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Mentor / Spell / Blacksmith Location FAQ

by Gundam4Fun

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                                                 http://pic2text.divxmania.it/

           ______ ________  ___  ___   _   _ _____ _____ _   _ _____ 
           | ___ \  _  |  \/  | / _ \ | \ | /  __ \_   _| \ | |  __ \
           | |_/ / | | | .  . |/ /_\ \|  \| | /  \/ | | |  \| | |  \/
           |    /| | | | |\/| ||  _  || . ` | |     | | | . ` | | __ 
           | |\ \\ \_/ / |  | || | | || |\  | \__/\_| |_| |\  | |_\ \
           \_| \_|\___/\_|  |_/\_| |_/\_| \_/\____/\___/\_| \_/\____/

                            _____       _____       
                           /  ___|     |  __ \      
                           \ `--.  __ _| |  \/ __ _ 
                            `--. \/ _` | | __ / _` |
                           /\__/ / (_| | |_\ \ (_| |
                           \____/ \__,_|\____/\__,_|
                                                    

                                                  www.network-science.de/ascii
------------------------------------------------------------------------------
                      ROMANCING SAGA: Minstrel Song
                 TRAINING, PROFICIENCY and SPELLS LOCATION
                     February 13, 2006 - Version 1.5
          Created by Carlos M. (Gundam4Fun - [email protected])
------------------------------------------------------------------------------





    TABLE OF CONTENTS 
    =================


    A. DISCLAIMER

    B. VERSION HYSTORY AND UPDATES

    C. INTRODUCTION

    D. CLASS REQUIREMENTS AND INFORMATION

    E. TRAINING, PROFICIENCY AND SPELLS LOCATIONS

       1. BAFAL EMPIRE

          1.1 - Bruelle
          1.2 - Loban
          1.3 - Melvir

       2. CORAL SEA
   
          2.1 - Pirate Coast


       3. DRY LANDS

          3.1 - Northpoint
          3.2 - Uso
          3.3 - Taralian Camp
          3.4 - Ettinham


       4. ROSALIA

          4.1 - Crystal City
          4.2 - North Estamir
          4.3 - Yeoville
          4.4 - Altours


       5. KNIGHTS DOMINION

          5.1 - Mirsaburg
          5.2 - Weiserheim
          5.3 - Eugenstadt


       6. VALHALLAND

          6.1 - Gato's Village


       7. KJARAHT

          7.1 - South Estamir
          7.2 - Tarmita


       8. FRONTIER

          8.1 - Weston


       9. LIGAU ISLE

          9.1 - Jelton


      10. WALON ISLE

          10.1 - Godongo
          10.2 - Oapu




    F. BLACKSMITH LOCATION AND SERVICES


       1. Loban Molten Metal - Loban / Bafal Empire

       2. Draconian Merchants - Bruelle / Bafal Empire

       3. Maritime Imports - Pirate Coast / Coral Sea

       4. Crystal Cartel - Crystal City / Rosalia

       5. Burly Blacksmith - Mirsaburg / Knights Dominion

       6. Draconian Merchants - Eugenstadt / Knights Dominion

       7. Valhalland Blacksmith - Gato's Village / Valhalland

       8. Kjaraht Metalworks - South Estamir / Kjaraht

       9. Ligau Swordsmith - Jelton / Ligau Isle

      10. Maritime Imports - N. Estamir / Rosalia

      11. Walon Weapons - Oapu / Walon Isle



    G. TEMPERING MATERIALS >> UNDER CONSTRUCTION <<

       1. Shops

       2. Monster Trade / Drops


    H. TRADING SPECIAL ITEMS


    I. SPECIAL THANKS
-
-
-
-
-
______________________________________________________________________________

                              A. DISCLAIMER
______________________________________________________________________________
 

    This FAQ is copyrighted (c) 2005 Carlos M. ([email protected]) 
and may not be reproduced, in whole or in part, under any circumstances except 
for personal private use. It was written specifically for the website 
WWW.gamefaqs.com. The only Internet sites that have permission to use this 
guide are:
                * http://www.gamefaqs.com
                * http://www.neoseeker.com
                * http://www.ign.com

    Also those are the only 3 sites that I will send updates for this FAQ.
    This document may not be redistributed in any form unless you have 
obtained permission from the creator (namely, me).
    If you find any mistakes or see any information that may be wrong or 
missing, contact me at [email protected].




______________________________________________________________________________

                       B. VERSION HISTORY AND UPDATES
______________________________________________________________________________


    Version 1.0 - October 27, 2005.
      
    - Training, Proficiency and Spells location by region / city.
    - Also the location of all Blacksmiths and the services they provide.


    Version 1.1 - November 12, 2005. 

    - Added Oapu (Walon Isle) Blacksmith.


    Version 1.2 - November 13, 2005.
    
    - Added Buy-able Tempering Materials.


    Version 1.3 - December 15, 2005.

    - Added ASCII art, thanks to http://pic2text.divxmania.it/.
    - Added some interesting trade items.

   
    Version 1.5 - February 13, 2006.

    - Added Class Requirements and Information.


-
-
-
______________________________________________________________________________

                            C. INTRODUCTION
______________________________________________________________________________


    This guide's basic purpose is to list the Spells, Classes and Skills
available in each region and city, so you know where to go when you want to 
train a character, buy a spell or need a blacksmith to fix your weapons or
temper new ones.

    The FAQ show classes and skills and also what class changes a mentor 
offers. What spells are available in each city and when available also the 
melee mentor.
 
    Also there is a list of all blacksmiths and the services they provide.
Including what tempering metals they have for weapon and armor tempering.

    Eventually i will add the tempering materials that are available in the 
shops, mine spots and monster drops. But for that i need to gather more 
information.




-
-
-
______________________________________________________________________________

                   D. CLASS REQUIREMENTS AND INFORMATION
______________________________________________________________________________




  Ascetic [Basic]
  ---------------

  - Skills Required: Staff Lv1, Martial Arts Lv1, Terrology Lv1.

  - Class Benefits: Makes you more resistant to physical status ailments 
                   according to the chart below.

  - Where to Get: Northpoint, Uso, West End, Jelton, Godongo.

  - Class Level/Status Ailment Resistance Relation:

       Lv1: 0.92x
       Lv2: 0.84x
       Lv3: 0.76x
       Lv4: 0.68x
       Lv5: 0.6x

-
-
-

  Assassin [Advanced]
  -------------------

  - Skills Required: Short Sword Lv 2, Illusions Lv2, Sorcery Lv2, Covert Lv2,
                     Trade Lv2
  
  - Class Benefits: Increases the chance of ambushing the enemy in every 
                    battle according to the chart below.
  
  - Where to Get: Ettinham (train only), South Estamir (change only).

  - Class Level/Ambush Chance Relation:
  
       Lv1: -
       Lv2: 20%
       Lv3: 30%
       Lv4: 40%
       Lv5: 50%
-
-
-

  Bard [Legendary]
  ----------------

  - Skills Required: Foil Lv3, Long Sword Lv3, Bow Lv3, Demonology Lv3,
                     Cosmology Lv3, Search Lv3, Trade Lv3.

  - Class Benefits: Reduces the DP/LP cost of techniques and spells by 2.
                    Class level does not make any difference.

  - Where to Get: Ettinham (change only), Melvir (change only).

-
-
-

  Blacksmith [Basic]
  ------------------

  - Required Skills: Club Lv1, Pyrology Lv1, Gathering Lv1.

  - Class Benefits: Makes you more resistant to Willpower status ailments
                    according to the chart below.

  - Where to Get: Bruelle, Eugenstadt, Jelton.

  - Class Level/Status Ailment Resistance Relation:

       L1: 0.92x
       L2: 0.84x
       L3: 0.76x
       L4: 0.68x
       L5: 0.6x

-
-
-

  Castle Knight [Advanced]
  ------------------------

  - Required Skills: Long Sword Lv2, Great Sword Lv2, 2-H Sword Lv2, 
                     Pole Arm Lv2, Shield Lv2.

  - Class Benefits: Increases the chance to deflect attacks when your other
                    party members are being attacked.

  - Where to Get: Mirsaburg, Eugenstadt

  - Class Level/Deflect Rate Increase Relation:

       Lv1: -
       Lv2: 1.2x
       Lv3: 1.3x
       Lv4: 1.4x
       Lv5: 1.5x

-
-
-

  Cleric [Legendary]
  ------------------

  - Skills Required: Club Lv3, Staff Lv3, Martial Arts Lv3, Hydrology Lv3,
                     Terrology Lv3, Cosmology Lv3, Gathering Lv3.

