Dragon Quest Monsters: Caravan Heart Character Classes FAQ Written by KaioShin (http://kaioshin.romhacking.net) -------------------------------------------------------------------------------- 1. Introduction -------------------------------------------------------------------------------- The wealth of different character classes and the endless possible combinations are one of my favourite features of Caravan Heart. This document should give you a good reference for all the different classes, what they can do and which of them are useful in what situation. The guide is based on the English translation I created with my team. You can find information about it on my homepage. Don't contact about help with the translation, refer to the readme of the translation instead. If you have suggestions for this guide or questions about topics I might have explained poorly, contact me through my homepage. Most information is based on my observations in the game and deduction. It's possible that I understood skills wrongly or that I forgot to mention important facts. If you know something I don't, and you can back it up with more than a wild guess, please contact me and I'll see to have it added to the guide for a future update. -------------------------------------------------------------------------------- 2. General Information -------------------------------------------------------------------------------- All classes come in three tiers. The normal class, an advanced class and the masters. While playing through the main story of the game you'll only encounter normal classes. The special ones are introduced in the epilog. There is no way to promote a human from one class to an advanced level. To get stronger people you'll have to find new members. If you put more than one character of the same class into one wagon, they'll work as if they were from a higher tier. For example, with two Mappers, you can open the whole world map as if you'd have a Great Mapper. An advanced class will count as two normal classes. The same effect occurs in battles. Another example: You put a Fencer and a Great Fencer into one Wagon. In battle, the first of the two Fencers will attack with Quad Slash - the attack of a True Fencer. The other won't attack, the space in the wagon will be treated as if no one would be there. Additionally, the effect Falchon, that a True Fencer would have, also counts! So your guard monsters would attack twice in the first round. When you put 4 members of the same class family into one wagon, they'll do a combination attack. Usually that's "just" an extra powerful form of their usual attack. Some have other effects though, refer to the guide for details. Keep in mind that this one attack will use up the turns of all four members though. Every class comes with male and female versions and with different sprites. Those details don't affect their abilities in the slightest though. In this guide I described all classes as if the members were male for simplicities sake. The female classes have different sprites but work exactly the same. Every character has a weigth that determines how much space he takes on the wagon. The weigth does not influence the strength of the character in any way. So a lighter character of the same class is always preferable over a heavier character. The human characters don't have any stats on their own. Their strength is always based on your guard monsters. If you have a Lv30 monster and a Lv5 one, then the same Warrior will make several times the damage in a wagon with the Lv30 monster than it would in a wagon with the weaker monster. -------------------------------------------------------------------------------- 3. How to obtain veteran characters and masters (*Light spoilers ahead*) -------------------------------------------------------------------------------- After you've beaten the game for the first time, you'll be called back into the world of Luin and the others. You can then do the color orb quest, which involves collecting orbs throughout the world, and creating and beating dungeons with those orbs. All over the world, new party members are distributed randomly in all towns and villages. There is a small chance it's a master and a higher chance that it's a tier 2 character. However, there are still normal characters too. You can't really tell the level of the characters until after they joined you, so invite everyone and throw them out right away when they aren't what you were looking for. Every time you beat an orb dungeon, a new set of characters is distributed randomly again. You might need patience and a little bit of luck to get the specific characters you want with master level. Don't give up though, the master classes are usually well worth it! An alternative way is to use a Rebirther to find new party members. The chances to find masters through this are very slim though (about 5% per battle if you use a combination attack...). -------------------------------------------------------------------------------- 4. Class Descriptions -------------------------------------------------------------------------------- - How to read the Chart - Name: Name of the class. Battle: Name and description