剣の街の異邦人 ~黒の宮殿~

剣の街の異邦人 ~黒の宮殿~

148 人が評価
Class Guide
作者: XT
This is a guide to the abilities learned by each class and at which level.
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Class Changing
You can change a character into a total of 5 classes in a single playthrough, which is increased in New Game+. If you change back to a class you already belonged to, it's counted twice. Skills transfer, but spells do not, though skills must be equipped in one of the skill slots to take effect. Spells are transferred by equipping the skills that contain them, but note that you get only the spells listed in the skill's description, equipping Magic 1 will NOT give you those from Magic 2. You start with 2 skill slots and gain additional skill slots by learning "Skill Token" which every class learns at level 13, up to a maximum of 16 skill slots in NG+. Changing classes cuts your current level in half and it costs 100 * (level) * (number of classes) BC. By way of example, that means that if a lvl 20 knight changed to Samurai, they would become a level 10 Samurai and it would cost 2000 BC (20 * 100 * 1). If they changed again to Ranger, they would drop to a level 5 Ranger (20 Knight/10 Samurai/5 Ranger) and it would again cost 2000 BC (10 * 100 * 2). Changing yet again, they would drop to level 2 and it would cost 1500 BC (5 * 100 * 3). Notice that level is rounded down when changing class.
Character Age
Your age affects the number of bonus stats you can roll, the hospital recovery time, as well as the number of hearts (lives) your character has. Characters die permanently when they have no hearts left. Therefore, most characters should have two hearts (age 40-59), but the MC should have only one, because unlike everyone else, they don't lose hearts. The maximum stat roll for 60-99 is 30, while the maximum for the 40-59 range is 14 (or 17 if Fortuante). The other ranges, in general, should not be used.

Age
Base Stat Bonus
Hearts
10-19
3
3
20-39
5
2
40-59
7
2
60-99
10
1
Talents
Each character can have a talent from the following list. The chosen talent does not depend on the character's class, but given that ID scales off of PIE, it's something of a waste to put Educated on anyone other than a Cleric. The talents are:

Name
Effect
Fortunate
Lower chance of ambush. +3 starting stats.
Educated
Increased item and monster ID stat (30%).
Invincible
Defense against paralyze and critical attacks.
Intuition
Increased OL (open locks) stat (30%).
Wild Eye
Detect secrets within the labyrinth.

For these, it's important to know how the ID (identify) and OL (open locks) abilities scale with your character's stats:

Name
Full Name
Effect
Formula
Maximum
ID
Identify
Chance to identify items and monsters.
10 + (PIE × 2) + ID bonus + Educated (30)
95
OL
Open Locks
Chance to identify traps.
10 + AGI + LUC + OL bonus + Intuition (30)
95

The OL / ID bonus is the bonus stat provided by some gear. As you can see, your ninja/ranger might want intution and your cleric is the only one who should get educated as no one else will scale. Intution and educated provide flat 30% bonuses and only the highest value in the party is used. Therefore, you probably want to make most characters fortunate for the bonus stats. ID isn't all that worthwhile if your cleric has high piety. Invincible is a noob trap. It would be good, but spirit wall protects from crits and high level clerics (holy soul) and knights (secret defense) can and should completely replace it with a skill. Intuition is good to help you deal with traps, though. Wild Eye can be useful when exploring, but it's not useful at all if you have maps or know where things are.
Notable Skills
It is important to know which skills are the most useful and plan your class changes accordingly. It is also important to know which classes are good as your final class. Ninja is considered 'broken' tier by many and makes for an excellent final class. Cleric and Wizard both have spells that cannot be passed to other classes, while Knights and Clerics have incredibly important passive immunity skills. Finally, the Ranger skill to see enemy HP is incredibly useful and should be gained early on.

