DFT wrote:Requesting a list that show which mercenary classes gets which spells/skills at which level. I realise there's a lot of mercenary classes... But if anyone has the patience to list them all, I'd be very grateful.
Otherwise I'll be satisfied if you simply list the level numbers where they typically gain important spells for their class. Like every class gains something awesome at around level 10 and level 20, right? I'm unsure of this so I'd like to know which level numbers are the important ones.
This info can be useful if you want to powergame with multiclass mercenaries, it's good to know so you can plan ahead which classes to combine at which levels.
Frosty wrote:Merc Skills:
Attack magic classes learn different elemental spells based on their attributes.
Ex. A mage w/ fire attribute will only learn fire attacks.
A mage w/ ice attribute will only learn ice attacks.
Exception: Holy/Dark attribute allows the character to learn all attributes.(Fire, Ice, Wind, Earth, Holy, Dark(doesn't seem to exist)).
Unique job specific magic/skills:
The most obvious unique skills would be Druid's Criticality, and Seer's Meteor.
If you use a clear game sys.sav your new game will start with you having the "god" weapons of each character which will be usable until Level 50+.
Grif2501 wrote:For the paladin it says, in the first post, that you need a lvl 10 fencer which is for females only and a lvl 10 magician which is male only, and im trying to make one of my female mercs a paladin, so for her do you just make her a priestess instead of a mage, and if so, can you only make a paladin and what not after a certain point of the game?
(sorry if i should have put this somewhere else)
also: most excellent translation, cant wait to get the Eien no Aselia game, and the patch.
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