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The Last Remnant

Classes

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ContentsOverviewChanging ClassesRegular ClassesSpecial Classes

Overview Edit

As in most RPGs, a character's class is an indication of what that specific character is good at. In The Last Remnant, the class of a character is chosen by the game based on what that character does in battle. Classes usually give a bonus to one or more stats or skills, or in the case of higher rank classes, can even grant unique abilities.

Each class has a Class Rank ranging from 1 to 7, showing how powerful a given class is compared to the others. Rank 1 classes are starting classes, while Rank 7 ones are the most powerful ones and require the most effort to reach, but in turn give the best class benefits. Class changing can only occur to classes of a higher Rank. It is impossible to change into a class of the same Rank. Class Ranks are not to be confused with the Upgrade Levels (prefixes) that the individual classes have; these are only used to indicate the characters' progression in their current class. A higher Upgrade Level increases the magnitude of the class benefits, and in some cases a class ability is only unlocked after a specific Upgrade Level is reached. For more information on this, see the individual class pages. The table below lists all possible benefits obtainable by a class.

For a list of characters that start with each classes, see Classes.

Changing Classes Edit

The choice of available classes depends on a character's skills, and to a lesser degree, stats. Since skill information is not directly viewable in the game, it can be useful to know how exactly these numbers work. For more information see Developing Arts. Changing classes is done in two steps: first the class type is determined, then the exact class is picked from that class type. Both of these steps check all the individual requirements of every class. A character is considered to qualify for a class if he meets all of those requirements.

Terminology:

In order to discuss the mechanics governing class changes, it is important to first distinguish between Skill Groups, Skills, and Arts.

Note: Combat arts are organized into skill branches in terms of the wield style for the character's equipped weapon (One-Handed, Power Grip, Dual Wield, Two-Handed). Within each wield style, additional arts specific to an individual weapon type (e.g. Sword, Spear, Staff) can also be unlocked.

Significant, Highest:

  • A stat (STR, INT) is considered significant if it's at least 12% greater than the other one.
  • A skill group (Weapon Type, Mystic, Item) is considered significant if the sum of all of its skills is higher than the average of the sums of each of the skill groups (including its own and ignoring the wield style group). ie: A skill group is significant if it's greater than (Total Weapon Levels + Total Mystic Skill Levels + Total Item Skill Levels) / 3
  • An individual skill (i.e. Hexes, Traps, Katana) is considered significant if it's higher than the average of the skills in its group.
  • An individual skill is considered highest in its group if it's at least as high as the highest one.

Upgrade LevelsEdit

For most classes, reaching a higher Upgrade Level only requires an increase in stats, but for classes that have a Minimum Skill requirement, raising the Upgrade Level requires increasing those skills as well. The first few Upgrade Levels of any class (first 2 for lower Ranks and first 3 for higher Ranks) are always "upgrade only". A real class change from any of these can only be triggered by the first two conditions of the class type checks listed below, and even then only if the change is a Combat → Mystic or a Mystic → Combat one (ie you can change to Warlock from Adept Gladiator but not from Adept Commander, but also the opposite is true for Ordainer).

Class TypesEdit

The first step in class changing is to satisfy the requirements for a class type. While these could be considered as actual class requirements, none of them have to be satisfied to change into a class with a type matching the current one, which makes them more of a requirement to change between class types. The requirements are checked in the order following; if any of them are met the evaluation stops there and the class type is determined, none of the other class types are even looked at. If none of these requirements are met the character cannot change class.

