
Base Stamina increased by 10
INT
21
Fraction
CHAIN
Damage to enemy with moderate Elemental Resistance increased by 150%
27
Weak Point All
Ability
Damage to enemy's elemental weakness increased by 8% for all allies
33
Intellect +10
Base Intellect increased by 10
SPRT
21
Spirit +10
Base Spirit increased by 10
21
Stone Saber +
SABER
Imbues all allies' weapon with Earth Elemental damage
21
Lightning Saber +
SABER
Imbues all allies' weapon with Wind Elemental damage
27
Victory MP Boost II
Ability
Recover 3 of MP when enemy defeated
27
Ice Saber +
SABER
Imbues all allies' weapon with Water Elemental damage
27
Flame Saber +
SABER
Imbues all allies' weapon with Fire Elemental damage
33
Spirit +10
Base Spirit increased by 10
33
Leaf Saber
SABER
Makes ally's weapon absorb MP
33
Moon Saber
SABER
Makes ally's weapon absorb HP
LUCK
21
Concentrate
Ability
Chance of critical hit increased by 25%
27
Flourish
CHAIN
Damage increased by 30% when hit by critical hit
33
Luck +10
Base Luck increased by 10


Class 4: Final Dark


【Berserker / Berserk】
Official Description: One of the topmost Fighter classes. Berserkers have the attack power of a Duelist and strength of an Edelfrei. They can take out an enemy with strength and diverse attacks.

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

Example stat increase:
Stat
HP
MP
STR
STM
INT
SPR
LCK
Bonus
168
18
29
28
23
24
24

Locked Ability:
  • Frenzy: Attack and defense increased by 2% when normal attack hits (up to 30%)
Class Strike:
  • Hellion Fury: SINGLE-TARGET - Duran throws his sword straight through the target and rushes them, pummeling them with several dark-infused strikes before catching his returning blade, ending it in a high powered up slash.

【Build Suggestions】
Duelist
Abilities:
  • (STR 21) Wound
  • (STR 43) Wound II
  • (STR 27) Rage
  • (STR 53) Rage II
  • (LUCK 21) Flourish
  • (LUCK 43) Flourish II
  • (LUCK 53) Concentrate II
  • Free choice

    Additional Optionals:
    • (LUCK 4) Provoke
    • (LUCK 9) Broken Lines
    • (INT 21) Fraction
Notes:
  • For Black Rabite: use Fraction and any Elemental Saber.

Straight forward, simple, don't need me to tell you what to pick when it's all damage and more damage when they all stack. Attack Saber, Fraction, or Victory Heal I & II are all viable options for the free choice or any unlocked Chain ability you wish to use; Fraction having the least value - But at this point in the game, you won't even need to use a Saber coming from Duelist to deal insane amounts of damage.

And yes the Japanese name for the class is a reference to a certain manga & anime.

Edelfrei / Swordmaster
Abilities:
  • (STR 21) Attack Saber II
  • (STR 27) Offensive Stance
  • (STR 43) Wound II
  • (STR 53) Rage II
  • (LUCK 21) Flourish
  • (LUCK 43) Flourish II
  • (LUCK 53) Concentrate II
  • [Optional] (LUCK 21) Concentrate
No Offensive Stance
  • (STR 9) Attack Saber
  • (STR 21) Attack Saber II
  • (STR 43) Wound II
  • (STR 53) Rage II
  • (LUCK 21) Flourish
  • (LUCK 43) Flourish II
  • (LUCK 53) Concentrate II
  • [Optional] (LUCK 21) Concentrate

    Additional Optionals:
    • (LUCK 4) Provoke
    • (LUCK 9) Broken Lines
    • (INT 21) Fraction
Notes:
  • For Black Rabite: use Fraction and any Elemental Saber.

Attack Saber is there to buff your Moon Saber and any other element you might switch to, Fraction will only help if you happen to meet something resistant but at this point in the game you really don't need to spend any points anywhere or use it properly. Concentrate is optional because you can fill that slot with anything, you already do plenty of crits but nothing can stop you at this stage of the game, so use whatever you wish. Broken Lines still remains relevant if you have no one to debuff the enemy with Defense Down.