  - Class Benefits: Reduces the DP/LP cost of techniques and spells by 2. 
                    Class level does not make any difference.

  - Where to Get: Ettinham (change only), Crystal City (change only).

-
-
-

  Craftsman [Basic]
  -----------------

  - Skills Required: Short Sword Lv1, Cosmology Lv1, Strategy Lv1.

  - Class Benefits: Decreases the chance of consuming DP/LP when using 
                    techniques and spells by 98~99.9%. This rate increases as 
                    the class level and DP/LP cost increases.

  - Where to Get: Taralian Camp, Crystal City, North Estamir, Melvir, Loban, 
                  Mirsaburg, Eugenstadt, Weiserheim, Tarmitta, Godongo.

-
-
-

  Draconite [Advanced]
  --------------------

  - Skills Required: Great Sword Lv2, 2-H Sword Lv2, Katana Lv2, Pyrology Lv2, 
                     Illusions Lv2, Bewitchery Lv2.

  - Class Benefits: Changes the normal effects of the weapon and martial arts 
                    modes. Specifically, it changes the basic damage rate of 
                    weapons, martial arts and magic-channeling weapons. 
                    Also, it changes the deflect and counter rates and your 
                    speed in battle depending on your class level and mode.

  - Where to Get: Ettinham (train only), Pirate Coast (change only).


    Attack Mode 
    -----------

     Cannot deflect or counter in this mode. Speed is halved.


    Defense Mode
    ------------

     Deflect and counter rates receive same bonus as other classes (4x).
     Speed is halved.


    Trick Mode
    ----------

     Cannot deflect or counter in this mode.
     Speed increases as your class level goes up.


    All modes (damage amount multiplier values)
    -------------------------------------------

      Lv1: -
      Lv2: +0.2 (*)
      Lv3/Lv4: +0.25 (*)
      Lv5: +0.3 (*)

    * If you're using ATK mode, the normal effect (+0.3) is added.
      Also, if the mode of your weapon and the art you're using are not the
      same, the final damage amount is 0.7 (for other classes in the same
      circumstance it would be 0.9).

-
-
-

  Entertainer [Basic]
  -------------------

  - Required Skills: Long Sword Lv1, Martial Arts Lv1, Covert Lv1.

  - Class Benefits: Decreases the chance for the enemies to execute combos 
                    according to the chart below.

  - Where to Get: Taralian Camp, Yeoville, Bruelle, Gato's Village, 
                  South Estamir, Tarmitta, West End, Pirate Coast.

  - Class Level/Combo Chance Decrease Relation:

       Lv1: 0.5x
       Lv2: 0.4x
       Lv3: 0.3x
       Lv4: 0.2x
       Lv5: 0.1x

-
-
-

  Estamirian Rebel [Advanced]
  ---------------------------

  - Required Skills: Scimitar Lv2, Katana Lv2, Martial Arts Lv2,
                     Illusions Lv2, Search Lv2.

  - Class Benefits: Makes it easier to inflict status ailments on the enemy. 
                    Specifically, it brings the enemy's status resistance down 
                    as shown in the chart below.

  - Where to Get: North Estamir, South Estamir

  - Class Level/Enemy Status Resistance Relation:

       Lv1: -
       Lv2: 0.85x
       Lv3: 0.8x
       Lv4: 0.75x
       Lv5: 0.7x

-
-
-

  Fortuneteller [Legendary]
  -------------------------

  - Skills Required: Club Lv3, Hydrology Lv3, Aerology Lv3, Illusions Lv3, 
                     Bewitchery Lv3, Search Lv3, Gathering Lv3.

  - Class Benefits: Reduces the DP/LP cost of techniques and spells by 2. 
                    Class level does not make any difference.

  - Where to Get: Ettinham (change only), Tarmitta (change only).

-
-
-

  Frontier Guard [Basic]
  ----------------------

  - Required Skills: Foil Lv1, Long Sword Lv1, Shield Lv1.

  - Class Benefits: Helps protecting you from being ambushed ('the enemy strikes
                  first') when you get attacked from behind (does not protect
                  against Melee though).

  - Where to Get: Crystal City, Altours, Yeoville, North Estamir

  - Class Level/Protection Relation:

       Lv1: 20%
       Lv2: 40%
       Lv3: 60%
       Lv4: 80%
       Lv5: 100%

-
-
-

  Geckling Knight [Basic]
  -----------------------

  - Required Skills: 2-H Axe Lv1, Lance Lv1, Martial Arts Lv1.

  - Class Benefits: Makes it easier to counter attacks.

  - Where to Get: Godongo

  - Class Level/Counter Rate Relation:

       Lv1: 1.1x
       Lv2: 1.2x
       Lv3: 1.3x
       Lv4: 1.4x
       Lv5: 1.5x

-
-
-

  Herbalist [Basic]
  -----------------

  - Required Skills: Terrology Lv2, Gathering Lv2, Survival Lv2.

  - Class Benefits: Depending on your class level and the color of the herb
                    you find, a Herbalist can recognize the name of a herb. 
                    It also makes it easier to find herbs when using the 
                    'Find Herbs' proficiency. The color of the herbs you can 
                    find depends on your class level.

  - Where to Get: Northpoint, Uso, Taralian Camp, Weiserheim, Tarmitta

  - Class Level/Herb Color Relation:

       Lv1: Green
       Lv2: Green, Blue
       Lv3: Green, Blue, Yellow
       Lv4/Lv5: Green, Blue, Yellow, Red

-
-
-

  Hunter [Advanced]
  -----------------

  - Required Skills: Scimitar Lv2, Hand Axe Lv2, Bow Lv2, Terrology Lv2, 
                     Search Lv2.

  - Class Benefits: Lowers the chance of missing when using pierce type 
                    attacks.
                    Higher class level = lower chance of missing.

  - Where to Get: Northpoint, Uso, Taralian Camp, Gato's Village.

  - Class Level/Decreased Miss Chance Relation:

       Lv1: -
       Lv2: 0.8x
       Lv3: 0.7x
       Lv4: 0.6x
       Lv5: 0.5x

-
-
-

  Imperial Knight [Advanced]
  --------------------------

  - Required Skills: Foil Lv2, Great Sword Lv2, 2-H Axe Lv2, Shield Lv2, 
                     Cosmology Lv2.

  - Class Benefits: Increases the chance to combo with the previous attacker 
                    and increases the combo rate. 
                    Higher class level = better chance to combo.

  - Where to Get: Melvir, Loban, Bruelle

-
-
-

  Imperial Marine [Advanced]
  --------------------------

  - Required Skills: Short Sword Lv2, Scimitar Lv2, Hand Axe Lv2,
                     Aerology Lv2, Survival Lv2.

  - Class Benefits: Increases the chance to combo with the next attacker. 
                    Higher class level = better chance to combo.

  - Where to Get: Melvir, Bruelle.

-
-
-

  Imperial Scholar [Advanced]
  ---------------------------

  - Required Skills: Hydrology Lv2, Aerology Lv2, Illusions Lv2, 
                     Cosmology Lv2, Trade Lv2.

  - Class Benefits: Can combine 2 spells to make a more powerful spell. 
                    Class level does not make any difference.

  - Where to Get: Melvir, Loban.

-
-
-

  Kjar Sentinel [Advanced]
  ------------------------

  - Required Skills: Lance Lv2, Bow Lv2, Hydrology Lv2, Demonology Lv2, 
                     Covert Lv2.

  - Class Benefits: Makes pierce type techs more effective. 
                    Specifically, it increases the corresponding stat related
                    to pierce techs so that the attacks become more effective 
                    at dealing damage and also increases the chance of 
                    inflicting status ailments on the enemy.

  - Where to Get: South Estamir, Tarmitta

  - Class Level/Stat Increase Relation:

       Lv1: -
       Lv2: 1.1x
       Lv3: 1.15x
       Lv4: 1.2x
       Lv5: 1.25x

-
-
-

  Martial Artist [Advanced]
  -------------------------

  - Required Skills: Scimitar Lv2, Katana Lv2, Staff Lv2, Pole Arm Lv2, 
                     Bow Lv2, Martial Arts Lv2.

  - Class Benefits: Increases the chance of triggering Surge, Reverse and 
                    Surge-Reverse. Basically, it gives you an increased skill
                    level for the weapon you're using, thus increasing the 
                    chance of triggering them (this will not work if you don't
                    have the skill for the weapon you're using).

