Class of Heroes Walkthrough :
This walkthrough for Class of Heroes [PSP] has been posted at 03 Sep 2010 by amarildo and is called "Races and Majors Guide". If walkthrough is usable don't forgot thumbs up amarildo and share this with your freinds. And most important we have 4 other walkthroughs for Class of Heroes, read them all!
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Walkthrough - Races and Majors Guide======================================= C L A S S O F H E R O E S Races and Majors Guide Version 1.1.1 By Kazamu Last Updated on June 19, 2009 ======================================= 1. TABLE OF CONTENTS [TOC] =============================================================================== To quickly jump to a section, perform a search (Ctrl + F in most browsers and text editors) with the Section Code. Section Title Section Code 1. Table of Contents [TOC] 2. Version History [VER] 3. Introductory Notes [INT] 4. Races -- Stats [RST] 5. Majors -- Stats [MST] 6. HP Growth [HPG] 7. Majors -- Requirements [MRQ] 8. Races -- Skills [RSK] 9. Majors -- Skills [MSK] 10. Majors -- Spells [MSP] 11. Races -- Individual Analysis [RIN] 12. Majors -- Individual Analysis [MIN] 13. Majors -- Experience [MXP] 14. Majors -- Experience (Summary) [MXS] 15. Credits and Thanks [CRE] 16. Contact Info [CON] 2. VERSION HISTORY [VER] =============================================================================== Version 1.1.1 (June 19, 2009) ----------------------------- - Added a tip regaring using the Cleric's Appraise ability - Fixed the name of the last Evoker spell Version 1.1 (June 15, 2009) --------------------------- - Added a section on HP Growth Version 1.0 (June 14, 2009) --------------------------- - This guide was started 3. INTRODUCTORY NOTES [INT] =============================================================================== Unlike many RPGs of today, Class of Heroes takes on a different sort of approach to the way that stats are controlled. In most typical RPGs, it is the job of the character that normally governs how stats are distributed, or how players are inclined to set points to stats. In Class of Heroes, the main factor that controls how stats are distributed is the character's race. Each race starts out with its own unique set of stats that more or less control what sort of job players are likely to choose for them, despite how the race may look. For instance, Fairies would most likely be believed to make for the best magicians, but by the rules of the game, it is Agility that Fairies excel most in. Another great example are the Erdgeists. Although their image depicts more of a fighting type of character, giving the thought that they would best make Monks, it is Wisdom and Faith that they actually excel in. Why the producers decided to make things so confusing like this is questionable, but thankfully bonus points available during character creation can help players to shape characters the way that they want them to be (to an extent). The bottom line is, if you're going to try to make the best party possible, you should generally try to give particular jobs to characters of races that have the sort of stats for it to make sense. For example, making a caster out of a Drake would pretty much be a waste of all that Strength and Vitality. Plus, they'd only be able to get a little higher at Wisdom and/or Faith than some races are initially. This guide isn't to inform players which races to put together, it's a guide on each major and race on an individual basis. If you're looking to figure out who to include in the party, please refer to the Affinity guide. 4. RACES -- STATS [RST] =============================================================================== Below is a list of the initial stats that each character race begins with. Remember that these stats can all be increased at least by 10 points through bonus points during the initial creation of them. Affinity levels, explained in the appropriate guide, can further affect these stats to make characters more powerful than they began. However, it needs to be noted that even though 2 characters may be able to obtain the same stats through bonus points, it's still the character's race that governs such things as Max HP. For example, during a test run, I made a Sprite Warrior with an initial Vitality of 15. By the time it was at level 66, it still had under 900 HP. A Drake Warrior with an initial Vitality of 15 surpassed the Sprite's Max HP at level 33. By level 53, the Drake had more than double, and by 66, the Drake had almost 3 times as much HP as the Sprite. It also needs to be noted that during the leveling up process, the Sprite's Vitality dropped to 14. 