Skill
Learned By
Effect
X Soul
Various
Allows you to equip that equipment type. Heavy Armor Soul lets you wear heavy armor, Katana Soul lets you use katanas, etc. Mostly useful for giving backline members better defense.
Skill Token
All - 13
Learned by every class. Gives an additional skill slot for multi-class. It's very important to gather these.
Holy Weapon
Cleric - 1
Needed in order to hurt Immortal enemies unless you have Anti-Immortal weapons. Always gets cast before any attacks in battle.
Mana Heal 1/2
Cleric - 7/25
Sustains MP in dungeons. Needs PIE and levels to be effective.
Holy #
Cleric - 7/11/20/24/30
Transfers the listed Cleric spells to another class.
Holy Soul
Cleric - 26
100% defense against conditions other than unconscious. This is the reason Cleric is in most builds. This also protects from instant death.
Weapon Trick
Dancer - 6
Weapon's attack range becomes infinite.
Sword Song
Dancer - 10
Restores Morale.
Invincible Heart
Fighter - 10
Chance to survive killing blows. Very useful.
Genocide
Fighter - 28
Attack 7 times randomly. Pair with Hunter's Secret
Secret Defense
Knight - 21
100% Immunity to critical hits and paralysis. Useful if you don't have Holy Soul.
Assassination
Ninja - 6
You can't be hit while hiding (if they would have hit you, you un-hide) and the damage is great. Need Luck to use effectively.
Shadow Sew
Ninja - 21
Stop an enemy for 2 turns.
Hunter's Eye
Ranger - 1
See enemy HP. Get this one someone early on.
Hunter's Secret
Ranger - 28
Gain High Concentration until hurt. Great for anyone using concentration-based attacks (Fighter/Dancer).
Slash #
Samurai 4/13/28
Each level of slash attacks another row of enemies, but loses damage. Great for giving AOE to rangers.
Carnage Front/Back
Samurai - 8/19
Dangerous attacks that become useful with buffed evade.
Magic Weapon
Wizard - 1
Needed in order to hurt Spirit enemies unless you have Anti-Spirit weapons. Always gets cast before any attacks in battle.
Learn Magic #
Wizard - 8/12/18/25/30
Transfers the listed Wizard spells to another class.
High/Master Cast
Wizard - 14/27
Casts the same spell 2/3 times. Costs 2x/3x MP and you can run out during casting.
Example Builds
Here are some suggested builds based on recommendations from the wiki and others.

Strong Builds

Knight (13) / Ninja (15) / Fighter (28) / Ranger (28) / Cleric (30) / Knight

Knight (13) / Ninja (15) / Dancer (28) / Fighter (28) / Cleric (30) / Samurai

Samurai (13) / Dancer (14) / Ninja (28) / Samurai (28) / Cleric (30) / Ranger

Ranger (13) / Fighter (15) / Ninja (28) / Ranger (28) / Cleric (30) / Dancer

Wizard (14) / Dancer (13) / Cleric (30) / Wizard (30) / Ninja (28) / Wizard

Cleric (13) / Dancer (13) / Wizard (30) / Cleric (30) / Ninja (28) / Cleric

Example Party

Frontliners
Samurai (13) / Knight (21) / Dancer (13) / Fighter (13) / Cleric (26) / Ninja

Back # 1
Ranger (28) / Samurai (13) / Dancer (28) / Fighter (28) / Cleric (26) / Ninja

Back # 2
Ranger (6) / Cleric (30) / Fighter (13) / Dancer (13) / Ninja (15) / Wizard (30)

Back # 3
Ranger (6) / Wizard (30) / Fighter (13) / Dancer (13) / Ninja (15) / Cleric (30)
Cleric


The Cleric is your basic healer and every party needs one. They're one of the only two spellcasting classes, the other being Wizard. Almost everyone will want to get at least Cleric 26 for Holy Soul. Spells can only be transferred to other classes by use of the Learn Holy # skills, which transfer only the spells named and no others. Note that there are three different tabs for spells, many new players have trouble finding spells like Hit and Avoid at first, which are under the Spirit tab. They also have anti-Immortal abilities like Holy Weapon and are good at identifying enemies, because that scales off of the PIE (piety) stat.

