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Hello,

Would like to discuss what makes sense for class change so we can plan ahead.
Other than Fighter -> lord and Alchemist -> Hunter sort of natural progression, any other "good" class change move?

Also, For thoses of you who finished the game, what did you tend to have around mid point and end game so we can plan early? Are most of your team able to cast just about everything?

Also, when is a good time (lvl) to class change?

What would make sense for a brawler? A thief?

You keep HP and Spells on class change right?
So wouldn't it be best to start with combat heavy group for the initial HP boost and then class change them into mage/priest/bishops etc

Many questions...

Thanks!
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jfamiot: Hello,

Would like to discuss what makes sense for class change so we can plan ahead.
Other than Fighter -> lord and Alchemist -> Hunter sort of natural progression, any other "good" class change move?

Also, For thoses of you who finished the game, what did you tend to have around mid point and end game so we can plan early? Are most of your team able to cast just about everything?

Also, when is a good time (lvl) to class change?

What would make sense for a brawler? A thief?

You keep HP and Spells on class change right?
So wouldn't it be best to start with combat heavy group for the initial HP boost and then class change them into mage/priest/bishops etc

Many questions...

Thanks!
Fighter to Lord is actually not a useful class change. Mage or Alchemist to Lord is a much better choice because you get to keep your old spells.

Most of my current party (final postgame dungeon) can cast cleric spells, with multiple characters with mage and alchemist spells. One thing of note is that mages become less useful in the post-game. while bishops become more useful. I have found my fairy bishop with Magic Essence to be quite useful. (Spirit Contract and Magic Essence only affect mage spells, however.)

Class change should be done as soon as you know at least one spell of each spell level and meet the stat requirements. There's no point in waiting.

You do keep HP; however, due to the way HP gains work, you will only gain 1 hit point per level until you would have caught up to what your new class and level would have. Hence, the real reason to class change is to keep spells.

A thief should have a variety of spells so she can do something useful during combat.

I have not seriously used a brawler, but if you want to use one:
Early on, make her a fairy or dragonewt. Fairies get an AC bonus and, after the first few dungeons, there is an event in Hostrana that gives you a nice weapon. Dragonewts are more conventional, but they get more HP (from vitality over 15), more strength (which helps with damage if it's over 15), and a breath attack. Late game, devilish is the best race, and there just so happens to be a spot where you can make a character into a devilish.

Also, there are a few monsters that become good party members if you Contract and then Spirit Pact them. (For best chance, the summoner should be at least 10 levels higher than the enemy.)
You can class change anytime you want if you meet minimum requirements. Your Lv. will be reduced to 1 and EXP to 0.

When you class change, your HP will be same, but during leveling up it will catch up (or slow down, so you see +1 HP each level-up for ages) to HP of your new class. You keep only 3 spells per spell level (if you got access to that spell level).

So best time to class change is usually when you get access to 7th level of spells (doesn't matter if it will be only 1 spell, but spell level must be unlocked).

There is not much sense to change class unless it unlocks another spell school, and even then you should keep following things in mind:

1. Thief is good as final class (because of Thief Skills).
2. Alchemist is good as final class (because of Alchemy).
3. Cleric/Valkyrie is good as final class because of auto-hitting ghosts.
4. Ninja is good as final class because of beheading.

Also you will lose ability to equip Innocent gear (only useable if you don't change class), doesn't seem to be a big loss.
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Sarisio: You keep only 3 spells per spell level (if you got access to that spell level).
Actually, that should be "you keep only 3 spell *points* of each level. You do not forget any spells you know; you just lose (and sometimes gain) casts of them.
Thanks Everyone!

That cleared up most of my questions.

Cheers!
I didn't class change myself.

There are only really two reasons to class change:
- You want a class to have spell slots and spells from another class (3 per level)
- You don't want to waste your time rerolling at character creation until you get a high enough result to start with one of the advanced classes right away (that's why many people say Fighter -> Lord, that's only to get the stats to become a Lord, there's no loss compared to just start as a Lord right away if you want to bother with the stat rolls)
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RyaReisender: I didn't class change myself.