1 less than it was set to initially. The Drake, on the other hand, had an increase in Vitality to 23, 8 points higher than what was initially set. This test was done without the aid of increasing affinity. STR = Strength WIS = Wisdom FTH = Faith VIT = Vitality AGI = Agility LUK = Luck EVD = Evade STR WIS FTH VIT AGI LUK EVD Human 8 8 8 9 8 9 12 Elf 7 10 10 7 9 8 13 Dwarf 11 6 10 11 6 7 10 Erdgeist 5 14 11 5 5 9 9 Halfling 6 6 5 6 12 14 14 Sprite 5 9 7 5 14 12 18 Felpier 9 7 8 10 12 6 14 Drake 14 5 5 14 6 8 11 Diablon 9 12 8 10 8 7 12 Celestian 7 8 14 7 8 10 12 Below is a chart that lists the general HP growth speeds from fastest to slowest. Although this does correspond well with what you can get from just looking at the chart, it's important to note that it is ultimately the sort of balance to expect by level 99 despite any initial Vitality boosts or choice of majors. Best Drake Dwarf, Diablon Felpier, Human Celestian, Elf, Halfling Worst Sprite, Erdgeist 5. MAJORS -- STATS [MST] =============================================================================== Although character races govern most stats, they do not control all stats. Majors have their own effect on how a character can perform in battle. You will likely notice that different characters have different values of accuracy (the number directly below the characters' HP). Accuracy is controlled firstly by the character's major and can be modified slightly by the equipment that the character uses. Characters of fighting classes naturally have higher values of accuracy, while classes that excel in the art of magic have lower amounts of accuracy. Fighting classes are guaranteed to reach the maximum of 99 accuracy (without equipment), while casters will only reach the mid-40s by level 99. 6. HP GROWTH [HPG] =============================================================================== A thread regarding the "slow" HP growth of the Valkyrie came to my attention. It would appear that HP growth is not solely based on character race as I had first perceived. A couple of quick tests shows that the character's major does indeed play a role in governing a character's HP growth. I ran a test with a team completely made up of Drakes, since their high Vitality makes for the largest range of possible HP gains. I chose a Warrior, Wizard, Devout, Thief, Ranger and Evoker for this test. Below are the results. Test 1 -- Keeping Vitality at its initial position -------------------------------------------------- Lv HP STR WIS FTH VIT AGI LUC ----------------------------------------------- Warrior 1 29 14 5 5 14 6 8 99 5248 27 14 17 27 18 20 ----------------------------------------------- Wizard 1 26 14 12 5 14 6 8 99 4591 27 17 14 27 18 20 ----------------------------------------------- Devout 1 19 14 5 12 14 6 8 99 4797 27 16 17 27 18 20 ----------------------------------------------- Thief 1 29 14 5 5 14 10 12 99 4431 27 16 14 27 17 20 ----------------------------------------------- Ranger 1 21 14 5 5 14 10 12 99 4834 27 17 14 27 18 20 ----------------------------------------------- Evoker 1 20 14 13 13 14 6 13 99 4530 27 17 17 27 18 20 As you can see in this test, the Warrior clearly beats the other classes, which are obviously not fighting classes, at obtaining the highest amount of HP at level 99. What is perhaps a point of greater interest, however, is that despite the stats initially set, all of the stats at level 99 are very close to one another. Now, it's important to note that I did not use this party on the battlefield, which means that their affinity ratings were at the default of 111% (+1% from each of the 5 Drakes, and 3 Drakes were Good while the others were Neutral). What this means is that regardless as to how many Bonus Points you get at the time of creation, every character will inevitably reach a point at which their stats are roughly +10 their initial race stats (disregarding the effects of affinity). It may takes 10s of levels to achieve, but it will happen. Test 2 -- Starting with maximum Vitality ---------------------------------------- Lv HP STR WIS FTH VIT AGI LUC ----------------------------------------------- Warrior 1 28 14 5 5 24 6 8 99 4828 27 17 16 27 18 19 ----------------------------------------------- Wizard 1 31 14 12 5 24 6 8 99 4677 27 17 16 27 18 20 ----------------------------------------------- Devout 1 27 14 5 12 24 6 8 99 4752 27 16 17 27 18 20 ----------------------------------------------- Thief 1 39 14 5 5 24 10 12 99 4795 27 16 17 27 18 20 ----------------------------------------------- Ranger 1 33 14 5 5 24 10 12 99 4728 27 17 17 27 17 18 ----------------------------------------------- Evoker 1 33 14 13 13 24 6 13 99 4554 27 17 17 27 17 20 Looking at this chart and comparing it to the previous chart should raise a lot of suspicion. If the characters are all starting with max Vitality, why are most ending up with less, or roughly the same, HP as when their Vitality was not changed? The randomness of HP gained per level might be one reason for this, but it would require more strenuous amounts of tests to be certain. Notice how this time the amounts of HP are not only lower in many cases, but they are also much closer to one another than previously. Not that there was an extremely huge difference between the HP of the Warrior and the Evoker before anyways (~700 at level 99). Test 3 -- Test 1 and 2 with the Valkyrie ---------------------------------------- For this test, I made 4 Warriors for the extra characters (1 Neutral, 3 Good), since Drakes can take on the major without any added stats. Lv HP STR WIS FTH VIT AGI LUC ----------------------------------------------- Valk1 1 25 14 9 13 14 10 10 99 4954 27 17 17 27 18 20 ----------------------------------------------- Valk2 1 40 14 9 13 24 10 10 99 5212 27 16 17 27 18 20 This test more or less blew the results of Test 1 and Test 2 away. In this test, the Valkyrie that started with maximum Vitality actually did clearly beat the Valkyrie with default Vitality. This, in my opinion, proves that the randomness of HP gains can be quite misleading. In the end, although the character's major may actually have an influence on their HP growth, it's clear that