  • All Combat classes are checked. If the character qualifies for any, and his Strength is significant, Combat Type is picked.
  • All Mystic classes are checked. If the character qualifies for any, and his Intellect is significant, Mystic Type is picked.
  • All Combat classes are checked. If the character qualifies for any, and his only significant skill group is Weapons, Combat Type is picked.
  • All Item classes are checked. If the character qualifies for any, and Items are among his significant skill groups, Item Type is picked. Unlike the similar Combat and Mystic checks, this does not require both of the other skill groups to be insignificant.
  • All Mystic classes are checked. If the character qualifies for any, and his only significant skill group is Mystic, Mystic Type is picked.
  • All Mystic+Combat classes are checked. If the character qualifies for any, and has 2 significant skill groups with one of them being Mystic, Mystic+Combat Type is picked.
  • All Item+Combat classes are checked. If the character qualifies for any, and Items are among his significant skill groups, Item+Combat Type is picked. This is exactly the same requirement as that of the Item type classes.
  • Finally, classes of the same type as the current one are checked. There are no extra requirements here, if the character qualifies for any, the current Type is picked.

On the X360, either through a bug or deliberate coding, units are not eligible for Mystic+Combat and Item+Combat classes unless they already start in one. So the 6th and 7th checks effectively are skipped.

Individual ClassEdit

The exact class is chosen from the classes whose requirements are met and are of the selected type. There is usually only one such class, but sometimes there may be multiple, in which case the game is supposed to pick randomly from among them. Supposed to, because due to a bug the list of classes gets overwritten whenever an upgrade of a previous class is also available, removing all but the last class from it.

Of course, the individual class requirements must also be met to change into a class. The Stat and Minimum Skill requirements should be obvious from the table, and Significant and Highest skills have been explained above. The only thing left to consider is Mystic/Item balance, which works as follows:

Diff. between Mystic&Item Result
0 Balance
1 Balance
2 Balance when the greater value of Mystic/Item is above 10
3 Balance when the greater value of Mystic/Item is above 21
4 Balance when the greater value of Mystic/Item is above 31
>4 Never Balance

Regular Classes Edit

The requirements listed are those needed to attain the lowest Upgrade Level of the class. To see the requirements for the further levels and the exact benefits for each level, check the individual class pages.

  • Combat class
  • Item+Combat class
  • Item class
  • Mystic+Combat class
  • Mystic class
Tier Name Benefits Mys/Item Art Balance Skill Requirements Stat Req
1 Fighter Max HP - -  
None
 
2 Freelancer Max HP
STR
Skill [Hot-Blooded]
Mys/Item Balance - STR 29
2 Ranger SPD
INT
Skill [Side On]
Mystic Greater - STR 29
2 Monk Max HP
Init AP
Skill [Defender]
Item Greater - STR 29
3 Swashbuckler Max HP
[Sword]
Skill [Duelist]
Mys/Item Balance Highest Weapon: Sword STR 35
3 Samurai Max AP
[Katana]
Skill [Duelist]
Mys/Item Balance Highest Weapon: Katana STR 35
3 Bludgeoner Init AP
[Mace]
Skill [Hot-Blooded]
Mys/Item Balance Highest Weapon: Mace STR 35
3 Axman STR
[Axe]
Skill [Hot-Blooded]
Mys/Item Balance Highest Weapon: Axe STR 35
3 Lancer SPD
[Spear]
Skill [Duelist]
Mys/Item Balance Highest Weapon: Spear STR 35
3 Runemaiden INT
[Staff]
Skill [Hot-Blooded]
Mys/Item Balance Highest Weapon: Staff STR 35
4 Warrior [Weapon]
Added Effect [Power Play]
Skill [Hot-Blooded]
Mys/Item Balance X360 Only: Minimum Style: Two-Handed 9 or Power Grip 9

PC Only: Minimum Style: One-Handed 9 and Power Grip 9

STR 41
4 Fencer [Physical] Extra Hit
Skill [Duelist]
Skill [Hot-Blooded]
Mys/Item Balance X360 Only: Minimum Style: One-Handed 9 or Dual Wield 9