Skills

Level
Name
Effect
1
Hammer Soul
Equip Hammers.
1
Wand Soul
Equip Wands.
1
Light Armor Soul
Equip Light Armor.
1
Holy Weapon
Use 2 MP and affix Anti-Immortal effects on all ally weapons.
4
Special Weapon Soul
Equip Special Weapons.
5
Learn Holy 1
Learn Cure, Multi-Cure, Cure Poison, Hit, and Avoid.
7
Med Armor Soul
Equip Medium Armors.
7
Mana Heal 1
Recover MP by walking in labyrinths. Effect increases with level.
11
Learn Holy 2
Learn Multi-Avoid, Multi-Hit, High Cure, and Health Cure.
12
Exchange Mana
Exchange user's MP with another member's MP.
13
Shield Soul
Equip Shields.
13
Skill Token
Gain a skill slot.
18
Holy Shield
Create a wall that protects allies. Protection increases with level.
19
Master Saint
Enhance the effect of Cleric spells.
20
Learn Holy 3
Learn Force Avoid, Hit, Requiem, Holy Light, and Divine Life.
24
Learn Holy 4
Learn Full Cure, High Multi-Cure, Holy Shine, and Force Guard.
25
Mana Heal 2
Recover MP after a number of turns. Higher Piety lowers the number.
26
Holy Soul
100% defense from all conditions except unconsciousness.
30
Learn Holy 5
Learn Divine Armor, High Health Cure, Grand Cross, and Final Cure.

Heal Spells

The cleric is the only class with healing spells.

Level
Name
Effect
1
Cure
Weak heal, increases with level.
3
Cure Poison
Removes poison.
5
Multi-Cure
Casts cure on all allies.
10
High Cure
Strong heal, increases with level.
11
Health Cure
Heal all conditions except charm, unconsciousness and death.
21
High Multi-Cure
High cure on all allies.
23
Full Cure
Restores all HP.
28
High Health Cure
Casts Health Cure on all allies.
30
Final Cure
Fully recover an ally from everything but death.

Attack Spells

Clerics only have a few attack spells, but they're strong against Immortal enemies.

Level
Name
Effect
15
Holy Light
Penetrate an enemy with holy light.
20
Requiem
Cause a row of enemies to die.
22
Holy Shine
Shoot through a row of enemies with holy light.
29
Grand Cross
Cause all enemies to die.


Spirit Spells

The cleric has many useful buff spells, particularly multi-hit and multi-avoid.

Level
Name
Effect
2
Avoid
Increases ally avoid. Stacks.
4
Hit
Increases ally hit. Stacks.
8
Multi-Avoid
Casts Avoid on all allies. Stacks.
9
Multi-Hit
Casts Hit on all allies. Stacks.
14
Force Avoid
Increases all allies' Avoid until you leave the dungeon.
16
Force Hit
Increases all allies' Hit until you leave the dungeon.
17
Divine Life
Otherwise fatal damage takes MP instead of health. Only works if you have MP.
24
Force Guard
Protect all allies from magic nullification attacks.
27
Divine Armor
Reduce physical damage taken by an ally for 1 battle.
Dancer


The Dancer is a weak utility class with several great skills that should be transferred to better classes. You can gain infinite range on short range weapons to attack from the back row as well as some incredibly useful Morale skills. You also get an ability to spam items, though you can only use a single item type multiple times and you can run yourself out of items. Also, there's one bug that has been known to cause crashes: if you use a wand multiple times and it gets cursed during usage, your game may crash. Consider this fair warning.

Skills

Level
Name
Effect
1
Light Blade Soul
Equip Light Blades.
1
Special Weapon Soul
Equip Special Weapons.
1
Light Armor Soul
Equip Light Armors.
1
Trick 1
Use two of a single item type in a single turn. Items may run out during the skill.
3
Tri-Step
Concentration: 3 consecutive attacks to an enemy.
6
Weapon Trick
Equipped weapon's attack range becomes infinite.
7
Wand Soul
Equip Wands.
7
Med Armor Soul
Equip Medium Armors.
10
Sword Song
Heal Morale with the power of song. But sometimes Morale will decrease.
13
Skill Token
Gain a skill slot.
14
Tetra-Step
Concentration: 4 consecutive attacks to an enemy. Hit decreases.
18
Trick 2
Use three of a single item type in a single turn. Items may run out during the skill.
23
Star Step
Concentration: 5 consecutive attacks to an enemy. Hit decreases.
28
Miracle Song
For half HP, the Morale cost for the next Divinity used becomes zero.
Fighter


The fighter is an all-out attack class that is able to use most weapons. They're not very tanky, but they do have the useful ability to occasionally survive killing blows. They're great for boss killing.