the character's race is much more influential. Now, before you take all of this to mean that casters can never have more HP than fighters, there is something more to note about in regards to HP and how to achieve more. Although it is a very slow process, players have the option of switching the majors of characters. In doing so, the character's level is reset to 1 and their HP is reduced to roughly half of what it used to be. Any magic spells learned will be kept, with the restriction of how many spells in that category the new major can learn. If you're following, this means that you can take a character, level it up to level 99 and switch majors, and you'll wind up with a character that can obtain about 150% of the amount of HP that they originally had at level 99. Keep doing this over and over, and eventually you'll be able to reach about 200% of the HP you were able to reach at level 99 the first time. Take note that 9,999 HP is the maximum, however, HP is stored as 2 separate values (1 of which is a hidden stat), which is why changing the major of a character with 9,999 HP does not necessarily result in a level 1 character with roughly 5,000 HP (you can actually get a level 1 character with about 5,700 HP, for example). 7. MAJORS -- REQUIREMENTS [MRQ] =============================================================================== Just like taking classes in a school, majors require having certain pre-requisites. In the case of Class of Heroes, these are in the form of stats, alignment and sometimes even gender. STR WIS FTH VIT AGI LUK Align Gender Warrior 12 - - - - - Any Any Wizard - 12 - - - - Any Any Devout - - 12 - - - Any Any Thief - - - - 10 12 N/E Any Cleric - 13 13 - - - G/E Any Evoker - 13 13 - - 13 N Any Ranger 12 - - 10 10 12 N/E Any Alchemist 10 13 - 10 - 13 G/E Any Psychicer - 13 13 8 8 14 G/E Any Monk 13 9 12 13 10 9 G/N Any Samurai 12 13 9 12 11 9 G/N Any Valkyrie 14 9 13 14 10 10 N F Paladin 15 10 13 15 10 13 G M Kunoichi 13 11 12 13 15 15 E F Ninja 13 12 11 13 15 15 E M Below is a chart indicating the number of points any particular race would require in order to take on the given major. Hu El Dw Er Ha Sp Fe Dr Di Ce Warrior 4 5 1 7 6 7 3 - 3 5 Wizard 4 2 6 - 6 3 5 7 - 4 Devout 4 2 2 1 7 5 4 7 4 - Thief 5 3 9 8 - - 6 8 7 4 Cleric 10 6 10 2 15 10 11 16 6 5 Evoker 14 11 16 6 15 11 18 21 12 8 Ranger 10 11 10 20 10 12 9 8 10 12 Alchemist 12 14 13 16 15 15 14 13 8 14 Psychicer 15 13 19 13 17 15 19 24 13 10 Monk 16 16 15 22 24 21 16 16 15 15 Samurai 16 16 16 20 23 20 15 18 12 18 Valkyrie 20 20 19 26 27 24 20 18 19 17 Paladin 26 25 25 31 29 28 26 24 24 23 Kunoichi 29 28 28 33 30 27 28 29 26 27 Ninja 29 28 28 32 30 27 28 29 25 32 It may come as a surprise, but the figures in this chart really only indicate how easy it is for a race to take on a major. What it doesn't provide is a way of indicating how well the race can adapt to the major that they are given. Unfortunately, there's more to factors like HP than simply adding extra points into Vitality. The character needs to be of a race that naturally excels in HP growth to gain the sort of HP required to stay alive in the front row. 8. RACES -- SKILLS [RSK] =============================================================================== Certain races have skills that they learn automatically just for being who they are. These skills can sometimes be seen on multiple different races, but there are a few which are unique to specific races. Erdgeists --------- Levitate No harm will be taken from traps on the floor. Protection Protects you from attacks that can instantly kill. Sprite ------ Levitate No harm will be taken from traps on the floor. Drake ----- Breath Deal damage to many foes. Range is based on level. Diablon ------- Breath Deal damage to many foes. Range is based on level. Celestians ---------- Levitate No harm will be taken from traps on the floor. 9. MAJORS -- SKILLS [MSK] =============================================================================== Similar to how some races have their own skills, each major has its own set of skills that can be learned. Sometimes these skills are given to you right off the bat, but most need to be earned by leveling up. Warrior ------- Lv Name Effect 13 Tri Slash Strike three times in a fluid and powerful motion. 16 Dual Fist Equip a one-handed weapon in each fist to attack with. 50 True Dual Fist Equip any weapon in each hand to attack with. 99 Satori Enables the sacred technique of reincarnation. Wizard ------ Lv Name Effect 1 Magic Bane Enables high damage against spirits and magical monsters. 13 Unleash Focus the mind to double the effect of spells. 96 Satori Enables the sacred technique of reincarnation. Devout ------ Lv Name Effect 1 Divinity Enables high damage against ghosts and the undead. 7 MP Stroll MP will recover as you walk through the labyrinth. 13 MP Swap Exchange your MP with that of a classmate's. 96 Satori Enables the sacred technique of reincarnation. Thief ----- Lv Name Effect 1 Thievery Grants further mastery of natural thieving skills. 7 Mug Attack any foe and potentially steal gold as well. 26 Dual Fist Equip a one-handed weapon in each fist to attack with. 94 Satori Enables the sacred technique of reincarnation. Cleric ------ Lv Name Effect 1 Divinity Enables high damage against ghosts and the undead. 1 Appraise Use a keen eye to examine items you've obtained. 4 Magic Bane Enables high damage against spirits and magical monsters. 