Zetor
Arcane
Some class notes based on playthroughs: warrior is a solid frontliner, good both against groups and single target. No spellcasting ability though, which kinda sucks. Paladin is a must have, they get Aegis at level 10 which is how you keep your squishies from getting murderized by the endgame enemies, plus they get some extra healing / support spell slots. Samurai is good for AOE, not that remarkable otherwise... mage spells aren't that substantial since their INT is probably going to suck and they aren't getting the utility spells you'd want a mage for (map, float). In general, the spellcasting ability of physical hybrids is best spent on buffs, debuffs and healing.
Archer and ninja are both amazing... they can both hide in shadows and do massive damage to distant enemy groups, and they make surprisingly durable frontliners. Ninja is a slow starter though, only comes into its own around level 6-7; also, the hardest-hitting ninja weapons are melee range, so if they're not stealthed or using the ranged weapons (shinobi source, shuriken, etc) they can only attack from the front row. Make sure to keep anti-X weapons on them so that you're doing max damage to whomever you're fighting, esp since changing weapons/equipment is a free action. X = ghost/phantom, demihuman, machine (not mandatory, but recommended, fuckers have a lot of defense), beast (same, though only some beast types). They're physical classes, so keep pumping str and agi.
Cleric is obviously a must, and the MP switch ability has some nice uses if you're doing a lot of class changes among your casters. The PC version has class change where you keep your casting ability from your previous classes (this was dumbed down for the Vita port /rage), so you can just switch your casters around once they hit the level cap (15).
Now for the classes you're missing: mage (tsukuyomi / amaterasu) is handy because they can cast map and float, but those can be replicated from consumables if needed (there are some obnoxious levels where you'll need to cast it 5+ times in a row, thx dispel tiles), but if the shop runs out of those consumables you're stuck farming and/or SOL. Mage nuking power is not bad, but pales in comparison to what an archer or ninja can do. Scholar (moses / joshua) on the other hand is pretty much indispensable unless you have someone with high luck and don't mind getting fucked by trap RNG now and then. Also, since caster stat requirements are very close to each other, you can start off all of your casters with a level in mage/cleric/scholar, which gives them a ton more spells to use early on.
Archer and ninja are both amazing... they can both hide in shadows and do massive damage to distant enemy groups, and they make surprisingly durable frontliners. Ninja is a slow starter though, only comes into its own around level 6-7; also, the hardest-hitting ninja weapons are melee range, so if they're not stealthed or using the ranged weapons (shinobi source, shuriken, etc) they can only attack from the front row. Make sure to keep anti-X weapons on them so that you're doing max damage to whomever you're fighting, esp since changing weapons/equipment is a free action. X = ghost/phantom, demihuman, machine (not mandatory, but recommended, fuckers have a lot of defense), beast (same, though only some beast types). They're physical classes, so keep pumping str and agi.
Cleric is obviously a must, and the MP switch ability has some nice uses if you're doing a lot of class changes among your casters. The PC version has class change where you keep your casting ability from your previous classes (this was dumbed down for the Vita port /rage), so you can just switch your casters around once they hit the level cap (15).
Now for the classes you're missing: mage (tsukuyomi / amaterasu) is handy because they can cast map and float, but those can be replicated from consumables if needed (there are some obnoxious levels where you'll need to cast it 5+ times in a row, thx dispel tiles), but if the shop runs out of those consumables you're stuck farming and/or SOL. Mage nuking power is not bad, but pales in comparison to what an archer or ninja can do. Scholar (moses / joshua) on the other hand is pretty much indispensable unless you have someone with high luck and don't mind getting fucked by trap RNG now and then. Also, since caster stat requirements are very close to each other, you can start off all of your casters with a level in mage/cleric/scholar, which gives them a ton more spells to use early on.
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