  - Where to Get: West End, Jelton, Pirate Coast

  - Class Level/Skill Level Increase Relation:

       Lv1: -
       Lv2/Lv3: +1
       Lv4/Lv5: +2

-
-
-

  Master [Legendary]
  ------------------

  - Skills Required: Scimitar Lv3, Club Lv3, Katana Lv3, Pole Arm Lv3, 
                     Martial Arts Lv3, Bewitchery Lv3, Covert Lv3.

  - Class Benefits: Reduces the DP/LP cost of techniques and spells by 2. 
                    Class level does not make any difference.

  - Where to Get: Auldburg (change only), Jelton (change only).

-
-
-

  Pioneer [Basic]
  ---------------

  - Required Skills: Hand Axe Lv1, Club Lv1, Gathering Lv1.

  - Class benefits: Quickens the recovery from Willpower status ailments. 
                    Basically, when the normal calculation that determines 
                    whether or not the amount of turns to recover from a 
                    Willpower status ailment will be halved fails, an extra 
                    chance to half the turn count is given due to this class.

  - Where to Get: Northpoint, Uso, Gato's Village, West End, Godongo.

  - Class Level/Recovery Relation:

       Lv1: 20%
       Lv2: 40%
       Lv3: 60%
       Lv4: 80%
       Lv5: 100%

-
-
-

  Pirate [Basic]
  --------------

  - Required Skills: Foil Lv1, Hand Axe Lv1, Hydrology Lv1.

  - Class Benefits: Makes the character act faster in battle. Basically, it 
                    gives the character better speed which is what determines
                    the action order in battle. 
                    Higher class level = better speed in battle.

  - Where to Get: Northpoint, Jelton, Pirate Coast, Godongo.

-
-
-
 
  Ranger [Basic]
  --------------

  - Required Skills: Bow Lv1, Terrology Lv1, Search Lv1.

  - Class Benefits: Decreases the BP consumption when using techs and magic 
                    according to this formula: 

    BP consumption lowered by [0 ~ (class level + BP cost) / 4 (round down)] 

    The exact value between the two numbers is randomly chosen.

  - Where to Get: Melvir, Loban, Tarmitta.

-
-
-

  Red Mage [Advanced]
  -------------------

  - Required Skills: Pyrology Lv2, Aerology Lv2, Demonology Lv2, Sorcery L2v,
                     Necromancy Lv2.

  - Class Benefits: Makes Sorcery and Necromancy spells more effective. 
                    Basically, it increases the corresponding stats when using
                    Sorcery and Necromancy making the spells more effective at 
                    dealing damage and also increases the chance of inflicting
                    status ailments on your enemy.

  - Where to Get: Auldburg (train only), Weiserheim (change only).

  - Class Level/Stat Increase Relation:

       Lv1: -
       Lv2: 1.2x
       Lv3: 1.3x
       Lv4: 1.4x
       Lv5: 1.5x

    Notes: Red Mages are the only ones who can use Sorcery and Necromancy.
           Since you don't get any opportunities to increase your class level,
           it won't have any substantial effect.

-
-
-

  Rogue [Legendary]
  -----------------

  - Skills Required: Foil Lv3, Short Sword Lv3, Scimitar Lv3, Bow Lv3, 
                     Strategy Lv3, Covert Lv3, Trading Lv3.

  - Class Benefits: Reduces the DP/LP cost of techniques and spells by 2. 
                    Class level does not make any difference.

  - Where to Get: Ettinham (change only), South Estamir (change only).

-
-
-

  Rosalian Lancer [Advanced]
  --------------------------

  - Required Skills: Short Sword Lv2, Pole Arm Lv2, Bow Lv2, Bewitchery Lv2, 
                     Search Lv2.

  - Class Benefits: Makes you act faster in battle when using weapons and 
                    martial arts in TRK mode. Basically, your speed that 
                    determines the action order in battle is increased which 
                    makes you act faster. 
                    Higher class level = better speed in battle.

  - Where to Get: Crystal City, Altours, Yeoville.

    Note: no specific info on how much the Rosalian Lancer level increases 
          speed.

-
-
-

  Rosalian Mage [Advanced]
  ------------------------

  - Required Skills: Club Lv2, Staff Lv2, Hydrology Lv2, Demonology Lv2, 
                     Bewitchery Lv2.

  - Class Benefits: Can combine 3 spells to make a more powerful spell. 
                    Class level does not make any difference.

  - Where to Get: Crystal City, Altours, North Estamir

-
-
-

  Rosalian Officer [Advanced]
  ---------------------------

  - Required Skills: Long Sword Lv2, Club Lv2, Lance Lv2, Shield Lv2, 
                     Bewitchery Lv2.

  - Class Benefits: Increases your defense when being attacked according to 
                    the chart below.

  - Where to Get: Crystal City, Yeoville, North Estamir

  - Class Level/Defense Increase Relation: 
    [If your weapon and your enemy has DEF mode only]

       Lv1: (*)
       Lv2: 1.8x
       Lv3: 1.9x
       Lv4: 2x
       Lv5: 2.1x

    * The value here is the same bonus as you get from other classes in DEF 
      mode (1.6x).

  - Class Level/Defense Increase Relation: 
    [All other circumstances than shown above]

       Lv1: -
       Lv2: 1.2x
       Lv3: 1.3x
       Lv4: 1.4x
       Lv5: 1.5x

-
-
-

  Shaman [Legendary]
  ------------------

  - Skills Required: Long Sword Lv3, Scimitar Lv3, Hand Axe Lv3, Shield Lv3, 
                     Pyrology Lv3, Aerology Lv3, Demonology Lv3.

  - Class Benefits: Reduces the DP/LP cost of techniques and spells by 2. 
                    Class level does not make any difference.

  - Where to Get: Ettinham (change only), Yeoville (change only).

-
-
-

  Sorcerer [Legendary]
  --------------------

  - Skills Required: Staff Lv3, Pyrology Lv3, Hydrology Lv3, Aerology Lv3, 
                     Terrology Lv3, Illusions Lv3, Demonology Lv3.

  - Class Benefits: Reduces the DP/LP cost of techniques and spells by 2. 
                    Class level does not make any difference.

  - Where to Get: Ettinham (change only), Weiserheim (change only).

-
-
-

  Swordsman [Basic]
  -----------------

  - Skills Required: Foil Lv1, Long Sword Lv1, 2-H Sword Lv1.

  - Class Benefits: Makes attacks of all modes more effective. 
                    Basically, it increases the basic damage rate from 
                    weapons, martial arts and magic-channeling weapons 
                    according to the chart below.

  - Where to Get: Uso, Crystal City, Altours, North Estamir, Loban, Bruelle, 
                  Gato's Village, Mirsaburg, Eugenstadt, Pirate Coast.

  - Class Level/Basic Damage Rate Increase Relation:

       Lv1: +0.1
       Lv2: +0.15
       Lv3: +0.2
       Lv4: +0.25
       Lv5: +0.3

-
-
-

  Templar [Legendary]
  -------------------

  - Skills Required: Long Sword Lv3, 2-H Sword Lv3, Lance Lv3, Cosmology Lv3,
                     Bewitchery Lv3, Search Lv3, Survival Lv3.

  - Class Benefits: Reduces the DP/LP cost of techniques and spells by 2.
                    Class level does not make any difference.

  - Where to Get: Ettinham (change only), North Estamir (change only).

-
-
-

  Thief [Basic]
  -------------

  - Required Skills: Foil Lv1, Search Lv1, Strategy Lv1.

  - Class Benefits: Increases the range of 'Find Chest' and 'Find Treasure'. 
                    Higher class level = wider range.

  - Where to Get: South Estamir, Jelton, Pirate Coast.

-
-
-

  Trader [Basic]
  --------------

  - Required Skills: Strategy Lv1, Survival Lv1, Trade Lv1.

  - Class Benefits: Makes it possible to trade with more monsters. Basically,
                    it increases the amount of monsters in the area/dungeon 
                    you're in that you can trade with according to the chart 
                    below.

  - Where to Get: Northpoint, Uso, Crystal City, Altours, Yeoville, Melvir, 
                  Mirsaburg, Eugenstadt, Weiserheim, South Estamir, Weston, 
                  Godongo.

  - Class Level/Trade Monster Increase:

       L1: 10%
       L2: 15%
       L3: 20%
       L4: 25%
       L5: 30%

    Note: As a comparison, for characters not in this class, the dispositio 
          of the monsters you can trade with is 5% in every dungeon.

-
-
-

  Valhallan Warrior [Basic]
  -------------------------

  - Required Skills: Hand Axe Lv1, 2-H Sword Lv1, Survival Lv1.