7 Requiem A prayer for the soul purifies a group of undead. 91 Satori Enables the sacred technique of reincarnation. Evoker ------ Lv Name Effect 7 Evoke Ring A circle of power boosts a summon's HP, ATK, and DEF. 91 Satori Enables the sacred technique of reincarnation. Ranger ------ Lv Name Effect 1 Thievery Grants further mastery of natural thieving skills. 13 Lock On A shot aimed at the vitals that can kill in one strike. 89 Satori Enables the sacred technique of reincarnation. Alchemist --------- Lv Name Effect 1 Alchemy Create and modify items with the art of alchemy. 7 Lucky Draw Increases chance of acquiring items after battle. 10 Appraise Use a keen eye to examine items you've obtained. 13 Item Dance Use all of your stock of an item in one round. 29 Dual Fist Equip a one-handed weapon in each fist to attack with. 45 True Dual Fist Equip any weapon in each hand to attack with. 80 Satori Enables the sacred technique of reincarnation. Psychicer --------- Lv Name Effect 7 Magic Bane Enables high damage against spirits and magical monsters. 7 Sniper A weapon's range is made limitless. Hit any foe in any row. 13 Barrier Summon a wall to nullify attacks. Can be reinforced. 26 Dual Fist Equip a one-handed weapon in each fist to attack with. 65 True Dual Fist Equip any weapon in each hand to attack with. 89 Satori Enables the sacred technique of reincarnation. Monk ---- Lv Name Effect 1 Foresight Raises evasion at set levels. Armor weakens this. 7 Counter Chance to counter an enemy's attack. 13 Blitz Attack three times consecutively with fierce force. 20 Dual Fist Equip a one-handed weapon in each fist to attack with. 50 1 Inch Fist Attack with bare fists for a chance of an instant kill. 60 True Dual Fist Equip any weapon in each hand to attack with. 87 Satori Enables the sacred technique of reincarnation. Samurai ------- Lv Name Effect 7 Dual Fist Equip a one-handed weapon in each fist to attack with. 13 Dlash Run Take a quick swipe at all enemies in the front row. 55 True Dual Fist Equip any weapon in each hand to attack with. 87 Satori Enables the sacred technique of reincarnation. Valkyrie -------- Lv Name Effect 7 Divinity Enables high damage against ghosts and the undead. 13 Bold Move Deal great damage to one foe at the cost of your Defense. 23 Dual Fist Equip a one-handed weapon in each fist to attack with. 60 True Dual Fist Equip any weapon in each hand to attack with. 85 Satori Enables the sacred technique of reincarnation. Paladin ------- Lv Name Effect 7 Divinity Enables high damage against ghosts and the undead. 13 Cover Take damage from attacks in an ally's stead. 23 Dual Fist Equip a one-handed weapon in each fist to attack with. 60 True Dual Fist Equip any weapon in each hand to attack with. 85 Satori Enables the sacred technique of reincarnation. Kunoichi -------- Lv Name Effect 1 1 Inch Fist Attack with bare fists for a chance of an instant kill. 1 Thievery Grants further mastery of natural thieving skills. 1 Foresight Raises evasion at set levels. Armor weakens this. 7 Fierce Hit Deal a fierce blow to any foe that can confuse it as well. 20 Dual Fist Equip a one-handed weapon in each fist to attack with. 26 Divinity Enables high damage against ghosts and the undead. 26 Magic Bane Enables high damage against spirits and magical monsters. 55 True Dual Fist Equip any weapon in each hand to attack with. 82 Satori Enables the sacred technique of reincarnation. Ninja ----- Lv Name Effect 1 1 Inch Fist Attack with bare fists for a chance of an instant kill. 1 Thievery Grants further mastery of natural thieving skills. 1 Foresight Raises evasion at set levels. Armor weakens this. 7 Assassinate A silent attack that can dispatch foes in one strike. 20 Dual Fist Equip a one-handed weapon in each fist to attack with. 26 Divinity Enables high damage against ghosts and the undead. 26 Magic Bane Enables high damage against spirits and magical monsters. 55 True Dual Fist Equip any weapon in each hand to attack with. 81 Satori Enables the sacred technique of reincarnation. 10. MAJORS -- SPELLS [MSP] =============================================================================== There are 4 categories of magic in Class of Heroes and while certain classes learn some of the magic in one or more areas, hybrids often only learn 2 spells from a given category. These hybrids are not constrained to the 2 spells that they learn, however. The spells can be forgotten and new spells can take their place. Below is a chart listing the differt majors and how many spells will be retained when switching majors. These numbers are NOT how many spells in each category the major will learn. Note that the Evoker is the ONLY major that can use summon magic. Once you switch majors, you lose all of your summons. A good plan to get as many spells as possible is to make a Cleric or Psychicer. Once they learn all of the spells (black and white for Cleric, psychic for Psychicer), switch over to the other job and learn all of their spells. In the end, you'll wind up with either a Cleric that can use all white and black spells and 3 psychic spells in every level of magic, or a Psychicer with all psychic spells and 3 black and 3 white spells in every level of magic. After you've got all of the spells, you can go further by switching to any other major, and you'll have whatever major you choose with a wide selection of spells. So you can make a Samurai with 2 black, 1 white and 1 psychic spell in every level of magic. Or a Warrior with 1 spell of each type of magic in every level of magic. Although it's a painstakingly long process, it helps ensure that you have backup healers / casters in case the main one(s) run out of MP. Bl Wh Ps Su Warrior 1 1 1 0 Wizard 4 3 3 0 Devout 3 4 3 0 Thief 1 1 1 0 Cleric 4 4 3 0 Evoker 2 2 3 2 Ranger 1 1 2 0 Alchemist 2 2 2 0 Psychicer 3 3 4 0 Monk 1 1 2 0 Samurai 2 1 1 0 Valkyrie 1 2 1 0 Paladin 1 3 1 0 Kunoichi 1 1 2 0 Ninja 1 1 2 0 Black Magic ----------- Lv Name Effect 1 Fire Deal fire damage to one foe. Strong vs. earth. Sight Display the map of the labyrinth. Lasting effect. Sleepum Puts a group of foes to sleep. Slow Lower a foe's evasion. Effect is stackable. 