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Note: For the spell levels of each character, it should be noted that either you changed classes at Level 20, or not at all. For example, Sarah learns Blast Level 3 at Level 25. If you promoted her to Vicar/Master Monk at Level 20, she would learn Blast at Level 5 of her new class, or Level 25 if she was a Priest. However, if you don't promote her until Level 24, she will require an additional 5 levels as Vicar or Master Monk to learn Blast at Level 3.

Bowie Sarah Chester Jaha Kazin Slade
Kiwi Peter May Gerhalt Luke Rohde
Rick Elric Eric Karna Randolf Tyrin
Janet Higins Taya Skreech Frayja Jaro
Gyan Sheela Zynk Claude Chaz Lemon


Bowie
Swordsman Hero
Spells Weapons
Spell Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4
Swords
Start      
22 31 42 51
Worth of Swordsman Worth of Hero
This is Bowie's starting class, and is decent. He hits fairly hard and has the second-highest MOV range. However, don't push him too far forward without healing or he'll be exhausted of his HP quickly and you'll lose half your gold. Bowie is also the only character in the game capable of casting Egress. As the main character, of course Bowie will be given the Hero class. The Hero class is invaluable and Bowie should be one of your main attackers. Bowie retains Egress and also learns Bolt at higher levels. He is also the only Force member who can use the Achilles Sword (the only weapon that can hurt Taros), plus the Levanter and the Force Sword, which are the two most powerful non-cursed swords, and among the most powerful weapons in the game.

Sarah
Priest Vicar Master Monk
Spells Weapons
Spell Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4
Rods and Staves
Gloves (Master Monk only)
Start 7 22 40
4 13 33 45
10 16 25 36
19 29    
Worth of Priest Worth of Vicar Worth of Master Monk
Sarah and Chester go with you to follow Sir Astral into the castle. Early on, Sarah is quite versatile. She can heal most people in one spell and for the first few fights, she can hit as hard as Chester and Bowie. Using her to heal every turn will constantly give you 10 exp. points, at least. Even just for healing 1 HP. This makes building levels with her easy. The Vicar class retains Sarah's healing prowess, but at this point, her attack is severely lacking. If you choose to keep Sarah as a Vicar, keep her in the back and healing the other party members every turn. Sadly, her lack of Aura (heal-all) makes her less valuable compared to to other characters who do know it. The Master Monk is a much better fit for Sarah. Her healing power goes down a bit, but her attack skyrockets. You can use her as a front-line fighter, and still use her as a backup healer if you need it for only one or two people. There are two Vigor Balls in the game. One Vigor Ball is located in Elven Town in a hidden chest in the NW woods. The other is at Sheela's Dojo, in a tree near the pond.

Chester
Knight Paladin Pegasus Knight
Spells Weapons
Chester doesn't learn any spells.
Spears
Lances
Worth of Knight Worth of Paladin Worth of Pegasus Knight
Chester and Sarah go with you to follow Sir Astral into the castle. Chester is an excellent fighter early on. He will have one of the highest move rates in your party, and is your only ranged physical attacker (with spears), until you get May. Chester also has a solid defense to go along with his high attack, which makes up for the lack of spells. The Paladin class is basically an upgraded Knight. Chester keeps all of the positive traits he had from the Knight class, but better. He may not have the best move rate, but he's still strong enough to remain a frontline fighter. The Pegasus Knight is alright. Chester can fly if he's promoted to this class, which is great. But you already have Peter, Luke and Screech for flying. Besides that, it takes so long to find the Pegasus Wing, you'll probably have already promoted Chester by then. The Pegasus Wing is located in Pacalon Castle, along the wall directly south of the blue carpet to the throne room.

Jaha
Warrior Gladiator Baron
Spells Weapons
Jaha doesn't learn any spells.
Axes
Swords (Baron only)
Worth of Warrior Worth of Gladiator Worth of Baron
Jaha joins you at the town entrance of Granseal, on your way to Yeel. Pure physical attacker, is what Jaha is. His move rate is rather low, but he's the best physical attacker in your party for a long time. He also comes with a good defense stat. Give him a Running Pimento or Running Ring to let him cause destruction across the battlefield This is still a good class for Jaha, in case you want to save the Warrior Pride for Randolf. Basically, it's an upgraded Warrior. His move rate is still rather low, though. But as long as you make the proper adjustments, he can still be dangerous. Jaha trades in his axes for a sword, if you promote him to Baron. This is a better fit, as his move rate will also increase by 1 upon promotion to this class. Best of all, you get the Warrior Pride well before Jaha needs be promoted. The Warrior Pride is located behind the shield in your training base in New Granseal Castle.