  - Class Benefits: Quickens the recovery from physical status ailments. 
                    Basically, when the normal calculation that determines 
                    whether or not the amount of turns to recover from a 
                    physical status ailment will be halved fails, an extra 
                    chance to half the turn count is given due to this class.

  - Where to Get: Gato's Village

  - Class Level/Status Ailment Recovery Relation:

       Lv1: 20%
       Lv2: 40%
       Lv3: 60%
       Lv4: 80%
       Lv5: 100%

-
-
-

  Warrior [Legendary]
  -------------------

  - Skills Required: Great Sword Lv3, Hand Axe Lv3, 2-H Sword Lv3, 
                     2-H Axe Lv3, Lance Lv3, Shield Lv3, Survival Lv3.

  - Class Benefits: Reduces the DP/LP cost of techniques and spells by 2.
                    Class level does not make any difference.

  - Where to Get: Ettinham (change only), Mirsaburg (change only).

-
-
-

  Wizard [Advanced]
  -----------------

  - Required Skills: Staff Lv2, Pyrology Lv2, Aerology Lv2, Demonology Lv2, 
                     Cosmology Lv2.

  - Class Benefits: Makes you cast spells more effectively. 
                    Specifically, it increases the stat that affects the spell
                    you're casting so that the spell becomes more effective 
                    at dealing damage and also gives a better chance of 
                    inflicting status ailments on the enemy.

  - Where to Get: Mirsaburg, Weiserheim.

  - Class Level/Stat Increase Relation:

       Lv1: -
       Lv2: 1.06x
       Lv3: 1.09x
       Lv4: 1.12x
       Lv5: 1.15x




    Thanks to Ramtieger for this information.

    Posted at GameFAQs RS Board, "How does weight affect a character in
    battle?" thread.

-
-
-
______________________________________________________________________________

               E. TRAINING, PROFICIENCY AND SPELLS LOCATION
______________________________________________________________________________



    ===============
    1. BAFAL EMPIRE
    ===============

       -------------
       1.1 - Bruelle
       =============

   Training
   ========
   
   - Imperial Knight: Foil, Great Sword, Two-handed Axe, Shield, Cosmology.

   - Imperial Marine: Short Sword, Scimitar, Hand Axe, Aerology, Survival.

   - Blacksmith: Club, Pyrology, Gathering.

   - Swordsman: Long Sword, Foil, Two-handed Sword.

   - Entertainer: Martial Arts, Long Sword, Covert.


   * You can Remove Class or change to Blacksmith, Entertainer, Imperial
     Knight, Imperial Marine or Swordsman if you meet the requirements.



   Proficiency
   ===========

   - Find Ore (Search): 50 Gold.

   - Find Herbs (Search): 50 Gold.

   - Mine (Gathering): 100 Gold.

   - Harvest (Gathering): 100 Gold.

   - Lurk (Covert): 200 Gold.

   - Ambush (Covert): 400 Gold.

-
-
-

       -----------
       1.2 - Loban
       ===========

   Training
   ========
   
   - Imperial Knight: Foil, Great Sword, Two-handed Axe, Shield, Cosmology.

   - Imperial Scholar: Hydrology, Aerology, Illusion, Cosmology, Trading.

   - Ranger: Bow, Terrology, Search.

   - Swordsman: Long Sword, Foil, Two-handed Sword.

   - Craftsman: Short Sword, Cosmology, Strategy.


   * You can Remove Class or change to Ranger, Craftsman, Imperial Knight, 
     Imperial Scholar or Swordsman if you meet the requirements.



   Proficiency
   ===========

   - Find Traps (Search): 50 Gold.

   - Climb (Survival): 100 Gold.

   - Jump (Survival): 100 Gold.

   - Move Silently (Covert): 200 Gold.

   - Vigilance (Survival): 300 Gold.



   Loban Cosmology
   ===============

   - Sunray (Cosmology): 200 Gold.
  
   - Moonbeam (Cosmology): 800 Gold.

   - Starlight (Cosmology): 1200 Gold.

   - Bind to Earth (Cosmology): 1600 Gold.

-
-
-

       ------------
       1.3 - Melvir
       ============

   Training
   ========

   - Imperial Marine: Short Sword, Scimitar, Hand Axe, Aerology, Survival.
   
   - Imperial Knight: Foil, Great Sword, Two-handed Axe, Shield, Cosmology.

   - Imperial Scholar: Hydrology, Aerology, Illusion, Cosmology, Trading.

   - Ranger: Bow, Terrology, Search.

   - Trader: Survival, Strategy, Trading.

   - Craftsman: Short Sword, Cosmology, Strategy.


   * You can remove class or change to Ranger, Trader, Craftsman, Imperial
     Marine, Imperial Knight, Imperial Scholar or Bard if you meet the 
     requirements.



   Proficiency
   ===========

   - Find Ore (Search): 50 Gold.

   - Find Herbs (Search): 50 Gold.

   - Find Traps (Search): 50 Gold.

   - Mine (Gathering): 100 Gold.

   - Harvest (Gathering): 100 Gold.

   - Lurk (Covert): 200 Gold.

   - Trade (Trading): 300 Gold.


   
   Temple of Elore
   ===============

   - Sunray (Cosmology): 240 Gold.
  
   - Moonbeam (Cosmology): 960 Gold.

   - Starlight (Cosmology): 1440 Gold.

   - Bind to Earth (Cosmology): 1920 Gold.

   - Starbeam (Cosmology): 2880 Gold.

   - Cosmic Tide (Cosmology): 3840 Gold.



   Magical Melvir
   ==============

   - Fire Illusion (Illusion): 300 Gold.

   - Ice Illusion (Illusion): 300 Gold.

   - Lightning Illusion (Illusion): 300 Gold.

   - Break Illusion (Illusion): 500 Gold.

   - Hypnotism (Illusion): 1800 Gold.



   Temple of Yucomb
   ================

   - Healing Water (Hydrology): 240 Gold.
  
   - Water Blast (Hydrology): 360 Gold.

   - Holy Water (Hydrology): 600 Gold.

   - Summon Elemental (Hydrology): 1200 Gold.

   - Fold Tide (Hydrology): 2160 Gold.

   - Freeze Time (Hydrology): 3840 Gold.

-
-
-

    ============
    2. CORAL SEA
    ============

       ------------------
       2.1 - Pirate Coast
       ==================

   Training
   ========

   - Swordsman: Long Sword, Foil, Two-handed Sword.

   - Entertainer: Martial Arts, Long Sword, Covert.

   - Pirate: Foil, Hand Axe, Hydrology.

   - Thief: Foil, Strategy, Search.

   - Martial Artist: Martial Arts, Scimitar, Katana, Staff, Pole Arm, Bow.


   * You can Remove Class or change to Pirate, Thief, Entertainer, Swordsman,
     Martial Artist or Draconite if you meet the requirements.



   Proficiency
   ===========

   - Find Chests (Search): 50 Gold.

   - Find Treasure (Search): 50 Gold.

   - Excavate (Gathering): 100 Gold.

   - Jump (Survival): 100 Gold.

   - Disarm Traps (Strategy): 150 Gold.

   - Pick Locks (Strategy): 150 Gold.



   Sailor's Magic
   ==============

   - Healing Water (Hydrology): 200 Gold.
  
   - Water Blast (Hydrology): 300 Gold.

   - Holy Water (Hydrology): 500 Gold.

   - Blades of Wind (Aerology): 200 Gold.

   - Strengthen Pull (Aerology): 300 Gold.

   - Blood Curdle (Aerology): 700 Gold.

-
-
-

    ============
    3. DRY LANDS
    ============

       ----------------
       3.1 - Northpoint
       ================

   Training
   ========

   - Trader: Survival, Strategy, Trading.

   - Pirate: Foil, Hand Axe, Hydrology.

   - Hunter: Scimitar, Hand Axe, Bow, Terrology, Search.

   - Herbalist: Terrology, Survival, Gathering.

   - Pioneer: Hand Axe, Club, Gathering.

   - Ascetic: Martial Arts, Staff, Terrology.


   * You can Remove Class or change to Pirate, Hunter, Pioneer, Herbalist,
     Trader or Ascetic if you meet the requirements.



   Proficiency
   ===========

   - Find Ore (Search): 50 Gold.

   - Find Treasure (Search): 50 Gold.

   - Excavate (Gathering): 100 Gold.

   - Mine (Gathering): 100 Gold.

   - Lurk (Covert): 200 Gold.

   - Move Silently (Covert): 200 Gold.



   Northpoint Aerology
   ===================

   - Blades of Wind (Aerology): 200 Gold.