2 Bolt Deal bolt damage to one foe. Strong vs. water. Levitas All allies will float above traps. Lasting effect. Dreadum Strike fear into the hearts of one group of foes. Dasper Lower a foe's spell resistance. Effect is stackable. 3 Aqua Deal water damage to one foe. Strong vs. fire. Firegan Deal high fire damage to a group. Strong vs. earth. Chaos Confuse a group of foes. Slowgan Lower a group's evasion. Effect is stackable. 4 Quake Deal earth damage to one foe. Strong vs. bolt. Boltgan Deal high bolt damage to a group. Strong vs. water. Paralum Paralyze an enemy group. Daspergan Lower a group's spell resistance. Effect is stackable. 5 Dark Deal dark damage to once foe. Strong vs. light. Aquagan Deal high water damage to a group. Strong vs. fire. Poisum Attack a group of foes with a poison fog. Silenum Seal the spells of a group of enemies. 6 Quakegan Deal high earth damage to a group. Strong vs. bolt. Darkgan Deal high dark damage to a group. Strong vs. light. Stonum Petrify a group of enemies. Invalum Erase spell effects from all combatants. 7 Big Bang Attack all foes with a world-shaking explosion. Teleport Warp to a previously visited place. Usable in battle. Demendum Banish a group of foes into the void. No EXP earned. Ragnarok Target all allies with random effects. Uses all level 7 MP. White Magic ----------- Lv Name Effect 1 Heal Restore an ally's HP. Luminus Temporarily light up the labyrinth. No effect in the dark. Awaken Wakes one sleeping ally. Haste Raise an ally's evasion. Effect is stackable. 2 Calm Cure fear from an ally. Usper Raise an ally's spell resistance. Effect is stackable. Scan Search a treasure chest for traps. Findum Locates allies within the labyrinth. 3 Healgan Restore the HP of all allies. Lumigan Illuminate the labyrinth. Lasting effect. Order Cure an ally's confusion. Hastgan Raise the evasion of all allies. Effect is stackable. 4 Massage Cure an ally's paralysis. Uspergan Raise the spell resistance of all allies. Stackable. Scopum Discern foes more easily. Lasting effect. Hastgana Raise the evasion of all allies. Lasting, stackable effect. 5 Healgana Greatly restore the HP of all allies. Shine Deal light damage to one foe. Strong vs. dark. Detox Cure an ally's poison. Uspergana Raise the resistance of all allies. Lasting, stackable effect. 6 Metaheal Completely restore an ally's HP. Shinegan Deal high light damage to a group. Strong vs. dark. Soft Cure an ally's petrification. Death End the life of one foe. 7 Metacure Restore the status of all allies. Revive Revive a fallen ally with all HP. Deathgan End the lives of an entire group of enemies. Escapum Instantly escape from the labyrinth. Psychic Magic ------------- Lv Name Effect 1 Vanishum Instantly escape from battle. Blind Lower a foe's accuracy. Effect is stackable. Wall Defend an ally from attacks by back-row enemies. Defen Raise an ally's resistance to attacks. Stackable. 2 Kinesis Attack one foe using telekinesis. Offen Raise an ally's accuracy. Effect is stackable. Salve Cure an ally of poison. Bully Coerce all weaker foes to run away. 3 Mind Map See a map of a 7x7 block surrounding the current area. Wallgan Defend all allies from attacks by back-row enemies. Psyinvalum Erase the spell effects from all allies. Insight Reveal the secrets of the labyrinth. Lasting effect. 4 Kinesgan Attack a group of foes using telekinesis. Blindgan Lower the accuracy of a group. Effect is stackable. Defgana Raise all allies' resistance to attacks. Lasting effects. Defgan Raise all allies' resistance to attacks. Stackable. 5 Offgan Raise the accuracy of all allies. Effect is stackable. Offgana Raise the accuracy of all allies. Lasting effect. Dispel Erase the spell effects from all foes. Phase Warp to a previously visited place. Usable in battle. 6 Beam Deal random, psychic damage to one foe. Cure Cure the status of an ally. Unlock Use psychic powers to unlock treasure chests and doors. Apraisum Use psychic powers to appraise unidentified items. 