Kazin
Mage Wizard Sorcerer
Mage/Wizard Spells Sorcerer Spells Weapons
Spell Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Spell Lvl. 1 Lvl. 2
Rods and Staves
Start 5 22 35
Start 12
9 25    
4 17
13      
7 26
18 29    
21 36
Worth of Mage Worth of Wizard Worth of Sorcerer
Kazin is the first Mage/Wizard who joins you to help seal Granseal as per the wish of his dying master. He learns all four of his spells before his class change, but Blaze is the only one that deals direct damage. As a Wizard, Kazin's only attack spell is Blaze. If you like his support spells, keep him with you. If not, put Chaz or Tyrin in instead. Kazin just takes up room otherwise. Kazin should definitely be made a Sorcerer, if you want him to be able to attack more. He now has four attack spells, instead of just one (two if you count Desoul). The Secret Book is located in Elven Town, in a bookshelf in the upstairs of a house.

Slade
Thief Ninja
Spells Weapons
Spell Lvl. 1 Lvl. 2 Lvl. 3
Daggers (Thief)
Swords (Ninja)
4 9 25
14 19 32
Worth of Thief Worth of Ninja
Slade joins you after you receive the Jewel of Life in Galam Castle. Despite being a Thief, Slade doesn't have a steal ability. He's just fast and has the highest MOV in the Force at this point, except for Chester. Sure, he's not the strongest fighter, but with a little patience and support, Slade can quickly gain the ability to hold his own despite his weapon of choice. The class change into a Ninja makes Slade one of the best characters of the game. He's unique, being the only Ninja you'll find. He's still fast, he's still got a high MOV but now he's swinging a sword. Better yet, he's now got two ninja spells at his disposal. Find some Mithril and hopefully you'll create a Gisarme. It is a sword only Slade can wield, and comes with a chance to cause instant death. Keep him in the Force.

Kiwi
Tortoise Monster
Spells Weapons
Kiwi doesn't learn any spells.
Kiwi doesn't use weapons.
Flame breath (Monster)
Worth of Tortoise Worth of Monster
Kiwi joins you if you find him in an abandoned house in-between the time before you go to the Ancient Tower a second time, or before you escape from Granseal. For the first couple battles you have him, Kiwi (default name) is a decent addition to your team. However, his low defense and low HP will soon cause him to be killed rather quickly. I mainly used him for killing enemies with little HP left, then got rid of him. If you want to keep Kiwi, promote him to Monster. His attack and defense will be much higher, plus he'll gain the ability to use a flame attack for more damage. Too bad it occurs randomly. And his low HP is still there, so he'll still probably be killed off quickly. Unless you think Kiwi is one of the best things since sliced bread, put someone else in.

Peter
Phoenik Phoenix
Spells Weapons
Peter doesn't learn any spells.
Peter doesn't use weapons.
Worth of Phoenik Worth of Phoenix
Peter joins you as an uncontrollable guest after your first battle on Parmecia, plus the little movie. He joins permenantly after you visit Volcanon. Either way, you're stuck with him for a few battles. And boy, is it a good thing. He has a high attack when he joins at level 9. Once he's level 12, he'll have already broken 30 ATK. It's a little tough getting him to attack while you don't control him though, thanks to the AI. Ok. Once you can actually control Peter, his value increases more. Without the AI controlling him, you can move him in and out of the fight easily. And he can take it too. Sure, he may not have the MOV of Chester and Slade or the ranged attacks of May and the other snipers, but keep him. He hits hard enough to make up for it. Lastly, he picks up some fire resistance when he's promoted.