   - Strengthen Pull (Aerology): 300 Gold.

   - Blood Curdle (Aerology): 700 Gold.

   - Summon Elemental (Aerology): 1000 Gold.

-
-
-

       ---------
       3.2 - Uso
       =========

   Training
   ========

   - Trader: Survival, Strategy, Trading.

   - Hunter: Scimitar, Hand Axe, Bow, Terrology, Search.

   - Herbalist: Terrology, Survival, Gathering.

   - Pioneer: Hand Axe, Club, Gathering.

   - Ascetic: Martial Arts, Staff, Terrology.

   - Swordsman: Long Sword, Foil, Two-handed Sword.


   * You can Remove Class or change to Swordsman, Hunter, Pioneer, Herbalist,
     Trader or Ascetic if you meet the requirements.



   Proficiency
   ===========

   - Find Treasure (Search): 50 Gold.

   - Excavate (Gathering): 100 Gold.

   - Climb (Survival): 100 Gold.

   - Jump (Survival): 100 Gold.

   - Disarm Traps (Strategy): 150 Gold.

   - Pick Locks (Strategy): 150 Gold.



   Uso Demonology
   ==============

   - Energy Bolt (Demonology): 200 Gold.

   - Weapon Blessing (Demonology): 400 Gold.

   - Armor Blessing (Demonology): 400 Gold.

   - Enhance Spells (Demonology): 400 Gold.

   - Shock Wave (Demonology): 2400 Gold.

   - Mind Blast (Demonology): 3200 Gold.
-
-
-

       -------------------
       3.3 - Taralian Camp
       ===================

   Training
   ========

   - Hunter: Scimitar, Hand Axe, Bow, Terrology, Search.

   - Herbalist: Terrology, Survival, Gathering.

   - Entertainer: Martial Arts, Long Sword, Covert.

   - Craftsman: Short Sword, Cosmology, Strategy.


   * You can Remove Class or change to Entertainer, Hunter, Herbalist or
     Craftsman if you meet the requirements.



   Proficiency
   ===========

   - Find Herbs (Search): 50 Gold.

   - Find Traps (Search): 50 Gold.

   - Harvest (Gathering): 100 Gold.

   - Vigilance (Survival): 300 Gold.

   - Trade (Trading): 300 Gold.



   Nomad's Terrology
   =================

   - Pulverize (Terrology): 200 Gold.

   - Camouflage (Terrology): 300 Gold.

   - Earthen Grasp (Terrology): 500 Gold.

-
-
-

       --------------
       3.4 - Ettinham
       ==============

   Training
   ========

   - Red Mage: Pyrology, Aerology, Demonology, Sorcery, Necromancy.

   - Assassin: Short Sword, Illusion, Sorcery, Covert, Trading.

   - Draconite: Great Sword, Two-handed Sword, Katana, Pyrology, Illusion,
                Bewitchery.


   * You can Remove Class or change to Warrior, Templar, Master, Shaman, Bard,
     Sorcerer, Rogue, Cleric or Fortuneteller if you meet the requirements.



   Ettin Secrets
   =============

   - Bird of Fire (Pyrology): 1800 Gold.

   - Revive (Pyrology): 3200 Gold.

   - Fold Time (Hydrology): 1800 Gold.

   - Freeze Time (Hydrology): 3200 Gold.

   - Snowstorm (Aerology): 3600 Gold

   - Tremor (Terrology): 1800 Gold.

   - Aegis (Terrology): 3200 Gold.

   - Mark of Awakening (Bewitchery): 3800 Gold.

   - Starbeam (Cosmology): 2400 Gold.

   - Cosmic Tide (Cosmology): 3200 Gold.

   - Phantom Warrior (Illusion): 3800 Gold.

   - Mind Blast (Demonology): 3200 Gold.

-
-
-

    ==========
    4. ROSALIA
    ==========

       ------------------
       4.1 - Crystal City
       ==================

   Training
   ========

   - Rosalian Officer: Long Sword, Club, Lance, Shield, Bewitchery.

   - Rosalian Lancer: Short Sword, Pole Arm, Bow, Bewitchery, Search.

   - Rosalian Mage: Club, Staff, Hydrology, Demonology, Bewitchery.

   - Frontier Guard: Foil, Long Sword, Shield.

   - Trader: Survival, Strategy, Trading.

   - Swordsman: Long Sword, Foil, Two-handed Sword.

   - Craftsman: Short Sword, Cosmology, Strategy.


   * You can Remove Class or change to Rosalian Officer, Rosalian Lancer,
     Rosalian Mage, Frontier Guard, Trader, Swordsman, Cleric or Craftsman 
     if you meet the requirements.



   Proficiency
   ===========

   - Find Ore (Search): 50 Gold.

   - Find Herbs (Search): 50 Gold.

   - Harvest (Gathering): 100 Gold.

   - Mine (Gathering): 100 Gold.

   - Climb (Survival): 100 Gold.

   - Jump (Survival): 100 Gold.

   - Trade (Trading): 300 Gold.



   Royal Melee
   ===========

   - Attack Style: 40 Gold.

   - Shield Style: 60 Gold.

   - Trick Style: 100 Gold.

   - Dual Style: 80 Gold.

   - Assault Style: 100 Gold.

   - Defense Style: 120 Gold.

   - Multi Style: 140 Gold.



   Temple of Nisa
   ==============

   - Pulverize (Terrology): 240 Gold.

   - Camouflage (Terrology): 360 Gold.

   - Earthen Grasp (Terrology): 600 Gold.

   - Summon Elemental (Terrology): 1200 Gold.

   - Tremor (Terrology): 2160 Gold.

   - Aegis (Terrology): 3840 Gold.



   Temple of Mirsa
   ===============

   - Way of Defense (Bewitchery): 720 Gold.

   - Way of Spirit (Bewitchery): 720 Gold.

   - Way of Strength (Bewitchery): 720 Gold.

   - Way of Life (Bewitchery): 1440 Gold.

   - Way of Focus (Bewitchery): 1440 Gold.

   - Mark of Awakening (Bewitchery): 4560 Gold.

-
-
-

       -------------------
       4.2 - North Estamir
       ===================

   Training
   ========

   - Rosalian Officer: Long Sword, Club, Lance, Shield, Bewitchery.

   - Rosalian Mage: Club, Staff, Hydrology, Demonology, Bewitchery.

   - Frontier Guard: Foil, Long Sword, Shield.

   - Estamirian Rebel: Martial Arts, Scimitar, Katana, Illusion, Search.

   - Swordsman: Long Sword, Foil, Two-handed Sword.

   - Craftsman: Short Sword, Cosmology, Strategy.


   * You can Remove Class or change to Rosalian Officer, Estamirian Rebel,
     Rosalian Mage, Frontier Guard, Templar, Swordsman or Craftsman if you 
     meet the requirements.



   Proficiency
   ===========

   - Find Herbs (Search): 50 Gold.

   - Find Traps (Search): 50 Gold.

   - Harvest (Gathering): 100 Gold.

   - Climb (Survival): 100 Gold.

   - Jump (Survival): 100 Gold.

   - Trade (Trading): 300 Gold.

   - Ambush (Covert): 400 Gold.



   Norcap Martial Arts
   ===================

   - Attack Style: 40 Gold.

   - Shield Style: 60 Gold.

   - Trick Style: 100 Gold.

   - Dual Style: 80 Gold.

   - Assault Style: 100 Gold.

   - Defense Style: 120 Gold.



   Temple of Amut
   ==============

   - Break Illusion (Illusion): 600 Gold.

   - Hypnotism (Illusion): 2160 Gold.

   - Phantom Warrior (Illusion): 4560 Gold.

   - Way of Spirit (Bewitchery): 720 Gold.

   - Way of Life (Bewitchery): 1440 Gold.

   - Way of Focus (Bewitchery): 1440 Gold.

-
-
-

       --------------
       4.3 - Yeoville
       ==============

   Training
   ========

   - Rosalian Officer: Long Sword, Club, Lance, Shield, Bewitchery.

   - Rosalian Lancer: Short Sword, Pole Arm, Bow, Bewitchery, Search.

   - Frontier Guard: Foil, Long Sword, Shield.

   - Trader: Survival, Strategy, Trading.

   - Entertainer: Long Sword, Martial Arts, Covert.

   - Craftsman: Short Sword, Cosmology, Strategy.


   * You can Remove Class or change to Rosalian Officer, Rosalian Lancer,
     Frontier Guard, Trader, Entertainer or Shaman if you meet the 
     requirements.