of the skill they use in battle. Effect: Some classes have permanent effects on your caravan. Command: You can access commands from the Skills menu under the Member option. Camp: Some classes alter your base camp. This may include opening a shop for instance. If they don't do anything, they'll just stand around for smalltalk. Comments: My personal (and very subjective) comments about the class. You can read them to get a general idea about a class' usefulness. You're encouraged to experiment and decide on which to take on your own though. Combination attacks are usually just bigger versions of the class' normal attacks. If the combination attack is noteworthy somehow you'll find a "(Note:)" at the end of my comments for the highest Tier of the class. -------------------------------------------------------------------------------- Name: Warrior Battle: AxeBlow Hits the enemy for some damage. The damage dealt depends on your guard monster's attack strength. Effect: None Command: None Camp: Nothing Comments: Your basic damage dealing class. There are enough warriors throughout the main story, but most of them there are pretty heavy. -------------------------------------------------------------------------------- Name: Great Warrior Battle: AxeSmash Hits the enemy for some damage. The damage dealt depends on your guard monster's attack strength. Effect: None Command: None Camp: Nothing Comments: The second level of warriors. If you can't find True Warriors they are just as good for damage by themselves. They don't boost the guard monster's damage though. -------------------------------------------------------------------------------- Name: True Warrior Battle: AxeCrush Hits the enemy for some damage. The damage dealt depends on your guard monster's attack strength. Effect: PowerUp While you have a True Warrior in the caravan, the damage dealt by your guard monsters is raised. Command: None Camp: Nothing Comments: The ultimate form of the warrior. To beat the bosses in the epilogue within a time as short as possible you'll need some of them in your caravan for raw damage dealing power. -------------------------------------------------------------------------------- Name: Fencer Battle: DoubleCut Two slashes at random enemies. It can also hit the same enemy twice. Deals a good amount of damage. Effect: None Command: None Camp: Nothing Comments: Another damage dealing class. They are especially good against many, weak enemies. If you are walking through territory that poses no threat to your monsters put a Fencer up front and he'll make short work of the enemies quickly. -------------------------------------------------------------------------------- Name: Great Fencer Battle: TripleCut Three slashes at random enemies. Improved version of the Fencer's attack. Effect: None Command: None Camp: Nothing Comments: The next stage of Fencers. Naturally, they are even better at disposing weak enemies as their basic version. Except against enemies with exceptionally high defense, they often deal even more damage than Warriors. -------------------------------------------------------------------------------- Name: True Fencer Battle: QuadCut You guessed it, four slashes at random enemies. Effect: Falcon Every one of your monsters can attack an enemy group twice in the first round. If the group is defeated after the first strike there won't be a second one. Command: None Camp: Nothing Comments: The ultimate Fencers. With four attacks per round, they'll dispose of weak enemies before the battle even really starts. Very good damage dealing class. With the added double strike bonus for the first round you'll have most random encounters resolved in the first round. Highly recommended for every party. -------------------------------------------------------------------------------- Name: Mage Battle: Spell Small damage spell. Effect: None Command: None Camp: Nothing Comments: Weak. Really weak. I've yet to find a situation were a Mage would do more than 50 damage. -------------------------------------------------------------------------------- Name: High Mage Battle: Sorcery Medium damage spell. Sometimes against a group of enemies. Effect: None Command: Stepguard For a limited amount of time your party is protected from damaging floors. Camp: Nothing Comments: A bit better than a mage, but still a waste of wagon space. If you have a solid stock of healing spells you can also dismiss the effects of damaging floors. Just heal yourself after walking over some. -------------------------------------------------------------------------------- Name: Magic Master Battle: HighSorcery Large damage spell. Sometimes against a group of enemies. Effect: None Command: Tiptoe For a limited amount of time you'll encounter less enemies. Camp: Nothing Comments: Now this would count as a decent second tier class. Too bad it's actually third tier. There are better alternatives for damage dealing, and the command isn't that useful unless you are hellbent on avoiding random encounters. A combination attack from several mages can be really powerful, but the wagon space used can still be better spent. -------------------------------------------------------------------------------- Name: Metal Hunter Battle: MetalBeat Always does 5 ponts of damage, regardless of the enemies' defense. Effect: None Command: None Camp: Nothing Comments: When you get a Metal Hunter in the story, he is useful for leveling up your party in areas with many Metal Slimes. When no Metal Slime is involved in a battle a Metal Hunter is next to useless. Unless you want to level up your party, don't take one with you. -------------------------------------------------------------------------------- Name: Metal Killer Battle: MetalAttack Always does 10 ponts of damage, regardless of the enemies' defense. Effect: None Command: None Camp: Nothing Comments: It's basically the same situation as with the normal Metal Hunter. By the time you can get Metal Killers, you're monsters are propably strong enough to do more than 10 damage to metal enemies on their own anyway. Pretty useless class. -------------------------------------------------------------------------------- Name: Metal Master Battle: MetalSkill Always does 100 ponts of damage, regardless of the enemies' defense. Effect: MetalHunt The encounter rate of metal monsters becomes significantly higher. Even in areas where no metal monster usually roam you'll encounter plenty of them. Command: None Camp: Nothing Comments: It's effect makes this class an absolute essential for the epilog. With a Metal Master in the party and monsters which are strong enough to beat metal monsters without problems you practically have an automatic level up machine. Godlike! -------------------------------------------------------------------------------- Name: Knight Battle: Knight'sShield Raises your parties' defense. Effect: None Command: None Camp: Nothing Comments: Useful at the beginning of the game. -------------------------------------------------------------------------------- Name: Veteran Knight Battle: DefenseShield Raises your parties' defense more. Effect: None Command: None Camp: Nothing Comments: More defense bonus than the Tier 1 version. If you want a Knight you should better try to find a True Knight instead. -------------------------------------------------------------------------------- Name: True Knight Battle: HolyShield Raises your parties' defense substantially. Effect: Patrol No more surprise attacks against your party. Command: None Camp: Nothing Comments: The best way to increase your parties' defense. A True Knight can give your monsters defense bonuses in the hundreds. Good to have in the party. Patrol is kind of nice, but not really essential. When you have monsters with maxed out stats you'll propably remove any Knights from your caravan. -------------------------------------------------------------------------------- Name: Cleric Battle: Prayer Heals a guard monster. Effect: None Command: None Camp: Nothing Comments: In the very beginning of the game, before your monsters have their own healing spells a Cleric is absolutely essential. By the end of the story he won't be able to keep up with healing though. -------------------------------------------------------------------------------- Name: High Cleric Battle: Quench Heals a guard monster. Effect: None Command: CallShop Can only be used on the world map. Opens a basic shop menu. Camp: Nothing Comments: As a healer, a High Cleric is OK. He heals a decent amount of HP. In the epilog you are propably used to have healing under better control in your monster's hands though. The items you can buy from CallShop are useless (it's the most basic shop version), but you can use it to restock on rations any time on the world map. Very useful command. If you have room in a wagon you might consider taking High Cleric with you. -------------------------------------------------------------------------------- Name: True Cleric Battle: HolyLight Completely heals a guard monster or heals some HP to the whole party. Effect: None Command: CallChurch Can only be used on the world map. Opens a basic church menu. You can't save your game though. Camp: Nothing Comments: Excellent healer. If he casts HealAll (Full restore of one). Healing all by a few HP is pretty much worthless by the time you can get this class. CallChurch is nice to have especially for poison and curse treatment. It would be so much better if you could use it inside of dungeons though. When you have to leave a dungeon to clean yourself from status effects you might as well head to the next village. -------------------------------------------------------------------------------- Name: Sage Battle: EarthWrath Casts a small damage or healing spell. Effect: None Command: None Camp: Nothing Comments: A combination of a Mage and a Cleric. Nice to have, but he'll propably start to heal you when you're full on health and when you're deep in the red he'll cast blaze. -------------------------------------------------------------------------------- Name: High Sage Battle: EarthScent Casts a medium damage or healing spell. Can target groups too. Effect: None Command: Return Works exactly like a Wyvern Wing. Teleports you back to the basecamp. Camp: Nothing Comments: Stronger version of the Sage. It has the same strengths and weaknesses as it's little brother. Nice diversity but