May
Ranger Bow Knight
Spells Weapons
May doesn't learn any spells.
Missiles
Worth of Ranger Worth of Bow Knight
May joins you at the gates of Ribble after you speak to the mayor. She's ok. It's nice how she has to be at least two spaces away to attack, it virtually nullifies any possible counter, except from other archers. She's good, so just keep developing her. Once you've promoted May, you'll probably have the other missile users in your party as well. If you want one an archer in your party, keep May. Out of them all, she has the best MOV. It'll let her move into range easier and therefore, make her more useful.

Gerhalt
Wolfman Wolf Baron
Spells Weapons
Gerhalt doesn't learn any spells.
His claws
Worth of Wolfman Worth of Wolf Baron
Even though Polcans don't fight, Gerhalt joins you permanently after the battle in the streets of Polca to fight off Zeon's forces. He hits enemies hard, but like Jaha, he's a slow mover. After his promotion, Gerhalt gets a lot shaggier. He's still hitting hard, though. He's also still just as slow. If you want to keep using the wolf warrior (which I would recommend), give him your Running Pimentos and watch zoom around.

Luke
Birdman Bird Battler
Spells Weapons
Luke doesn't learn any spells.
Swords
Worth of Birdman Worth of Bird Battler
Luke is the Prince of Bedoe and good with a sword. He joins up after the fight in Polca. As a flyer, he has a high MOV and he hits pretty hard. If you're going to keep him in the Force, give him the Protect Ring or some Protect Milk, as he has a low defense. Luke is almost exactly like Skreech, the other Bird Battler. If you gave Luke some Protect Milk before recruiting Skreech, keep Luke. If you haven't, it basically comes down to a matter of personal preference. You should definitely have one or the other though.

Rohde
Brass Gunner
Spells Weapons
Rohde doesn't learn any spells.
Missiles
Worth of Brass Gunner
Rohde is a historian interested in the past. Once you get the Caravan, he joins as the driver. Once you clear the way to North Paramecia, he joins the Force as a Brass Gunner. He should stick to driving. His MOV range is far too low to be useful for you. When you have three other archers who can all move farther, there's not much point in using him.

Rick
Knight Paladin Pegasus Knight
Spells Weapons
Rick doesn't learn any spells.
Spears
Lances
Worth of Knight Worth of Paladin Worth of Pegasus Knight
Rick joins you at the entrance of Hassan after you dispatch Taros. He's a good, quick fighter. You have to keep his level high at the beginning, as he joins a few levels behind the rest of the Force (unless you're playing to level as little as possible). The Paladin class is basically an upgraded Knight. Rick keeps all of the positive traits he had from the Knight class, but better. His defense may lag a little behind the others, so keep that high and who knows, he may replace Chester eventually, if you so choose. The Pegasus Knight is alright. Rick can fly if he's promoted to this class, which is great. But you already have Peter, Luke and Screech for flying. Besides that, it takes so long to find the Pegasus Wing, you'll probably have already promoted Rick by then. The Pegasus Wing is located in Pacalon Castle, along the wall directly south of the blue carpet to the throne room.

Elric
Archer Sniper Brass Gunner
Spells Weapons
Elric doesn't learn any spells.
Missiles
Worth of Archer Worth of Sniper Worth of Brass Gunner
You rescue an unconscious Elric from the Harpy pool, where he is about to be ravaged by said Harpies. He joins after the battle. He's pretty good. His MOV is a bit lower than May though, so you may want to fix that. Elric makes a very good Sniper. He's got a high enough attack so that if you fix his MOV, he could stick around in your starting Force for awhile. Elric makes a better Sniper than a Brass Gunner. I wouldn't bother, considering you have a Brass Gunner already (Rohde). It will hinder his MOV, causing him to lag behind during the battle and in levels. The Silver Tank is located in the Cavern of Darkness, in a chest.