   Proficiency
   ===========

   - Find Chests (Search): 50 Gold.

   - Disarm Traps (Strategy): 150 Gold.

   - Pick Locks (Strategy): 150 Gold.

   - Lurk (Covert): 200 Gold.

   - Move Silently (Covert): 200 Gold.

   - Ambush (Covert): 400 Gold.

-
-
-

       -------------
       4.4 - Altours
       =============

   Training
   ========

   - Rosalian Lancer: Short Sword, Pole Arm, Bow, Bewitchery, Search.

   - Rosalian Mage: Club, Staff, Hydrology, Demonology, Bewitchery.

   - Frontier Guard: Foil, Long Sword, Shield.

   - Trader: Survival, Strategy, Trading.

   - Swordsman: Long Sword, Foil, Two-handed Sword.


   * You can Remove Class or change to Rosalian Lancer, Rosalian Mage, Trader,
     Frontier Guard or Swordsman if you meet the requirements.



   Proficiency
   ===========

   - Find Chests (Search): 50 Gold.

   - Find Traps (Search): 50 Gold.

   - Pick Locks (Strategy): 150 Gold.

   - Vigilance (Survival): 300 Gold.

-
-
-

    ===================
    5. KNIGHTS DOMINION
    ===================

       ---------------
       5.1 - Mirsaburg
       ===============

   Training
   ========

   - Castle Knight: Long Sword, Great Sword, Two-handed Sword, Pole Arm,
                    Shield.
    
   - Wizard: Staff, Pyrology, Aerology, Demonology, Cosmology.

   - Trader: Survival, Strategy, Trading.

   - Swordsman: Long Sword, Foil, Two-handed Sword.

   - Craftsman: Short Sword, Cosmology, Strategy.


   * You can Remove Class or change to Castle Knight, Wizard, Warrior, Trader,
     Swordsman or Craftsman if you meet the requirements.



   Proficiency
   ===========

   - Find Traps (Search): 50 Gold.

   - Jump (Survival): 100 Gold.

   - Trade (Trading): 300 Gold.

   - Vigilance (Survival): 300 Gold.

   - Move Silently (Covert): 200 Gold.

   - Ambush (Covert): 400 Gold.



   Mirsa's Magic
   =============

   - Weapon Blessing (Demonology): 400 Gold.

   - Armor Blessing (Demonology): 400 Gold.

   - Way of Defense (Bewitchery): 600 Gold.

   - Way of Strength (Bewitchery): 600 Gold.

   - Way of Life (Bewitchery): 1200 Gold.

   - Way of Focus (Bewitchery): 1200 Gold.

-
-
-

       ----------------
       5.2 - Weiserheim
       ================

   Training
   ========

   - Herbalist: Terrology, Survival, Gathering.

   - Wizard: Staff, Pyrology, Aerology, Demonology, Cosmology.

   - Trader: Survival, Strategy, Trading.

   - Craftsman: Short Sword, Cosmology, Strategy.


   * You can Remove Class or change to Herbalist, Wizard, Trader, Craftsman,
     Red Mage or Sorcerer if you meet the requirements.



   Proficiency
   ===========

   - Find Chests (Search): 50 Gold.

   - Find Herbs (Search): 50 Gold.

   - Harvest (Gathering): 100 Gold.

   - Climb (Survival): 100 Gold.

   - Trade (Trading): 300 Gold.



   Wise Wizardry
   =============

   - Blades of Wind (Aerology): 200 Gold.

   - Strengthen Pull (Aerology): 300 Gold.

   - Blood Curdle (Aerology): 700 Gold.

   - Summon Elemental (Aerology): 1000 Gold.

   - Missile Shield (Aerology): 1200 Gold.

   - Healing Water (Hydrology): 200 Gold.
  
   - Water Blast (Hydrology): 300 Gold.

   - Holy Water (Hydrology): 500 Gold.

   - Summon Elemental (Hydrology): 1000 Gold.

   - Pulverize (Terrology): 200 Gold.

   - Camouflage (Terrology): 300 Gold.

   - Earthen Grasp (Terrology): 500 Gold.

   - Summon Elemental (Terrology): 1000 Gold.



   Flammar Pyrology
   ================

   - Hellfire (Pyrology): 200 Gold.

   - Flame of Life (Pyrology): 300 Gold.

   - Self-Immolation (Pyrology): 500 Gold.

   - Summon Elemental (Pyrology): 1000 Gold. 

   - Bird of Fire (Pyrology): 1800 Gold.

   - Revive (Pyrology): 3200 Gold.

-
-
-

       ----------------
       5.3 - Eugenstadt
       ================

   Training
   ========

   - Castle Knight: Long Sword, Great Sword, Two-handed Sword, Pole Arm,
                    Shield.
    
   - Blacksmith: Club, Pyrology, Gathering.

   - Trader: Survival, Strategy, Trading.

   - Swordsman: Long Sword, Foil, Two-handed Sword.

   - Craftsman: Short Sword, Cosmology, Strategy.


   * You can Remove Class or change to Castle Knight, Blacksmith, Trader,
     Swordsman or Craftsman if you meet the requirements.



   Proficiency
   ===========

   - Find Ore (Search): 50 Gold.

   - Mine (Gathering): 100 Gold.

   - Climb (Survival): 100 Gold.

   - Vigilance (Survival): 300 Gold.

   - Lurk (Covert): 200 Gold.



   Castle Illusions
   ================

   - Fire Illusion (Illusion): 300 Gold.

   - Ice Illusion (Illusion): 300 Gold.

   - Lightning Illusion (Illusion): 300 Gold.

   - Break Illusion (Illusion): 500 Gold.

-
-
-

    =============
    6. VALHALLAND
    =============

       --------------------
       6.1 - Gato's Village
       ====================

   Training
   ========

   - Hunter: Scimitar, Hand Axe, Bow, Terrology, Search.

   - Valhallan Warrior: Two-handed Sword, Hand Axe, Survival.

   - Pioneer: Hand Axe, Club, Gathering.

   - Swordsman: Long Sword, Foil, Two-handed Sword.

   - Entertainer: Martial Arts, Long Sword, Covert.


   * You can Remove Class or change to Valhallan Warrior, Pioneer, Hunter,
     Swordsman or Entertainer if you meet the requirements.



   Proficiency
   ===========

   - Find Chests (Search): 50 Gold.

   - Find Treasure (Search): 50 Gold.

   - Excavate (Gathering): 100 Gold.

   - Find Traps (Search): 50 Gold.

   - Disarm Traps (Strategy): 150 Gold.

   - Pick Locks (Strategy): 150 Gold.



   Valhalland Pyrology
   ===================

   - Hellfire (Pyrology): 200 Gold.

   - Flame of Life (Pyrology): 300 Gold.

   - Self-Immolation (Pyrology): 500 Gold.

   - Summon Elemental (Pyrology): 1000 Gold. 

-
-
-

    ==========
    7. KJARAHT
    ==========

       -------------------
       7.1 - South Estamir
       ===================

   Training
   ========

   - Thief: Foil, Strategy, Search.

   - Kjar Sentinel: Lance, Bow, Hydrology, Demonology, Covert.

   - Estamirian Rebel: Martial Arts, Scimitar, Katana, Illusion, Search.

   - Trader: Survival, Strategy, Trading.

   - Entertainer: Long Sword, Martial Arts, Covert.


   * You can Remove Class or change to Thief, Trader, Kjar Sentinel, Rogue,
     Estamarian Rebel, Entertainer or Assassin if you meet the requirements.



   Proficiency
   ===========

   - Find Ore (Search): 50 Gold.

   - Vigilance (Survival): 300 Gold.

   - Lurk (Covert): 200 Gold.

   - Disarm Traps (Strategy): 150 Gold.

   - Pick Locks (Strategy): 150 Gold.

   - Move Silently (Covert): 200 Gold.

   - Ambush (Covert): 400 Gold.



   Southport Magic
   ===============

   - Hellfire (Pyrology): 200 Gold.

   - Flame of Life (Pyrology): 300 Gold.

   - Self-Immolation (Pyrology): 500 Gold.

   - Healing Water (Hydrology): 200 Gold.
  
   - Water Blast (Hydrology): 300 Gold.

   - Holy Water (Hydrology): 500 Gold.



   Temple of Yucomb
   ================

   - Blades of Wind (Aerology): 240 Gold.

   - Strengthen Pull (Aerology): 360 Gold.

   - Blood Curdle (Aerology): 840 Gold.

   - Summon Elemental (Aerology): 1200 Gold.

   - Missile Shield (Aerology): 1440 Gold.