unpredictable. Return is pretty nice. -------------------------------------------------------------------------------- Name: True Sage Battle: EarthMiracle Casts a high damage or healing spell. Can target all enemies too. Effect: None Command: Teleport (Also called Return within the ability menu) Can teleport you to any city. Camp: Nothing Comments: To be honest, I don't care much for his combat ability. But his Command is absolutely essential. In the epilog you'll want to visit every town at least once after you've cleared an Orb Dungeon, to look for more party members. With a True Sage in your wagons it becomes a piece of cake! Highly recommended. (Note: The combination attack of the sage classes is also really devastating.) -------------------------------------------------------------------------------- Name: Medic Battle: Treatment Removes poison and sleep. Effect: None Command: None Camp: Nothing Comments: In the beginning of the game a medic is useful for those dungeons with many poisoning enemies. Otherwise, completely useless. -------------------------------------------------------------------------------- Name: High Medic Battle: Cure Removes poison, sleep, confusion and curse. Effect: None Command: Antidote Removes poison from a monster. Camp: Nothing Comments: Not a bad pick if you have trouble with negative status effects. -------------------------------------------------------------------------------- Name: True Medic Battle: Cure Removes all negative status effects. Effect: None Command: Uncurse Removes curses from all monsters. Camp: Nothing Comments: Best version of a Medic. Great for removing status effects, useless otherwise. -------------------------------------------------------------------------------- Name: Cook Battle: MagicSoup Restores 10 MP. Effect: SaveFood You'll use up less rations while traveling. Command: None Camp: Nothing Comments: Very useful. Heals your MP, which is always welcome on longer journeys and reduces the amount of rations you need. You'll want to have one in your wagon. -------------------------------------------------------------------------------- Name: High Cook Battle: MagicStew Restores more 20 MP. Effect: SaveFood You'll use up less rations while traveling. Command: None Camp: Nothing Comments: The same as a normal Cook, just with better MP restoration. -------------------------------------------------------------------------------- Name: Master Chef Battle: MagicSteak Restores even more 40 MP. Effect: SaveFood You'll use up less rations while traveling. Command: None Camp: Nothing Comments: The best Cook. By the time you get one 40MP is propably not much. Still, unless you use up 40 in every battle you can keep your MP at a high level with one. (Note: The combination attack of Cooks restores a hefty 200MP.) -------------------------------------------------------------------------------- Name: Bard Battle: Song Sings a Song which seals enemy spells. Effect: None Command: None Camp: He let's you rename your wagons and guard monsters in the camp. Comments: His ability can be useful in some situations. With enemies that don't use spells or are dead in 2 turns anyway he is pretty useless though. Get one for your camp if you need to change around names. Otherwise, it's propably not worth picking up one. -------------------------------------------------------------------------------- Name: Great Bard Battle: Heart'sCry Sings one of three songs. Lullaby: Puts the enemy to sleep Seal Song: Same as the normal Bard Battle Song: Increases your monsters defense. Effect: None Command: None Camp: He let's you rename your wagons and guard monsters in the camp. Comments: Very similiar to the normal Bard. His songs are generally more useful though. -------------------------------------------------------------------------------- Name: True Bard Battle: SootheSong Has the same songs as the Great Bard. He can also sing the new Curse Song. Curses all enemies. Effect: TravelSong More random encounters. Command: None Camp: He let's you rename your wagons and guard monsters in the camp. Comments: Getting more enemies to appear is useful when you want to level up quickly. Especially in combination with the Metal Hunt effect of a Metal Master. -------------------------------------------------------------------------------- Name: Dancer Battle: Dance Lures the enemy into dancing. Effect: None Command: None Camp: A Dancer in your caravan will open a bar in the camp. Comments: Moderately useful. Lure Dance even works on most bosses. -------------------------------------------------------------------------------- Name: Great Dancer Battle: Hot Dance His dance will reduce all enemy's MP. Can also use Lure Dance. Effect: None Command: None Camp: A Dancer in your caravan will open a bar in the camp. Comments: If I want to keep my enemies from using skills I rather try it with a bard's seal song. Not recommended. -------------------------------------------------------------------------------- Name: True Dancer Battle: MircaleStep Can use all dances. His new dance restores some HP to all of your guard monsters. Effect: None Command: TravelDance Works exactly like the bard's TravelSong. Increases random encounter