Eric
Knight Paladin Pegasus Knight
Spells Weapons
Eric doesn't learn any spells.
Spears
Lances
Worth of Knight Worth of Paladin Worth of Pegasus Knight
Eric is one of the four people you can pick to join you, at Creed's Mansion. He may have a high HP value, but his attack and defense are so low, it doesn't exactly balance out. Take him if you want. The Paladin class is basically an upgraded Knight. Eric keeps all of the positive traits he had from the Knight class, but better. If you take Eric and take the time to improve his stats, he can end up contributing. Rick and Chester can contribute sooner, though. The Pegasus Knight is alright. Eric can fly if he's promoted to this class, which is great. But you already have Peter, Luke and Screech for flying. Besides that, it takes so long to find the Pegasus Wing, you'll probably have already promoted Eric by then. The Pegasus Wing is located in Pacalon Castle, along the wall directly south of the blue carpet to the throne room.

Karna
Priest Vicar Master Monk
Spells Weapons
Spell Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4
Rods and Staves
Gloves (Master Monk only)
Start 5 22  
8 16 26 37
12 30    
33 41 45 60
Worth of Priest Worth of Vicar Worth of Master Monk
Karna is one of the four you can pick to join you, at Creed's Mansion. She is one of the only characters who can learn Aura, she can boost your party's Agility so they can fight faster and she becomes a Master Monk. A top choice out of the four. The Vicar class retains Karna's healing prowess, but at this point, her attack is severely lacking. With two Vigor Balls to find and Aura's multi-heal capability to offset a loss in healing, make her a Master Monk. The Master Monk is a much better fit for Karna. Her healing power goes down a bit, but her attack skyrockets. You can use her as a front-line fighter, and still use her as a backup healer if you need it for one person, or a whole bunch of people. There are two Vigor Balls in the game. One Vigor Ball is located in Elven Town in a hidden chest in the NW woods. The other is at Sheela's Dojo, in a tree near the pond.

Randolf
Warrior Gladiator Baron
Spells Weapons
Randolf doesn't learn any spells.
Axes
Swords (Baron only)
Worth of Warrior Worth of Gladiator Worth of Baron
Randolf is one of the four you can pick to join you, at Creed's Mansion. He would make another good choice, having a high strength value. His defense is a bit lower than Jaha's though. If you like an all-out attack, consider Randolf for your team. This is still a good class for Randolf, in case you want to save the Warrior Pride for Jaha. Basically, it's an upgraded Warrior. His move rate is still rather low, though. In fact, if you did make Jaha a Baron, it's a little too low for him to be useful now. Randolf trades in his axes for a sword, if you promote him to Baron. This is a better fit, as his move rate will also increase by 1 upon promotion to this class. You do get the Warrior Pride well before you even meet Randolf, though. The Warrior Pride is located behind the shield in your training base in New Granseal Castle.

Tyrin
Mage Wizard Sorcerer
Mage/Wizard Spells Sorcerer Spells Weapons
Spell Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Spell Lvl. 1 Lvl. 2
Rods and Staves
Start 11 51 56
Start 12
5 22 31 38
3 16
25      
8 25
28 35 54 60
20 29
Worth of Mage Worth of Wizard Worth of Sorcerer
Tyrin is one of the four you can pick to join you, at Creed's Mansion. If you like magic a lot, pick him. As a Mage/Wizard, he learns Blaze, Freeze AND Bolt. Definitely better than Kazin. Tyrin's going to make a much better Wizard than Kazin. Blaze, Freeze and Bolt are all worthwhile spells to have in your magic arsenal. In a Wizard toss-up, take Tyrin over Kazin Leave the summoning to Kazin. They learn the same spells and while Tyrin may learn a couple of them faster, both of them will benefit more this way in the long run. The Secret Book is located in Elven Town, in a bookshelf in the upstairs of a house.

Janet
Archer Sniper Brass Gunner
Spells Weapons
Janet doesn't learn any spells.
Missiles
Worth of Archer Worth of Sniper Worth of Brass Gunner
Janet joins up with you as you leave New Granseal, after you receive the Dynamite. Her attack is lower than Elric's, but her higher defense and agility still make her a good choice to have Janet makes a very good Sniper. Like Elric though, you'll have to fix her MOV to make her a good contributor to the team. May easily runs circles around her. Brass Gunner = bad. They're far too slow to be much use to you as a player. If you want to keep Janet in your Force, keep her as a Sniper. The Silver Tank is located in the Cavern of Darkness, in a chest.