7 Beamgan Deal random, psychic damage to a group. Restore Restore all HP and cure status of an ally. Psych Raise the stamina of an ally. Spell will be forgotten. Magnet Lift a curse from an ally. Spell will be forgotten. Summon Magic ------------ * Note: All spell descriptions say "Summon spell, Cost: #G, Level dependant" Lv Name Cost Location 1 Coin 10G Novice's Road (X13 Y13) Firefly 20G Holdeah Cave (X17 Y11) 2 Pest 40G Particus Road (X6 Y13) Wings 50G Kausa Path (X16 Y17) 3 Mole 80G Pa'tol Road (X7 Y12) Rotblade 90G Jetro Temple (X17 Y2) 4 Plant 130G Yamhaus Ruins (X7 Y17) Lepus 140G Howler Path (X12 Y8) 5 Skeleton 190G Zaskia Pass (X12 Y7) Slime 200G Flake Pass (X2 Y2) 6 Godbeast 260G Dukett Path (X18 Y18) Soul 270G Boest Cave (X17 Y19) 7 Godplant 340G Tohaus Trail (X10 Y2) Nymph 350G Lark Cave (X10 Y10) 11. RACES -- INDIVIDUAL ANALYSIS [RIN] =============================================================================== Humans ------ Humans do not particularly excel in any area, making them highly flexible when it comes to career choices. They obtain a decent amount of HP from level-ups, which makes them a good choice to put in the front row. The downside to Humans is their lack of race skills, meaning that you'll need to carry multiple weapons if you make them into fighters, so that when you encounter ghosts or magical enemies they won't be doing nothing. Elves ----- Elves are another nearly well-rounded class similar to Humans, but with a little more focus in magic stats and slightly lowered Vitality. The lowered Vitality puts Elves on level with Halflings and Celestians in terms of HP growth, making it rather questionable whether or not it's a good idea to put one in the front. Similarly to Humans again, Elves do not have any sort of special abilities to put themselves apart from others. Hybrid classes of physical attacks and magic would make good choices for Elves (e.g. Ranger, Samurai perhaps). Dwarf ----- Dwarves are pretty much what you should expect. They are a powerhouse type of race. They excel primarily in Strength and Vitality, though their high Faith also makes them good choices for healers such as a Devout or Cleric, or even a Paladin or Valkyrie. Erdgeist -------- Despite the way they appear in their portraits, Erdgeists are anything but good choices for use in the front row. Erdgeists start with a low amount of strength and their HP growth is sub-standard for a front row position. You may notice from their stats that they excel in the magic categories (i.e. Faith and Wisdom), making magic-based majors like a Devout, Wizard or Cleric more ideal for them. Their Levitation ability is useful to have since it basically means that they won't take damage from shock tiles. Most other races need to have a spell cast or an item used in order to grant them the ability to levitate over them. Halflings --------- Halflings are great choices when Agility and/or Luck matters to the major desired such as Thieves, Ninjas and Kunoichi. Their generally lower HP growth means that they are quite vulnerable in the front. Sprites ------- Contrary to common belief, Sprites in Class of Heroes do not excel in magic stats so much as they do in Agility and Luck, which makes them good choices for Thieves and other Agility-based majors. Their HP growth is terrible, and thus, they should never get the chance to see the front row of the battlefield. Their magic stats are not so low that they cannot take on magical majors without difficulty however, so the thought of using a Sprite as a Devout, Wizard or Cleric should not be discouraged. Similarly to Erdgeists, Sprites also have the Levitate ability, so shock tiles are no threat to Sprites (Note that there are shock walls though). Felpiers -------- Felpiers gain a fair amount of HP throughout their leveling process, but not nearly as much as Drakes. Their more balanced stats make them ideal choices for hybrid majors such as the Samurai and may even be quite successful for Agility-based majors such as the Ninja and Kunoichi, or even a Thief. Drakes ------ Drakes take on the role of the typical warrior type in Class of Heroes. They excel at Strength and Vitality, but have terrible magic stats (i.e. Faith and Wisdom) and their Agility and Luck are rather poor. Essentially, what this means is with good armour and weapons, Drakes can be a force to be reckoned with. To top it off, they have a Breath ability which helps them get rid of monsters that don't die easily by physical attacks. Diablons -------- Diablons share the same sort of HP growth as Dwarves, making them excellent choices in the front row. Although their initial Vitality is the same as the Felpier, Diablons gain more HP than Felpiers. Their increased Wisdom over Felpiers may make them more suitable characters for offensive magic majors such as Wizards and Samurai. Similarly to Drakes, Diablons also have the Breath ability, which could possibly make Diablons second in line as the best warrior race. Weapons can take care of most monsters, while the Breath ability can take care of magical and ghost type monsters. Celestian --------- Their high Faith makes Celestians the ideal choice for healing majors such as the Devout and the Cleric. Their HP growth is close to that of the Elves and Halflings, which makes them rather questionable for front row usage. 