rate. Camp: A Dancer in your caravan will open a bar in the camp. Comments: I think the bard's songs are more useful than the various dances. Since the command also works the same I'd recommend a Bard over a Dancer class. -------------------------------------------------------------------------------- Name: Fisher Battle: Bait Uses baits to keep the enemies from moving for 1 round. Effect: None Command: Fish Only works when you are near water. Catches 1 fish, which you can eat to increase your rations. Camp: Nothing Comments: Not bad. Catching fish is useful in the middle parts of the main story when you are short on rations. His ability in battle can be useful as well. -------------------------------------------------------------------------------- Name: Veteran Fisher Battle: Snag Uses baits and casts his fishing rod to keep the enemies from moving. The rod works for 2 rounds. Effect: None Command: Fish Only works when you are near water. Catches 2 fish, which you can eat to increase your rations. Camp: Nothing Comments: Improved Fisher -------------------------------------------------------------------------------- Name: True Fisher Battle: Net Additionally to the other methods the True Fisher can also cast a net which will last 3 turns. Effect: None Command: Fish Only works when you are near water. Catches 4 fish, which you can eat to increase your rations. Camp: Nothing Comments: Best Fisher class. Has the same strengths as the others. -------------------------------------------------------------------------------- Name: Hunter Battle: Arrow His Arrow inflicts negative status effects on the enemies. Effect: None Command: Hunt Only works when you are near woods. Produces meat to increase your rations. Camp: Nothing Comments: His primary use is to get food. In battle, he is moderately useful. I personally prefer a Fisher. -------------------------------------------------------------------------------- Name: Great Hunter Battle: Aim Additionally to Arrow he can also use Aim. More status effects. Effect: None Command: Hunt Only works when you are near woods. Produces meat to increase your rations. Camp: Nothing Comments: The same as a regular Hunter, slightly improved. -------------------------------------------------------------------------------- Name: True Hunter Battle: Disorder The other two's abilities and a new one. Also inflicts status effects. Effect: None Command: Hunt Only works when you are near woods. Produces meat to increase your rations. Camp: Nothing Comments: The best Hunter, but I still prefer a Fisher class. (Note: Their combination attack can instantly kill the enemies) -------------------------------------------------------------------------------- Name: Rebirther Battle: Rebirth After the battle, there is a chance that you'll get a new party member. Effect: None Command: None Camp: Nothing Comments: You can get new humans for your caravan with these guys, but usually only Tier 1 classes. -------------------------------------------------------------------------------- Name: High Rebirther Battle: StarRebirth After the battle, there is a chance that you'll get a new party member. Higher chance of success than Rebirth. Effect: None Command: None Camp: Nothing Comments: Basically still the same as a Rebirther. -------------------------------------------------------------------------------- Name: True Rebirther Battle: MoonRebirth Highest chance of getting a new member. Effect: None Command: SenseRebirth This skill tells you which classes you can get from the local enemies. Camp: Nothing Comments: (Note: The combination attack of Rebirther's works every time. Furthermore, there is a 5% chance for the new member to be a Tier 3 class!) You should use rebirthers in a combination attack to get master members. Otherwise, they aren't really worth using at all. -------------------------------------------------------------------------------- Name: Merchant Battle: PennyPinch Extra gold in battle. Effect: Find Treasure Chests will be displayed on dungeon maps. Command: None Camp: Opens a shop in the camp. The more Merchants you have, the more goods will be available. Comments: Essential during the early stages of the game. Put one or even two Merchants in front of your wagons and you'll get rid of money problems in no time. Later on, you'll most likely get so much gold from random encounters anyway that they become kind of obsolete. You'll want to keep a Merchant in the caravan for the shop though. -------------------------------------------------------------------------------- Name: High Merchant Battle: AllowanceUp More extra gold in battle. Effect: Find Treasure Chests will be displayed on dungeon maps. Command: None Camp: Opens a shop in the camp. The more Merchants you have, the more goods will be available. Comments: Improved Merchant, however, by the time you get them, you don't really need the extra gold. -------------------------------------------------------------------------------- Name: King Merchant Battle: FatWallet Even more extra gold in battle. Effect: Find Treasure Chests will be displayed on dungeon maps. Command: None Camp: Opens a shop in the camp. The more Merchants you have, the more goods will be