Skills

Level
Name
Effect
1
Light Blade Soul
Equip Light Blades.
1
Heavy Blade Soul
Equip Heavy Blades.
1
Hammer Soul
Equip Hammers.
1
Shield Soul
Equip Shields.
1
Light Armor Soul
Equip Light Armors.
1
Med Armor Soul
Equip Medium Armors.
1
Heavy Armor Soul
Equip Heavy Armors.
3
Counterattack
Chance to counter when attacked. Higher rate when defending.
4
Polearm Soul
Equip Polearms.
6
Rush
Concentration: randomly attack an enemy row 3 times.
7
Claw Soul
Equip Claws.
7
Bow Soul
Equip Bows.
10
Invincible Heart
Chance to survive killing blows. Higher rate when defending.
13
Skill Token
Gain a skill slot.
15
Heavy Swing
A high damage, low Hit attack.
21
Berserk
Concentration: randomly attack an enemy row 5 times with lower attack.
28
Genocide
Concentration: randomly attack an enemy row 7 times with lower attack.
Knight


The Knight is your basic tank. It also possesses the Secret Defense skill that protects you from being one-shot by a critical hit, so many builds include knight for just that reason. They also intercept hits aimed at the back row and have skills that where you charge through the enemies, hitting one from each row at a cost of lowering your defense.

Skills

Level
Name
Effect
1
Light Blade Soul
Equip Light Blades.
1
Heavy Blade Soul
Equip Heavy Blades.
1
Polearm Soul
Equip Polearms.
1
Shield Soul
Equip Shields.
1
Light Armor Soul
Equip Light Armors.
1
Med Armor Soul
Equip Medium Armors.
1
Heavy Armor Soul
Equip Heavy Armors.
1
Trained Defense
Defense bonus increased at some levels. Chance to take half damage.
3
Vanguard Stance
Chance to intercept damage to the back row. Higher rate when defending.
4
Hammer Soul
Equip Hammers.
6
Chivalric Sword
Attack an enemy in each row. Halves user's defense. +creatures
10
Iron Defense
Taunt enemies and increase Avoid. Higher rate when in the same row.
13
Skill Token
Gain a skill slot.
15
Dark Chivalry
Attack an enemy in each row. Halves user's defense. +humans, spirits
21
Secret Defense
100% defense from enemy paralyze and critical attacks.
28
Light Chivalry
Attack an enemy in each row. Halves user's defense. +immortals, demons
Ninja


The Ninja is a highly accurate attacker that is able to penetrate enemy defenses and score critical hits. They are an extremely strong class with good evade that is recommended as the final class for most physical attackers. They are also extremely useful for grinding the flower enemies at butterfly spawns for XP.

Skills

Level
Name
Effect
1
Light Blade Soul
Equip Light Blades.
1
Claw Soul
Equip Claws.
1
Special Weapon Soul
Equip Special Weapons.
1
Light Armor Soul
Equip Light Armors.
1
Evade Training
Evasion bonus increases at some levels. Effect increases when unarmored.
3
Assassin Dagger
Chance to unleash multiple critical attacks.
4
Med Armor Soul
Equip Medium Armors.
6
Assassination
A sneak attack with high Hit. Undetectable by enemies.
7
Katana Soul
Equip Katanas.
10
Illusion
Create an illusion that protects allies from enemies for 1 turn.
13
Skill Token
Gain a skill slot.
15
Cicada Shell
Increase dodge. Higher rate when defending.
21
Shadow Sew
Seal enemies away and make them unable to move for 2 turns.
28
Critical Hit
A sure shot that increases in power the longer you're hidden.
Ranger


The Ranger is a ranged damage dealer that pairs well with concentraiton-related classes like Fighter. It also has a very useful ability that allows you to see enemy HP.