Stat
Pts
Abilities/Moves
Type
Description
STR
43
Wound II
Ability
Damage increased by 40% by sacrificing 5% of HP when using a Power Attack
53
Rage II
CHAIN
Each time 20% of HP in damage is accumulated, Attack and Defense increase by 10% (up to 30%)
63
Strength +10
Base Strength increased by 10
STA
43
HP +20
Base HP increased by 20
53
Victory Heal III
Ability
Recover 30% of HP when enemy defeated
63
Stamina +10
Base Stamina increased by 10
INT
43
Weak Point III
Ability
Damage to enemy's elemental weakness increased by 35%
53
Weak Point All II
Ability
Damage to enemy's elemental weakness increased by 12% for all allies
63
Intellect +10
Base Intellect increased by 10
SPRT
43
Spirit +10
Base Spirit increased by 10
53
Victory CS Boost III
CHAIN
Add 30% of CS gauge when enemy defeated
63
Spirit +10
Base Spirit increased by 10
LUCK
43
Flourish II
Ability
Damage increased by 40% when hit by critical hit
53
Concentrate II
Ability
Chance of critical hit increased by 40%
63
Luck +10
Base Luck increased by 10


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

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

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


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

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

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

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

TIP: There is usually a Golden Goddess Statue at the end of the area with a boss fight, feel free to enter but I like to fight it after I've changed my class just for enjoyment's sake. Scour the entire area, there tends to be 1-2 special monsters who instead drops the ultra-rare Rainbow Seed as well, but the vast majority of monsters in these specific areas drop the ??? Seeds quite regularly (or as regularly as RNG can get). Get about 6 of the ??? seeds (or 10 if you wish), go to an Inn and grow them and hope for the item you want.
14 Comments
Pandada-sensei  [author] 9 Jul @ 7:01am 
Oh sorry, I read your comment in a hurry, maybe a patch changed it if they don't stack together, but the MP not increasing seems about right in terms of what doesn't get fixed.

THE DAMAGE ITSELF SHOULD STACK since that's what it did back when the game launched.

A simple test is to just fight the same type of enemy, use a saber magic with Attack Saber 1, note the damage, then use Attack Saber 2 and repeat, then use both Attack Saber perks.

Early game it usually ends up in the difference of 1300 to 2900 with both equipped, at least from testing it back when the game launched!
Jaysh 9 Jul @ 6:03am 
@pandada-sensei, i mean the perks that enhance their damage bur makes them cost more
Jaysh 7 Jul @ 4:54pm 
may i ask, if attack saber do stack? i have both equiped but it only cost 15 MP so i was wondering if they actually still stack, its just as bug or it only increase the mp of attack saber II
Pandada-sensei  [author] 24 Jun, 2023 @ 11:04pm 
They get resist but the damage is higher, that's the point of Fraction to push it beyond. The highest damage hit possible in the game is done with Fraction and Darksaber.
TiroDVD 24 Jun, 2023 @ 8:21pm 
Knights, Magicians, Ninjas, and Floating Swords resist the 4-Elements. Fraction is super useful with them. And the super boss, no the other one, resists.
Pandada-sensei  [author] 1 May, 2020 @ 9:58am 
Duran updated with builds now, additional Paladin as an AI partner build if you never want to use him for anything but utility.
NeoRizer 29 Apr, 2020 @ 10:17am 
Okay thank you for the information.
Pandada-sensei  [author] 29 Apr, 2020 @ 9:51am 
Duelist: Grab Wound, Rage, obviously. Victory Heal II will actually help you a lot when moving from mob to mob so consider investing it in. Flourish will help your damage as well so get that.

Edelfrei: If you have no problem with avoiding damage, grab Offensive stance. Concentrate+Flourish will be a huge damage investment, invest in your Saber spells if you wish, free Moon Saber can be fun to have.

Berserker: Strength + Luck immediately, then free investment.
Pandada-sensei  [author] 29 Apr, 2020 @ 9:51am 
Best 'build' isn't all that relevant for this game since it was made to be viable with every character you play as even on Hard, but as the notice says that'll come later since I'm still writing and updating everything.

Liege: Max Spirit, grab Recovery II (Int), Attack Boost All II, free points into anything you wish going into Divine Hero; such as more Attack Boost. Luck is expensive and unlocks Cure II in Class 4.

Paladin: Too little good choices overall, don't grab Guard if you are the player since you'll be taking damage nonstop. Invest in Strength going into Divine Hero for Attack Boost.

Divine Hero: Attack Boost, Cure II if you want your heal to cancel effects. Free point investment (simple)
NeoRizer 29 Apr, 2020 @ 9:17am 
So what's the best build for him? All this did was give me generic information.