PC Only: Minimum Style: One-Handed 9 and Dual Wield 9

STR 41
5 Guardian [Physical] Resist
[Mystic] Resist
[Power Play] Immunity
Skill [Defender]
Item Greater PC Only: Minimum Style: One-Handed 13
or Power Grip 13 or Two-Handed 13
PC Only: Minimum Item: Herbs 6 or Lotions 6
STR 47
6 Gladiator [Power Grip]
[Combat Arts]
Skill [Commander]
Mystic Greater PC Only: Minimum Style: Power Grip 16
PC Only: Significant Mystic: Wards
STR 53
7 Ordainer [Combat Arts]
Skill [Commander]
Skill [No Instakill]
Mys/Item Balance Minimum Weapon: All Weapons 19 STR 59
4 / 5 Scout [Herbs]
AP Cost Cut
Buff Duration
Skill [Medic]
Item Greater Significant Item: Herbs

Rank 4 on the XBOX
Rank 5 on the PC
STR 41
or
INT 41
5 Wanderer [Traps]
[Added Effect] Occurrence
Debuff Duration
Skill [Survivalist]
Item Greater Significant Item: Traps STR 47
or
INT 47
5 Hunter SPD
[Lotions]
Buff Duration
Skill [Medic]
Item Greater Significant Item: Lotions STR 47
or
INT 47
6 Assassin SPD
[Weapon Arts]
Skill [Ambush]
Item Greater Minimum Style: One Handed 15
Minimum Weapon: Sword 13
STR 53
or
INT 53
4 Mysticknight [One-Handed]
[Invocations]
Skill [Duelist]
Mystic Greater Significant Mystic: Invocations or Evocations STR 41
or
INT 41
4 Cavalier [Physical] Evasion
[Mystic] Evasion
Skill [Defender]
Mystic Greater Significant Mystic: Remedies STR 41
or
INT 41
4 Druid [Two-Handed]
[Hexes]
Mystic Greater Significant Mystic: Hexes STR 41
or
INT 41
5 Paladin [Physical] Resist
[Mystic] Resist
Skill [Defender]
Mystic Greater Significant Mystic: Psionics STR 47
or
INT 47
5 Cleric
PC Only
[Mystic] Evasion
[Quad Wield]
Skill [Defender]
- Minimum Style: Quad Wield 13 STR 47
or
INT 47
6 Deathknight [Dual Power Grip]
[Weapon Arts]
Skill [Duelist]
- Minimum Style: Dual Power Grip 17 STR 53
or
INT 53
6 Ataraxian
PC Only
[Mystic] Evasion
[Dual Two-Handed]
Skill [Commander]
- Minimum Style: Dual Two-Handed 17 STR 53
or
INT 53
7 Ninja
PC Only
[Dual Wield]
[Quad Wield]
Skill [Ambush]
Skill [No Instakill]
Mystic Greater Minimum Style: Dual Wield 22 or Quad Wield 22
Minimum Weapon: Katana 19
STR 59
or
INT 59
4 Bard [Potions]
Debuff Duration
Item Greater Significant Item: Potions STR 41
or
INT 41
5 Thief [Explosives]
Added Effect [Slowdown]
[Traps] Resist
Skill [Survivalist]
Item Greater Significant Item: Explosives STR 47
or
INT 47
6 Alchemist [Item Arts]
[Added Effect] Occurrence
Skill [Survivalist]
Skill [No Instakill]
Item Greater Significant Item: Shards STR 53
or
INT 53
1 Shaman Max AP - -  
None
 