Skills

Level
Name
Effect
1
Light Blade Soul
Equip Light Blades.
1
Special Weapon Soul
Equip Special Weapons.
1
Bow Soul
Equip Bows.
1
Light Armor Soul
Equip Light Armors.
1
Hunter's Eye
See enemy HP.
3
Long Range Shot
Damage increases when attacking the back row with bows or special weapons.
4
Med Armor Soul
Equip Medium Armors.
6
Confine
Low damage attack that lowers enemy hit and avoid.
7
Shield Soul
Equip Shields.
10
Penetration
Increase penetration with Bows and Special Weapons. Some skills excluded.
13
Skill Token
Gain a skill slot.
15
Snipe
Concentration: A Penetration attack. Bow, Special Weapon damage doubles.
21
Random Fire
Attack an enemy row 3 times randomly. Attack slightly decreases.
28
Hunter's Secret
Learn High Concentration until the user is damaged.
Samurai


The Samurai has the best AOE physical attacks, though they come at a cost to damage. They're also one of two users of katanas (the other being Ninja) which are notable because most of them have the Critical property that can result in one-hit kills. Either this or your Ninja may want to get the skill to help open locks as that scales off of agility and luck.

Skills

Level
Name
Effect
1
Light Blade Soul
Equip Light Blades.
1
Katana Soul
Equip Katanas.
1
Light Armor Soul
Equip Light Armors.
1
Dual Wielding
Dual wield any one-handed weapon except Bows. The penalty is removed at 25 AGI.
4
Med Armor Soul
Equip Med Armors.
4
Slash 1
Attack an enemy row. Attack lowers slightly. S-range weapons become M.
7
Polearm Soul
Equip Polearms.
8
Carnage Front
Automatically counterattack after dodging until hit by an enemy.
13
Bow Soul
Equip Bows.
13
Skill Token
Gain a skill slot.
13
Slash 2
Attack 2 enemy rows. Attack lowers. S-range weapons become M.
19
Carnage Back
Attack continuously until either the user or the opponent dies.
28
Slash 3
Attack 3 enemy rows. Attack lowers greatly. S-range weapons become M.
Wizard


The Wizard specializes in attack magic and debuffs and does not have any healing spells, unless some were transferred from Cleric. They're also notable for having the Magic Weapon skill that allows your team to attack Spirit monsters, which can not be hurt without anti-Spirit weapons. Note that the in-game description of at least a couple of the Learn Magic skills is not correct. Fire Blast is found in Magic 1, not Magic 2. They also have a skill to cast the same spell multiple times.

Attack spells obey an elemental rock-paper-scissors as to which is most effective. Fire is good vs earth, but weak vs water. Ice is good vs fire and weak vs thunder. Thunder is good vs water.

Skills

Level
Name
Effect
1
Wand Soul
Equip Wands.
1
Light Armor Soul
Equip Light Armors.
1
Magic Weapon
Use 2 MP to affix Anti-Spirit effects on all ally weapons.
6
Enhance Magic
Enhance all magic effects cast during battle.
7
Shield Soul
Equip Shields.
7
Soul Blast
Lose some HP and unleash a shockwave. Damage increases with level.
8
Learn Magic 1
Learn Fire, Ice, Thunder Bolt, Slow, Multi-Slow, and Fire Blast (bug?).
12
Learn Magic 2
Learn Ice, Thunder Blast, Magic and Bio Wall. The in game description incorrectly claims Fire Blast is here.
13
Special Weapon Soul
Equip Special Weapons.
13
Skill Token
Gain a skill slot.
14
High Cast
Use the same spell twice. Uses double the MP.
18
Learn Magic 3
Learn Force Chime, Force Magic, Force Bio, and Force Hide.
20
Magic Master
Enhance the effect of Wizard Spells.
25
Learn Magic 4
Learn Fire, Ice, Thunder Storm, Force and Magic Break.
27
Master Cast
Use the same spell 3 times. Uses triple the MP.
30
Learn Magic 5
Learn Divine Weapon, Tri-Bolt and Omega Impact.