   - Snowstorm (Aerology): 4320 Gold

-
-
-

       -------------
       7.2 - Tarmita
       =============

   Training
   ========

   - Ranger: Bow, Terrology, Search.

   - Herbalist: Terrology, Survival, Gathering.

   - Kjar Sentinel: Lance, Bow, Hydrology, Demonology, Covert.

   - Entertainer: Martial Arts, Long Sword, Covert.

   - Craftsman: Short Sword, Cosmology, Strategy.


   * You can Remove Class or change to Ranger, Herbalist, Kjar Sentinel,
     Entertainer, Craftsman or Fortuneteller if you meet the requirements.



   Proficiency
   ===========

   - Find Chests (Search): 50 Gold.

   - Find Herbs (Search): 50 Gold.

   - Harvest (Gathering): 100 Gold.

   - Disarm Traps (Strategy): 150 Gold.

   - Pick Locks (Strategy): 150 Gold.

   - Lurk (Covert): 200 Gold.



   Tarmita Magic Shop
   ==================

   - Healing Water (Hydrology): 200 Gold.
  
   - Water Blast (Hydrology): 300 Gold.

   - Holy Water (Hydrology): 500 Gold.

   - Summon Elemental (Hydrology): 1000 Gold.

   - Energy Bolt (Demonology): 200 Gold.

   - Enhance Spells (Demonology): 400 Gold.

   - Shock Wave (Demonology): 2400 Gold.

-
-
-

    ===========
    8. FRONTIER
    ===========

       ------------
       8.1 - Weston
       ============

   Training
   ========

   - Entertainer: Martial Arts, Long Sword, Covert.

   - Martial Artist: Martial Arts, Scimitar, Katana, Staff, Pole Arm, Bow.

   - Trader: Survival, Strategy, Trading.

   - Pioneer: Hand Axe, Club, Gathering.

   - Ascetic: Martial Arts, Staff, Terrology.


   * You can Remove Class or change to Trader, Ascetic, Pioneer, Entertainer
     or Martial Artist if you meet the requirements.



   Proficiency
   ===========

   - Find Ore (Search): 50 Gold.

   - Find Treasure (Search): 50 Gold.

   - Excavate (Gathering): 100 Gold.

   - Mine (Gathering): 100 Gold.

   - Vigilance (Survival): 300 Gold.

   - Trade (Trading): 300 Gold.



   Frontier Fisticuffs
   ===================

   - Attack Style: 40 Gold.

   - Shield Style: 60 Gold.

   - Trick Style: 100 Gold.

-
-
-

    =============
    9. LIGAU ISLE
    =============

       ------------
       9.1 - Jelton
       ============

   Training
   ========

   - Pirate: Foil, Hand Axe, Hydrology.

   - Thief: Foil, Strategy, Search.

   - Martial Artist: Martial Arts, Scimitar, Katana, Staff, Pole Arm, Bow.

   - Blacksmith: Club, Pyrology, Gathering.

   - Ascetic: Martial Arts, Staff, Terrology.


   * You can Remove Class or change to Pirate, Thief, Blacksmith, Ascetic,
     Martial Artist or Master if you meet the requirements.



   Proficiency
   ===========

   - Find Treasure (Search): 50 Gold.

   - Excavate (Gathering): 100 Gold.

   - Climb (Survival): 100 Gold.

   - Jump (Survival): 100 Gold.

   - Move Silently (Covert): 200 Gold.

   - Ambush (Covert): 400 Gold.



   Jelton Self-Defense
   ===================

   - Attack Style: 40 Gold.

   - Assault Style: 100 Gold.

   - Trick Style: 100 Gold.



   Jelton Magic Shop
   =================

   - Hellfire (Pyrology): 200 Gold.

   - Flame of Life (Pyrology): 300 Gold.

   - Self-Immolation (Pyrology): 500 Gold.

   - Summon Elemental (Pyrology): 1000 Gold.

   - Energy Bolt (Demonology): 200 Gold.

   - Weapon Blessing (Demonology): 400 Gold.

   - Armor Blessing (Demonology): 400 Gold.

-
-
-

   ==============
   10. WALON ISLE
   ==============

       --------------
       10.1 - Godongo
       ==============

   Training
   ========

   - Pirate: Foil, Hand Axe, Hydrology.

   - Geckling Knight: Martial Arts, Two-handed Axe, Lance.

   - Pioneer: Hand Axe, Club, Gathering.

   - Ascetic: Martial Arts, Staff, Terrology.

   - Trader: Survival, Strategy, Trading.

   - Craftsman: Short Sword, Cosmology, Strategy.


   * You can Remove Class or change to Pirate, Geckling Knight, Ascetic,
     Pioneer, Trader or Craftsman if you meet the requirements.



   Proficiency
   ===========

   - Find Ore (Search): 50 Gold

   - Find Treasure (Search): 50 Gold.

   - Mine (Gathering): 100 Gold.

   - Excavate (Gathering): 100 Gold.

   - Move Silently (Covert): 200 Gold.

   - Ambush (Covert): 400 Gold.



   Godongo Illusions
   ==============

   - Fire Illusion (Illusion): 300 Gold.

   - Ice Illusion (Illusion): 300 Gold.

   - Lightning Illusion (Illusion): 300 Gold.

   - Hypnotism (Illusion): 1800 Gold.

   - Sunray (Cosmology): 200 Gold.
  
   - Moonbeam (Cosmology): 800 Gold.

-
-
-

       -----------
       10.2 - Oapu
       ===========

   Training
   ========

   - Oapu does not have a Mentor.



   Walon Brawlers
   ==============

   - Attack Style: 40 Gold.

   - Shield Style: 60 Gold.

   - Dual Style: 80 Gold.



   Oapu Magic Emporium
   ===================

   - Energy Bolt (Demonology): 200 Gold.

   - Weapon Blessing (Demonology): 400 Gold.

   - Armor Blessing (Demonology): 400 Gold.

   - Enhance Spells (Demonology): 400 Gold.

   - Way of Defense (Bewitchery): 600 Gold.

   - Way of Spirit (Bewitchery): 600 Gold.

   - Way of Strength (Bewitchery): 600 Gold.

-
-
-
-
_____________________________________________________________________________

                  F. BLACKSMITH LOCATION AND SERVICES
______________________________________________________________________________


       1. Loban Molten Metal - Loban / Bafal Empire
       ============================================
    
          Weapon

          - Repair Weapon
          - Add Southern Iron
          - Add Ligau Steel
          - Increase Attack Power
          - Improve Durability
          - Change Mode: Attack Mode, Defense Mode, Trick Mode

          Armor

          - Add Southern Iron
          - Add Ligau Steel
          - Increase PHY DEF
          - Increase MAG DEF

-
-
-

       2. Draconian Merchants - Bruelle / Bafal Empire
       ===============================================

          Weapon

          - Repair Weapon
          - Add Southern Iron
          - Add Native Silver
          - Add Garal
          - Add my Materials
          - Increase Attack Power
          - Improve Durability
          - Change Mode: Attack Mode, Defense Mode, Trick Mode
                         Attack / Defense Mode, Attack / Trick Mode
                         Defense / Trick Mode, Improve Versatility

          Armor

          - Add Southern Iron
          - Add Native Silver
          - Add Garal
          - Add my Materials
          - Increase PHY DEF
          - Increase MAG DEF

-
-
-

       3. Maritime Imports - Pirate Coast / Coral Sea
       ==============================================
    
          Weapon

          - Repair Weapon
          - Add Bronze
          - Increase Attack Power
          - Improve Durability
          - Change Mode: Attack Mode, Trick Mode

          Armor

          - Add Bronze
          - Increase PHY DEF
          - Increase MAG DEF

-
-
-

       4. Crystal Cartel - Crystal City / Rosalia
       ==========================================
    
          Weapon

          - Repair Weapon
          - Add Native Silver
          - Add Rosalian Steel
          - Add Vernie
          - Add my Materials
          - Increase Attack Power
          - Improve Durability
          - Change Mode: Attack Mode, Defense Mode, Trick Mode
                         Attack / Defense Mode, Attack / Trick Mode
                         Defense / Trick Mode, Improve Versatility

          Armor

          - Add Native Silver
          - Add Rosalian Steel
          - Add Vernie
          - Add my Materials
          - Increase PHY DEF
          - Increase MAG DEF

-
-
-

       5. Burly Blacksmith - Mirsaburg / Knights Dominion
       ==================================================
    
          Weapon

          - Repair Weapon
          - Add Bronze
          - Add Native Silver
          - Add Rosalian Steel
          - Increase Attack Power
          - Improve Durability
          - Change Mode: Attack Mode, Defense Mode, Attack / Defense Mode.