12. MAJORS -- INDIVIDUAL ANALYSIS [MIN] =============================================================================== Warrior ------- Warriors excel in the use of melee weapons. Anything there is to say about the Warrior, you probably already know. They are the backbone of the party and its a very highly recommended idea to have one in your party at least during the beginning when your party is low in level since Warriors are the quickest to level up. Wizard ------ Wizards gets full access to black magic and gets a special ability to increase its effect. Magic is great because, if used properly, it can deal a lot of damage to its targets. At the same time, however, magic usage is highly restrictive. You can only use magic in any level a maximum of 9 times. In other words, you can only cast up to 63 times before you need to recover MP. Another thing to watch out for are Anti-Magic Zones in the dungeons. Anti-Magic Zones make it so that existing spell effects die out prematurely, and also restricts spells from being cast. Devout ------ Devouts are the number one type of healers. Not only do they get full access to white magic, they also learn an ability called MP Stroll, which allows them to recover 1 MP every 100 - Level steps (with a minimum of 10 steps). This ability allows Devouts to keep casting white magic without too much concern for recovery. Thief ----- Thieves are the best at what they do, which is basically any thief-related abilities, such as picking locks, disarming traps and stealing. Thieves are a must have even when considering other jobs that have these abilities. They have them, but they aren't as good at doing them. Cleric ------ Clerics are masters of both white and black magic, but without the bonuses that the Wizard and Devout receive. However, what Clerics do get that the others do not is the ability to appraise items and no major can beat a Cleric at doing so. Clerics are, in my opinion, must haves. The ability to appraise will save millions of gold by the end of the game since everything you find in the dungeons need to be appraised. Backing them up with a Wizard will help provide additional black magic for the party. Keep in mind that you don't have to bring a Cleric with you to appraise the items. You could make disposable Clerics back at Particus so that if one gets stuck with Fear, you can just create another to take its place. Then just expel the one that got the Fear status. Alternatively, you can cast such spells as Calm on the character to remove the status ailment. Evoker ------ Evokers are a unique major in that their spells do not deal damage directly like white, black and even psychic magic. Rather, Evokers call monsters to do the fighting for them. The ability to summon these monsters does not come from leveling up like magic does either. It must be obtained in the dungeons. To help assist Evokers, they also learn a bit of psychic magic. Ranger ------ Rangers provide physical support from the back. Aside from that, there's not really anything earth-shattering to talk about. They are perhaps one of the least needed majors in a party. They do learn an ability that attempts to one-shot enemies though and they also learn a bit of psychic magic. Alchemist --------- Alchemists provide alchemical services on the battlefield, which can be quite useful if you're spending the time to appraise everything that you find before returning to Particus. Alchemists learn some psychic abilities to help make them somewhat more useful. In my opinion, I would avoid the Alchemist. It doesn't really serve any grand purpose on the battlefield and it's the slowest major to level up. They learn an ability to use all of the same item in stock at once, but that sounds more like throwing items out the door to me. I can't recall a time where I actually needed to use more than 1 item during a round. They also get an ability that increases the chances of getting items, which may help to get some rare items, but that also means more junk items. Personally, I find myself finding enough items as is without an Alchemist. Psychicer --------- Psychicers have full access to psychic magic and learn an ability that allows them to fight an enemy anywhere from anywhere, making them a good back support major. Monk ---- Monks are masters of unarmed combat. They also gain an ability that increases their evade rate naturally. However, equipping armour will degrade this ability, so it can be troublesome to determine whether it's better to rely on keeping the evade rate high or increasing its defense with armour. I've never been a fan of using characters bare, but I suppose it does save on resources. Samurai ------- The Samurai is a hybrid major of physical and magical attacks. Simply put, think of a Warrior with the ability to learn 2 black magic spells at each level of magic. Samurai are great to have when facing large crowds, especially if the larger numbers are in front. The Samurai learns an ability that can attack all of the enemies in a group, but only the group closest to the party. Valkyrie -------- The Valkyrie is a hybrid major of physical attacks and white magic that is only available to females. The Valkyrie is a daring major, in that its ability tries to deal a powerful blow to an enemy at the expense of abandoning its defense. It's a great ability to use so long as all of the enemies are focused on attacking the rest of the party, but a hit could mean a devastating blow to the Valkyrie. Paladin ------- Paladins are, like Valkyries, a mix of a Warrior and a Devout, but is only available to males. Paladins (and Valkyries) learn some white magic, but do not ever get full access. Paladins are best made to act as meat shields, as they learn a Cover ability which causes them to try to protect other team members. In my opinion, Paladins don't really offer much more than what other majors already provide. Plus, Paladins take much longer to level up than most other majors that can provide those services. Kunoichi -------- The Kunoichi is a hybrid major of physical attacks and psychic abilities and is only available to females. Similarly to other hybrids, the Kunoichi does not get full access to these abilities and only learns a subset of them. Kunoichi