2 Magus Max AP
INT
[Invocations]
Skill [Esoteric]
- Highest Mystic: not Remedies INT 29
2 Sorcerer Init AP
INT
[Remedies]
Skill [Medic]
- Highest Mystic: Remedies INT 29
3 Marauder Init AP
[Invocations]
[Invocations] Resist
Skill [Esoteric]
- Significant Mystic: Invocations INT 35
3 Marksman Init AP
[Evocations]
[Evocations] Resist
Skill [Esoteric]
- Significant Mystic: Evocations INT 35
3 Specialist Init AP
[Hexes]
[Hexes] Resist
Skill [Esoteric]
- Significant Mystic: Hexes INT 35
3 Healer Init AP
[Remedies]
[Remedies] Resist
Skill [Medic]
- Significant Mystic: Remedies INT 35
4 Bishop Max AP
AP Cost Cut
Skill [Esoteric]
Skill [Medic]
- Highest Mystic: Remedies
Minimum 2 Mystic Skills of Level 7+
INT 41
4 Wizard [Psionics]
[Maul]
[Pierce]
Skill [Esoteric]
- Significant Mystic: Psionics INT 41
4 Scholar Max AP
[Bludgeon]
Skill [Medic]
Skill [No Instakill]
Mys/Item Balance - INT 41
5 Sage Init AP
[Mystic] Resist
Debuff Duration
Skill [Esoteric]
- Highest Mystic: Hexes
Minimum 3 Mystic Skills of Level 7+
INT 47
5 Thaumaturge [Mystic] Extra Hit
[Mystic Arts]
[AP Charge] on Damage
Skill [Esoteric]
- Highest Mystic: Invocations or Evocations
Minimum 3 Mystic Skills of Level 7+
INT 47
6 Commander [Wards]
[Wards] Resist
[Mystic Arts]
Skill [Commander]
- Significant Mystic: Wards INT 53
7 Warlock [Arcana]
[Mystic Arts]
[AP Charge] on Damage
Skill [No Instakill]
- All Arcana INT 59
  • Highest category: Must be the highest skill in the category (equal qualifies).
  • Significant category: Must be higher than the average of the other skills in the category.
  • Minimum category: Skill level must be at least the specified amount.

Special Classes Edit

These are unique classes possessed by one or more leaders. They cannot be changed into by anyone else, and the leaders with these classes cannot change class themselves either.

Name Effect Style Change Leader(s)
Third Committee Soldier

STR +8%
[Combat Arts] +3

Yes Benedict, Chivrey, Eckart, Edonne, Hyenn, Lenard, Naira, Neilson, Opus, Swift, Sycune
The Silver Falcons

HP +25%
[Weapon] +2

Yes Anita, Ceramis, Cubarey, Lowell, Marlene, Meadow, Orwell, Thore
Mercenary

HP +50%
Init AP +15%
STR +8%

No Synope
Guard

HP +30%
STR +8%

Yes Linus
Rogue Athlum Soldier
PC only

HP +50%
Max AP +50%
STR +15%
Added Effect [Power Play] +5

No Gwyath, Regolio, Verquent
Warrior

STR +5%
[Weapon] +2

Yes Jorgen
Adventurer

[Combat Arts] +2
[Mystic Arts] +2

Yes Jorgen
The Ladies of Bloody Alice

SPD +8%
[Item Arts] +3

Yes Ophelia, Zola
Pirate

STR +8%
SPD +8%

Yes Albert
Aristocrat

STR +5%
INT +5%
SPD +5%

No Jorgen
The Order of Melphina

INT +8%
[Mystic Arts] +3

Yes Famus, Gerhart, Jackie, Proteus
Vagrant
X360

HP +50%
Max AP +50%
STR +15%
Added Effect [Power Play] +5

No Jager
Vagrant
PC

HP +35%
Max AP +35%
STR +15%
[Combat Arts] +5

No Jager
Djin

STR +5%
INT +5%
[Physical] Extra Hit +1
[Mystic] Extra Hit +1

No Jorgen
Street Performer

[Power Play] Immunity
[Slowdown] Immunity

Yes Ynfry
Merchant

STR +5%
[Combat Arts] +2

Yes Bugsy
Raider

HP +15%
Max AP +15%

Yes Jorgen
Fortuneteller

Max AP +50%
Init AP +15%
INT +8%

No Bertha
Sage

Init AP +15%
INT +5%
[Mystic Arts] +2

No Jorgen
General

SPD +5%
Morale Up +3

No Jorgen

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