Higins
Paladin
Spells Weapons
Higins doesn't learn any spells.
Spears
Lances
Worth of Paladin
You find Higins being beat on by some lesser devils. You rescue him and he joins you out of gratitude. He's an older paladin, with a lower attack and defense than the other centaurs. There are other, better alternatives to use instead of Higins, for both mobility (the flyers) and for strength (Chester, Rick).

Taya
Sorcerer
Spells Weapons
Spell Lvl. 1 Lvl. 2
Rods and Staves
Start 15
12 19
22 29
25 34
Worth of Sorcerer
Taya joins you in Mitula's shrine, where she is a statue. If, for some reason, you made Kazin a Wizard, definitely take her with you. If Kazin is a Sorcerer, she's not quite so useful. However, if you adjust her defense, she would still make a good addition to the Force.

Skreech
Bird Battler
Spells Weapons
Skreech doesn't learn any spells.
Swords
Worth of Bird Battler
That chick you saved in Bedoe has become all grown up. He joins with you in Tristan, after you leave Mitula's shrine. He is basically alike to Luke, in almost every facet. They're interchangeable, almost. Skreech looks cooler, though.

Frayja
Vicar
Spells Weapons
Spell Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4
Rods and Staves
Start 13 56 60
5 17 37 43
34 40 46 52
49      
Worth of Vicar
Frayja sealed up the gates of Moun. He joins you as an NPC and accompanies you to Moun. Upon arrival, it turns out everyone is dead, because the demons were inside too! Frayja angsts about it, then he replaces whoever is #12 in your rotation. Egress out and replace him. Overall, he's fairly useless. The only unique spell he has is Attack, which he learns at Level 49. Too long a wait, sorry.

Jaro
Pegasus Knight
Spells Weapons
Jaro doesn't learn any spells.
Spears
Lances
Worth of Pegasus Knight
Jaro is an enemy in the battle just north of Pacalon. Halfway through, he decides to switch sides. His only plus is that he can fly and even that's cancelled out, when you consider that you already have three flying units. I wouldn't bother with him.

Gyan
Gladiator
Spells Weapons
Gyan doesn't learn any spells.
Axes
Worth of Gladiator
Gyan is from Ribble, but he is in Moun protecting the survivors. He will join you after the fight inside Moun. He has a very high defense but a low MOV rating. If you fix his MOV, he is a great asset to your team in the upcoming battles.

Sheela
Master Monk
Spells Weapons
Spell Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4
Gloves
Start 5 41 51
7 18 38 47
11 36    
20 44    
Worth of Master Monk
Just southwest of where the Nazca ship crashed, Sheela has setup a Dojo. She joins the Force for revenge on the Red Baron (very unholy of her). She's strong and she can heal. A definite help to your cause, I wouldn't pass up a chance to have three Master Monks in the Force.

Zynk
Robot
Spells Weapons
Zynk doesn't learn any spells.
Zynk doesn't use weapons.
Worth of Robot
You find this Robot from the past in Moun, protecting the people. He joins up with you as an NPC until you reach Roft, when Petro dies. After that, he joins permenantly. He has a MOV of just 4, but he can be a reliable fighter if you fix that.

Claude
Golem
Spells Weapons
Claude doesn't learn any spells.
Claude doesn't use weapons.
Worth of Golem
To get Claude to join, you must take the Arm of Golem you find in Moun, to the ancient tunnel. Claude will revive and join you. He fights the golem stereotype of being big, strong and tough. He also fits the stereotype of being slow and plodding (just a MOV of 4). I wouldn't take him to the end.

Chaz
Wizard
Spells Weapons
Spell Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4
Rods and Staves
Start 11 56 60
6 17 25 46
40 44 49 53
41      
Worth of Wizard
After you play the piano in the Yeel bar and you go to the church, Chaz will appear. As the son of Sir Hawel, he is an excellent wizard. Like Tyrin, he learns all three attack spells. If you failed to pick up Tyrin on your first trip to Creed, take Chaz in your Force.

Lemon
Red Baron
Spells Weapons
Lemon doesn't learn any spells.
Axes
Swords
Worth of Golem
You find Lemon a little ways from Yeel. He asks if he can join and you should obviously accept. He's very strong and an overall excellent frontline fighter. Definitely put him into your starting lineup for the last battles.




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