get a special ability that allow them to confuse an enemy. Kunoichi also get the abilities of Thieves, but be warned that they are not as successful at these tasks as a Thief. Ninja ----- The Ninja is essentially the Kunoichi with a different special ability and is only available to males. Rather than dealing high damage and confusing enemies, the Ninja tries to one-shot enemies, or, in other words, kill them in one hit. 13. MAJORS -- EXPERIENCE [MXP] =============================================================================== Another area where Class of Heroes differs from most typical RPGs is in the way that characters level up. Rather than set amounts of experience per level for all characters, each major requires a different amount of experience to get to the next level. Due to this, players will inevitably find characters at different levels early on and throughout the game until everyone starts reaching level 99. Warrior ------- Lv Current Total Lv Current Total 2 400 400 51 260,100 4,552,500 3 900 1,300 52 270,400 4,822,900 4 1,600 2,900 53 280,900 5,103,800 5 2,500 5,400 54 291,600 5,395,400 6 3,600 9,000 55 302,500 5,697,900 7 4,900 13,900 56 313,600 6,011,500 8 6,400 20,300 57 324,900 6,336,400 9 8,100 28,400 58 336,400 6,672,800 10 10,000 38,400 59 348,100 7,020,900 11 12,100 50,500 60 360,000 7,380,900 12 14,400 64,900 61 372,100 7,753,000 13 16,900 81,800 62 384,400 8,137,400 14 19,600 101,400 63 396,900 8,534,300 15 22,500 123,900 64 409,600 8,943,900 16 25,600 149,500 65 422,500 9,366,400 17 28,900 178,400 66 435,600 9,802,000 18 32,400 210,800 67 448,900 10,250,900 19 36,100 246,900 68 462,400 10,713,300 20 40,000 286,900 69 476,100 11,189,400 21 44,100 331,000 70 490,000 11,679,400 22 48,400 379,400 71 504,100 12,183,500 23 52,900 432,300 72 518,400 12,701,900 24 57,600 489,900 73 532,900 13,234,800 25 62,500 552,400 74 547,600 13,782,400 26 67,600 620,000 75 562,500 14,344,900 27 72,900 692,900 76 577,600 14,922,500 28 78,400 771,300 77 592,900 15,515,400 29 84,100 855,400 78 608,400 16,123,800 30 90,000 945,400 79 624,100 16,747,900 31 96,100 1,041,500 80 640,000 17,387,900 32 102,400 1,143,900 81 656,100 18,044,000 33 108,900 1,252,800 82 672,400 18,716,400 34 115,600 1,368,400 83 688,900 19,405,300 35 122,500 1,490,900 84 705,600 20,110,900 36 129,600 1,620,500 85 722,500 20,833,400 37 136,900 1,757,400 86 739,600 21,573,000 38 144,400 1,901,800 87 756,900 22,329,900 39 152,100 2,053,900 88 774,400 23,104,300 40 160,000 2,213,900 89 792,100 23,896,400 41 168,100 2,382,000 90 810,000 24,706,400 42 176,400 2,558,400 91 828,100 25,534,500 43 184,900 2,743,300 92 846,400 26,380,900 44 193,600 2,936,900 93 864,900 27,245,800 45 202,500 3,139,400 94 883,600 28,129,400 46 211,600 3,351,000 95 902,500 29,031,900 47 220,900 3,571,900 96 921,600 29,953,500 48 230,400 3,802,300 97 940,900 30,894,400 49 240,100 4,042,400 98 960,400 31,854,800 50 250,000 4,292,400 99 980,100 32,834,900 Wizard, Devout -------------- Lv Current Total Lv Current Total 2 440 440 51 286,110 5,007,750 3 990 1,430 52 297,440 5,305,190 4 1,760 3,190 53 308,990 5,614,180 5 2,750 5,940 54 320,760 5,934,940 6 3,960 9,900 55 332,750 6,267,690 7 5,390 15,290 56 344,960 6,612,650 8 7,040 22,330 57 357,390 6,970,040 9 8,910 31,240 58 370,040 7,340,080 10 11,000 42,240 59 382,910 7,722,990 11 13,310 55,550 60 396,000 8,118,990 12 15,840 71,390 61 409,310 8,528,300 13 18,590 89,980 62 422,840 8,951,140 14 21,560 111,540 63 436,590 9,387,730 15 24,750 136,290 64 450,560 9,838,290 16 28,160 164,450 65 464,750 10,303,040 17 31,790 196,240 66 479,160 10,782,200 18 35,640 231,880 67 493,790 11,275,990 19 39,710 271,590 68 508,640 11,784,630 20 44,000 315,590 69 523,710 12,308,340 21 48,510 364,100 70 539,000 12,847,340 22 53,240 417,340 71 554,510 13,401,850 23 58,190 475,530 72 570,240 13,972,090 24 63,360 538,890 73 586,190 14,558,280 25 68,750 607,640 74 602,360 15,160,640 26 74,360 682,000 75 618,750 15,779,390 27 80,190 762,190 76 635,360 16,414,750 28 86,240 848,430 77 652,190 17,066,940 29 92,510 940,940 78 669,240 17,736,180 30 99,000 1,039,940 79 686,510 18,422,690 31 105,710 1,145,650 80 704,000 19,126,690 32 112,640 1,258,290 81 721,710 19,848,400 33 119,790 1,378,080 82 739,640 20,588,040 34 127,160 1,505,240 83 757,790 21,345,830 35 134,750 1,639,990 84 776,160 22,121,990 36 142,560 1,782,550 85 794,750 22,916,740 37 150,590 1,933,140 86 813,560 23,730,300 38 158,840 2,091,980 87 832,590 24,562,890 39 167,310 2,259,290 88 851,840 25,414,730 40 176,000 2,435,290 89 871,310 26,286,040 41 184,910 2,620,200 90 891,000 27,177,040 42 194,040 2,814,240 91 910,910 28,087,950 43 203,390 3,017,630 92 931,040 29,018,990 44 212,960 3,230,590 93 951,390 29,970,380 45 222,750 3,453,340 94 971,960 30,942,340 46 232,760 3,686,100 95 992,750 31,935,090 47 242,990 3,929,090 96 1,013,760 32,948,850 48 253,440 4,182,530 97 1,034,990 33,983,840 49 264,110 4,446,640 98 1,056,440 35,040,280 50 275,000 4,721,640 99 1,078,110 36,118,390 Thief ----- Lv Current Total Lv Current Total 2 480 480 51 312,120 5,463,000 3 1,080 1,560 52 324,480 5,787,480 4 1,920 3,480 53 337,080 6,124,560 5 3,000 6,480 54 349,920 6,474,480 6 4,320 10,800 55 363,000 6,837,480 7 5,880 16,680 56 376,320 7,213,800 8 7,680 24,360 57 389,880 7,603,680 9 9,720 34,080 58 403,680 8,007,360 10 12,000 46,080 59 417,720 8,425,080 11 14,520 60,600 60 432,000 8,857,080 |
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