Attack Spells

Level
Name
Effect
1
Fire Bolt
Burn enemy. +earth / -water
3
Ice Bolt
Freeze enemy. +fire / -thunder
5
Thunder Bolt
Hit 2 random enemies with thunder. +water
8
Fire Blast
Burn row of enemies.
10
Ice Blast
Freeze row of enemies.
12
Thunder Blast
Hit a random enemy in each row.
21
Fire Storm
Burn all enemies.
23
Ice Storm
Freeze all enemies.
25
Thunder Storm
Shock all enemies.
29
Tri Bolt
Unleash fire, water and thunder on an enemy.
30
Omega Impact
Nuclear magic that damages all enemies in the blast radius.

Spirit Spells

Level
Name
Effect
2
Slow
Reduce one enemy's avoid. Stacks.
4
Multi-Slow
Casts slow on a row of enemies. Stacks.
9
Magic Wall
Protects against magic for 1 turn.
11
Bio Wall
Protects against breath/conditions for 1 turn.
15
Force Chime
Taunt stronger enemies into fighting. Prevents ambushes. Incompatible with Force Hide.
16
Force Magic
Protects against magic until you leave the labyrinth.
17
Force Bio
Protects against breath/conditions until you leave the labyrinth.
18
Force Hide
Avoid encountering weak enemies and improve ambushing. Incompatible with Force Chime.
22
Force Break
Prevents enemies from dispelling your buffs. Cast in battle only.
24
Magic Break
Halve 1 row of enemie's magic power for 1 battle.
28
Divine Weapon
Strengthen an ally's physical damage for 1 battle.
25 件のコメント
BLARGLESNARF 1月16日 2時16分 
Thank you for the quick response! I'll... try to keep them as a Cleric longer maybe. Just to not use up their Job Changes. Thank you though! <3
XT  [作成者] 1月15日 14時44分 
It's a matter of when you get powers, you can fully level as cleric if you want, but there are only so many abilities that will be useful to your final build.
BLARGLESNARF 1月15日 10時35分 
What's the advantage to Cleric swapping class to cleric 3 times? Wouldn't it be more beneficial to slap on a different class?
XT  [作成者] 2022年1月22日 13時24分 
BTW, I no longer use the AHK program to reroll. It's much easier to use Cheat Engine to just edit in some good stat rolls and I put out another guide on this. Otherwise you spend hours just creating an initial party which makes the game too painful to play.
XT  [作成者] 2022年1月22日 13時23分 
@Veliona Mercury- The MC is stuck as human for story reasons (since you're from Earth), the other characters you create can be other races.
XT  [作成者] 2021年7月7日 21時08分 
It has been a very long time since I played, but I do not recall having to unlock races. I do think that the first character is special and that might be why you cannot chose a race.

As for the suggested builds, I think they are trying to give an early boost at the expense of having fewer skills available later. It is hard to level to 30 on your very first class and you can only equip so many skills anyway. So it is not uncommon to suggest a class change at 13 for the skill token that gives you another slot and eventually circling back around to finish off the class.

There is not much worth in spending a lot of extra time leveling to get more skills that you will not have slots for, and therefore will not use. That said, I copied some of them from the wiki, so I cannot say that I know or remember all of the reasoning that went into them.
Veliona Mercury 2021年7月7日 1時19分 
How can you unlock other playable races?
Notoko 2018年11月19日 8時42分 
Great guide, thanks
Clead HeavenHell 2018年9月22日 15時45分 
And now one question:
Anyone knows if Force break (dispelling enemy buffs), dispells debuffs made with confine? It does look like...
And how much a debuff in points is confine? -1 to hit and evade? Depends in any stat?
Clead HeavenHell 2018年9月22日 15時42分 
Speaking about 2nd run: EVERY level up gives you an stat point (even leveing after a class change).
Your max stats are your base stat +10 +10 *run (first run base +20), That means, that you want your magic casters to have at least 11 base PIE for Mana Heal 2 to reach 41 in second run (meaning you heal mana every turn); or at least 9 base PIE for 29 plus +2 from items.)