available. Comments: Same problem as the High Merchant. You usually don't need much money in the epilog anyway. (Note: Combination attack will net you 300 gold. If you are really short on gold you can fill up your pockets with that pretty easily.) -------------------------------------------------------------------------------- Name: Thief Battle: Steal Attempts to steal an item from an enemy. Effect: None Command: X-Ray It shows you the contents of treasure chests on the map screen. The chests will be displayed in a different color depending on their contents. Normal treasure appears as a red chest. Gold will appear as a yellow chest. Mimics will appear as blue chests. (Thanks to Crysta for pointing this out) Camp: Opens a bank in the camp. You can store and withdraw items and money just like in a regular bank (They share the same account of course) Comments: I don't care much for his ability but you'll definitely want a bank in your camp. -------------------------------------------------------------------------------- Name: High Thief Battle: Pickpocket Higher chance of stealing an item. Effect: None Command: EagleEye Tells you in which direction the next town is. Camp: Opens a bank in the camp. You can store and withdraw items and money just like in a regular bank (They share the same account of course) Comments: EaglyEye is almost as useless as X-Ray. By the time you can get High thieves you know where every town is anyway. -------------------------------------------------------------------------------- Name: Master Thief Battle: Robbery Highest chance of stealing an item. Effect: None Command: MapMagic Tells you in which direction Tiny Medals are lying around. Camp: Opens a bank in the camp. You can store and withdraw items and money just like in a regular bank (They share the same account of course) Comments: MapMagic is actually useful. There are nice prizes to be traded for Tiny Medals and finding them becomes really easier with a Master Thief. (Note: The combination attack is stealing an item with 100% success rate.) -------------------------------------------------------------------------------- Name: Player Battle: Frolic The player might make up a pun that will cause the enemy to laugh instead of attacking. The player might also do nothing though. Effect: None Command: GoPlay You "lose" 100 gold and the Player will wander off to play. He'll come back with an item, nothing or a monster on his tail. Camp: Opens a casino in the camp. You can play slot machines there. Comments: Having a casino in the camp is amazing. The battle ability is not that much. It even works on bosses though. Beating on the final boss while he is lying on the floor laughing has a certain charm to it ;) -------------------------------------------------------------------------------- Name: Super Player Battle: Play The player might make up a pun that will cause the enemy to laugh instead of attacking. The player might also do nothing though. I guess the chance he is actually doing anything is higher compared to the normal Player, I could be wrong though. Effect: None Command: GoPlay You "lose" 100 gold and the Player will wander off to play. He'll come back with an item, nothing or a monster on his tail. Camp: Opens a casino in the camp. You can play slot machines there. Comments: Pretty much identical to the normal Player. -------------------------------------------------------------------------------- Name: Play Master Battle: Spree The player might make up a pun that will cause the enemy to laugh instead of attacking. The player might also do nothing. I guess the chance he is actually doing anything is higher compared to the other Player classes, I could be wrong though. Effect: None Command: GoPlay You "lose" 100 gold and the Player will wander off to play. He'll come back with an item, nothing or a monster on his tail. Camp: Opens a casino in the camp. You can play slot machines there. Comments: Pretty much identical to the normal Player. If you have a player in the party, there is a new event with a merchant. The merchant is saying that the player would owe him money. The amount of money taken is quite hefty, around 40% of what you have! You can't refuse him either. Think twice before taking a player with you. (Note: The combination attack actually deals damage. Who would have thought that? It isn't that much damage though...) -------------------------------------------------------------------------------- Name: Tamer Battle: Soothe Increases the chance of the enemies dropping their hearts after battle. Effect: None Command: None Camp: Nothing Comments: Essential class if you want to get monster hearts. -------------------------------------------------------------------------------- Name: High Tamer Battle: Flatter Increases the chance of the enemies dropping their hearts after battle. Larger increase than with Soothe. Effect: None Command: None Camp: Nothing Comments: Identical to Tamer, just with higher chance of success. -------------------------------------------------------------------------------- Name: True Tamer Battle: Appease Increases the chance to get a monster heart after battle substantially. Effect: None Command: SenseMonster