          Armor

          - Add Bronze
          - Add Native Silver
          - Add Rosalian Steel
          - Increase PHY DEF
          - Increase MAG DEF

-
-
-

       6. Draconian Merchants - Eugenstadt / Knights Dominion
       ======================================================
    
          Weapon

          - Repair Weapon
          - Add Bronze
          - Add Southern Iron
          - Increase Attack Power
          - Improve Durability
          - Change Mode: Attack Mode, Defense Mode.

          Armor

          - Add Bronze
          - Add Southern Iron
          - Increase PHY DEF
          - Increase MAG DEF

-
-
-

       7. Valhalland Blacksmith - Gato's Village / Valhalland
       ======================================================
    
          Weapon

          - Repair Weapon
          - Add Southern Iron
          - Increase Attack Power
          - Improve Durability
          - Change Mode: Attack Mode, Defense Mode.

          Armor

          - Add Southern Iron
          - Increase PHY DEF
          - Increase MAG DEF

-
-
-

       8. Kjaraht Metalworks - South Estamir / Kjaraht
       ===============================================
    
          Weapon

          - Repair Weapon
          - Add Southern Iron
          - Add Rosalian Steel
          - Add my Materials
          - Increase Attack Power
          - Improve Durability
          - Change Mode: Attack Mode, Trick Mode, Attack / Trick Mode.

          Armor

          - Add Southern Iron
          - Add Rosalian Steel
          - Add my Materials
          - Increase PHY DEF
          - Increase MAG DEF

-
-
-

       9. Ligau Swordsmith - Jelton / Ligau Isle
       =========================================
    
          Weapon

          - Repair Weapon
          - Add Bronze
          - Add Ligau Steel
          - Add my Materials
          - Increase Attack Power
          - Improve Durability
          - Change Mode: Attack Mode, Defense Mode, Trick Mode.

          Armor

          - Add Bronze
          - Add Ligau Steel
          - Add my Materials
          - Increase PHY DEF
          - Increase MAG DEF

-
-
-

       10. Maritime Imports - N. Estamir / Rosalia
       ===========================================
    
          Weapon

          - Repair Weapon
          - Add Rosalian Steel
          - Add Vernie
          - Add Garal
          - Increase Attack Power
          - Improve Durability
          - Change Mode: Attack Mode, Defense Mode, Trick Mode
                         Attack / Defense Mode, Attack / Trick Mode
                         Defense / Trick Mode

          Armor

          - Add Rosalian Steel
          - Add Vernie
          - Add Garal
          - Increase PHY DEF
          - Increase MAG DEF

-
-
-

      11. Walon Weapons - Oapu / Walon Isle*
      =====================================

          Weapon

          - Repair Weapon
          - Add Bronze
          - Add Native Silver
          - Increase Attack Power
          - Improve Durability
          - Change Mode: Attack Mode, Trick Mode
                       
          Armor

          - Add Bronze
          - Add Native Silver
          - Increase PHY DEF
          - Increase MAG DEF

                                       * After Quest #15: Free the Gecklings.

-
-
-
-
______________________________________________________________________________

                         G. TEMPERING MATERIALS
______________________________________________________________________________


   ========
   1. SHOPS
   ========



    Aerodyne / Lv 14 / 2400 Gold
    ============================

     - Cape Breeze Sundries - Northpoint / Dry Lands



    Beast Fang / Lv 4 / 620 Gold
    ============================

     - Wilderness General Store - Uso / Dry Lands
     - Godongo General Store - Godongo / Walon Isle



    Bismuth / Lv 7 / 465 Gold
    ============================

     - Aurefont General Store - Aurefont / Bafal Empire
     - Godongo General Store - Godongo / Walon Isle



    Blancazure / Lv 3 / 465 Gold
    ============================

     - Aurefont General Store - Aurefont / Bafal Empire
     - Ligau Sword Store - Jelton / Ligau Isle
     - Oapu General Store - Oapu / Walon Isle



    Dinosaur Skin / Lv 21 / 9400 Gold
    =================================

     - Pioneer General Store - Weston / Frontier



    Marcasite / Lv 15 / 1320 Gold
    =============================

     - Mountain Pass Goods - Altours / Rosalia
     - Silver Mine - Aurefont / Bafal Empire



    Reinforced Wing / Lv 10 / 2340 Gold
    ===================================
     - General Store - Taralian Camp / Dry Lands
     - Seafarer General Goods - Pirate Coast / Coral Sea



    Steel Thread / Lv 12 / 2340 Gold
    ================================

     - Silver Mine - Aurefont / Bafal Empire



    Tortoise Shell / Lv 12 / 2280 Gold
    ==================================

    - Maritime Imports - Weston / Frontier



    Tree Crystal / Lv 17 / 1290 Gold
    ================================

     - Godongo General Store - Godongo / Walon Isle

   

    Vermillion / Lv 5 / 465 Gold
    ============================

     - Pioneer General Store - Weston / Frontier
     - Wilderness General Store - Uso / Dry Lands
     - Aurefont General Store - Aurefont / Bafal Empire

-
-
-

   ========================
   2. MONSTER TRADE / DROPS - Under Heavy Research.
   ========================

      Using trade I could find some Tempering Materials that can be acquired
  from monsters. Having a TRADER in your party will increase the changes of
  getting better items. Also a high skill level in Trading. So far this data
  is based on my personal play time, and more data is necessary to confirm
  it correct.
      Also the drop materials from monsters are based on my personal play, and
  should only be used for now as reference, since i need more data.


   



    Deadstone
    =========

     - Monster Class: Undead
     - Monster: Zombie, Greater Zombie, Ghost, Ghoul, Zombie Dragon
     - Trade: Yes
     - Drop: Yes


    Elemental Core
    ==============

     - Monster Class: Unknown
     - Monster: Rockmelter, Wind Crystallite, Fire Crystallite, Snow Beast
     - Trade: Yes
     - Drop: Yes



    Iron Meteorite
    ==============

     - Monster Class: Aquatics / Plants / Reptiles / Undead
     - Monster: Armored Jelly, Death Croaker, Ashura Vine, Alsak, Ghoul
     - Trade: ???
     - Drop: Yes



    Mullock - Type 1-6
    ==================

     - Monster Class: Undead / Demon / Plants
     - Monster: ???
     - Trade: Yes
     - Drop: ???



    Mullock - Type 7
    ================

     - Monster Class: Undead
     - Monster: Mummy, Zombie Dragon
     - Trade: ???
     - Drop: Yes


    Peggy Crystal
    =============

     - Monster Class: Plants
     - Monster: ???
     - Trade: Yes
     - Drop: Yes



    Sticky String
    =============

     - Monster Class: Plants
     - Monster: ???
     - Trade: Yes
     - Drop: ???



-
-
-
-
______________________________________________________________________________

                       H. TRADING SPECIAL ITEMS
______________________________________________________________________________


      A list of items acquired from trading with monsters. Again this is from
my personal play time, and the random factor may produce different results for
each player, this is just a reference.



      - Old Wood Amulet
        Strong Against Eletricity
        
        CHA -1

        PHY DEF 1
        MAG DEF 1
        Weight 0
        
        Trade: New Road (Frontier) - Beast / Reptile


      - Ramox Medallion

        VIT +3
        WIL -3
        COM -3
        CHA -3

        PHY DEF 3
        MAG DEF 3
        Weight 0

        Trade: New Road (Frontier) - Undead


      - Mystic Stone Mask

        AGI +5
        INT +5

        PHY DEF 13
        MAG DEF 13
        Weight 10

        Trade: New Road (Frontier) - Beast / Unknown / Undead
               Plains (Ligau Isle) - Beastman


             
      - Black Stone Mail
        Grants immunity to petrification.

        PHY DEF 34
        MAG DEF 34
        Weight 28

        Trade: New Road (Frontier) - Plant (Crown)



______________________________________________________________________________

                            I. SPECIAL THANKS
______________________________________________________________________________



    I would like to give a special thanks to...

    ... Square Enix for making this game!

    ... my wife, for her support and help.

    ... GameFAQs.com, for accepting this FAQ.

    ... the GameFAQs Roamncing Saga board, and all its people, for the help 
        and support they have provided.

    ... to Ramtieger, for his information in the classes requirement.

    ... www.network-science.de/ascii, for the ascii title.

    ... http://pic2text.divxmania.it/, for the ascii art.




         Copyrighted (c) 2005 Carlos M. ([email protected])