There are only really two reasons to class change:
- You want a class to have spell slots and spells from another class (3 per level)
- You don't want to waste your time rerolling at character creation until you get a high enough result to start with one of the advanced classes right away (that's why many people say Fighter -> Lord, that's only to get the stats to become a Lord, there's no loss compared to just start as a Lord right away if you want to bother with the stat rolls)
There's a third reason:
You want a Devilish in a certain class, can't find a monster that is of that class post Spirit Pact, and haven't found the event to change an existing character to a Devilish.

Also, a fourth reason, though I would consider it an exploit:
You want a level 1 character with high HP who can cast Miracle without losing any levels or HP. (One note; restoring that character's MP is non-trivial; resting will cause unwanted level ups, and Miracle (even the Infinite Magic miracle) will not restore the caster's MP unless she is actually level drained. (Infinite Magic only lasts for that fight.))

Edit: Actually, I thought of a fifth reason:
Your mage just reached level 13 and learned Diomente plus at least one other spell. You will only have one cast of Diomente, but if you class change now you will get 1 MP per spell known (max 3 per spell level), which will actually get you a second (or third if you know all three spells) cast of Diomente. (Note that you can accomplish the same thing by casting Miracle (and being drained to level 12 as a result) instead, assuming you actually know that spell.)
Post edited July 29, 2015 by dtgreene
and haven't found the event to change an existing character to a Devilish.
That event actually seems to be bugged in the GoG version. Game always crashes there.

and haven't found the event to change an existing character to a Devilish.
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RyaReisender: That event actually seems to be bugged in the GoG version. Game always crashes there.
I haven't had the game crash there. Maybe it's because I am running the game under WINE rather than Windows?
Dunno, I just saw that people on Steam complained about the same bug, so I thought it was a common PC version problem.
Thanks all.

And since some of my char have had low HP, they tend to die out fairly often. And they often turn to ashes when trying to heal. How is the % to turn to ashes calculated? Is it based on Vit points? Or luck?

Thanks!
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jfamiot: Thanks all.

And since some of my char have had low HP, they tend to die out fairly often. And they often turn to ashes when trying to heal. How is the % to turn to ashes calculated? Is it based on Vit points? Or luck?

Thanks!
I haven't tested in Elminage Gothic, but in classic Wizardry, it was based on the target's Vitality and the resurrection method used.

There are two reliable resurrection methods:
1. The premade Fairy Cleric has an ex skill called Sacrifice. That will revive the dead (with the catch that the user turns to ashes).
2. Miracle also works. If the option to revive (Health and Recovery, I believe) doesn't show up, cancel and try again next time. Note that the caster, if higher then level 1, will lose a level when you do this.
When one of my characters dies, I usually just restart the game. =p
Since even if your revive is successful, your character ages by 1 year.

I'm not sure if VIT affects the success chance but the level 6 revive seems to have a 75% success chance. The level 7 one can't be used in battle but seemed to have an equal chance (I really haven't used this one enough to tell).
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RyaReisender: When one of my characters dies, I usually just restart the game. =p
Since even if your revive is successful, your character ages by 1 year.

I'm not sure if VIT affects the success chance but the level 6 revive seems to have a 75% success chance. The level 7 one can't be used in battle but seemed to have an equal chance (I really haven't used this one enough to tell).
When you get to the late postgame, especially the final postgame dungeon, restarting everytime somebody dies stops being a viable option. Death occurs way too often, and everytime you reload a mid-dungeon save, all your characters (including those not in your party) age around 15 days.

If you want to level up without worrying too much about aging, the final storyline dungeon is better because reloading only sometimes makes you age a year and the enemies die faster. (One note: if you have a high level Cleric, Dispel affects all enemies, yields experience, and is 90% reliable if your level is much higher then the enemies.) (Fighting in the post-game dungeons is necessary to get the items dropped there, however.)
So, as soon as you get access to seventh level spells you should class change right?

How much MP per spell level can you unlock in the previous class you changed from? Can you get 9 casts or is there a limit for your previous spell casting class?