Tells you exactly which enemies are roaming the area. Camp: Nothing Comments: The command is very useful if you are searching for a specific monster. (Note: The combination attack has an even higher chance to get a monster heart. Unfortunately it's still far from definite though.) -------------------------------------------------------------------------------- Name: Seer Battle: Foretell Tells you how many HP the first enemy has left. Effect: RevealOrbs Shows locations of 2 color orbs on the world map. Command: None Camp: A Seer can tell you your fortune in the camp. It will give you hints were you must travel to in order to advance the story. Comments: Very useful class. In the epilog it becomes really essential in order to find the color orbs. -------------------------------------------------------------------------------- Name: High Seer Battle: Divination Tells you how many HP the first enemy has left. Effect: RevealOrbs Shows locations of 5 color orbs on the world map. Command: None Camp: A Seer can tell you your fortune in the camp. It will give you hints were you must travel to in order to advance the story. Comments: Improved Seer. Try to replace your Seer with High or True Seers as soon as possible. -------------------------------------------------------------------------------- Name: True Seer Battle: Prophesy Tells you how many HP and MP the first enemy has left. Effect: RevealOrbs Shows locations of all color orbs on the world map. Command: None Camp: A Seer can tell you your fortune in the camp. It will give you hints were you must travel to in order to advance the story. Comments: You should definitely try to get one for the epilog. Extremely useful! (Note: The combination attack does damage) -------------------------------------------------------------------------------- Name: Mapper Battle: CheckMap Increases your monster's speed. Effect: None Command: OpenMap Allows you to open the world map. A small area around your position is shown. Camp: Nothing Comments: You'll want to take a Mapper with you to be able to use the world map. You might want 2 at once though, so you get the full overview. In battle, they aren't that useful. -------------------------------------------------------------------------------- Name: Great Mapper Battle: ConfirmMap Increases your monster's speed. Effect: None Command: OpenMap Allows you to open the world map. The full worldmap is shown. Camp: Nothing Comments: His map is very useful. -------------------------------------------------------------------------------- Name: True Mapper Battle: MemorizeMap Increases your monster's speed the most. Effect: None Command: OpenMap Allows you to open the world map. The full worldmap is shown, with different colors for woods, deserts and mountains. Camp: Nothing Comments: The best mapper. You don't really need the improved world map though, the colors aren't making much of a difference. -------------------------------------------------------------------------------- Name: Fighter Battle: Critical A physical attack with a chance of killing the enemy with a single, critical hit. Effect: None Command: None Camp: Nothing Comments: Good damage dealing class. -------------------------------------------------------------------------------- Name: Great Fighter Battle: CriticalFist A physical attack with a chance of killing the enemy with a single, critical hit. Better than Critical. Effect: None Command: None Camp: Nothing Comments: Slightly improved Fighter. -------------------------------------------------------------------------------- Name: True Fighter Battle: CriticalStrike A physical attack with a chance of killing the enemy with a single, critical hit. Better than the other two Critical skills. Effect: Squall You'll have a higher chance of getting preemptive attacks against the enemies. Command: None Camp: Nothing Comments: The effect really adds to the class. Combined with a True Fencer you can really finish most random encounters before the enemies can even hit you once. Recommended. -------------------------------------------------------------------------------- Name: Gambler Battle: ChanceDuel A very random move. It might half an enemies' or one of your guard monster's HP. Effect: None Command: None Camp: Opens a casino with a poker table. Comments: This is the class for people who feel lucky. You might do big damage, or you might accidentally kill yourself. I can live without them. -------------------------------------------------------------------------------- Name: High Gambler Battle: DoubleDown Another very random move. It might half an enemy group's or one of your guard monster's HP. Effect: None Command: None Camp: Opens a casino with a poker table. Comments: The odds are still the same, but the result is better. A whole group of enemies gets affected instead of one. -------------------------------------------------------------------------------- Name: Gamble King Battle: TripleDown It might half all enemies' or one of your guard monster's HP. Effect: None Command: None Camp: Opens a casino with a poker table. Comments: Now we are talking. The effect when winning is actually strong enough so that it's worth considering taking the risk.