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Class Guide

by KainVermillion

                               

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                      Dokapon Kingdom (Nintendo Wii)

                              Class Guide

                 Written by: Charles Bates III / KainVermillion

                           23 October, 2008

                               Ver. 1.3

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

+++++++++
Contents:  CTRL + F for search function-enter code below
+++++++++           to skip to desired section


  I.      Introduction..............................INT1
  II.     Terms.....................................TER2
  III.    Warrior...................................WAR3
  IV.     Magician..................................MAG4
  V.      Thief.....................................THI5
  VI.     Cleric....................................CLE6
  VII.    Spellsword................................SPS7
  VIII.   Alchemist.................................ALC8
  IX.     Ninja.....................................NIN9
  X.      Monk......................................MN10
  XI.     Acrobat...................................AC11
  XII.    Robo Knight...............................RK12
  XIII.   Hero......................................HR13
  XIV.    Darkling..................................DK14
  XV.     Credits...................................CD15
  XVI.    Contact Info..............................CI16
  XVII.   Still To Come.............................SC17
  XVIII.  Update Notes..............................UN18
  XVIV.   Authorized Websites.......................AW19
  XX.     Copyright.................................CP20


+++++++++++++++++++++
I. Introduction: INT1
+++++++++++++++++++++

Dokapon Kingdom has a total of 11 classes that can be played and mastered at
will once they're unlocked and 1 class that can only be played for limited
amounts of time once certain objectives have been satisfied.

Classes are listed in their order in the Gallery found in-game for both
easier searching and to know what goes where if yours is not yet completed.

Unless otherwise noted -
All information contained in this guide was either gained by myself through
playing the game or learned from the Gallery and then verified through play.

Skills that I feel need more explanation than the game's definition of the
skill will have additional notes.


++++++++++++++++++++
II. Terms: TER2
++++++++++++++++++++

Unlocked By - This refers to the objectives that must be met to unlock said
class. If the retrieval of an item is required you must bring the item to
Dokapon Castle and meet any other objectives needed for that class before 
being able to change into that class. Once you change for the first time the
item will automatically disappear and you will have the ability to change back
into that class at any time afterwards.

Initial Stats - For the three introductory classes (Warrior, Magician, Thief)
your stats at the start of the game will be listed.  When your class is 
changed your current stats will not, therefore only the Initial Stats of 
these 3 is listed.

AT = Attack: This is your ability to deal physical damage.  In battle when you
attack your opponent with a weapon your attack is compared to their defense
to determine the amount of damage dealt.

DF = Defense: This is your ability to mitigate physical damage.  When you are
attacked with a weapon your defense is compared to your opponent's attack to
determine the amount of damage you recieve.

MG = Magic: This is your ability to deal damage with battle magic and field
magic. In either situation your magic stat is compared to your target's to
determine the amount of damage dealt.  This is not including elemental
resistances which are hidden values.

SP = Speed: This is your ability to hit and dodge with physical attacks and
field magic. Your speed is compared to your target's in either situation to
determine hit% / dodge%.

HP = Hit Points: This is how much damage you can take before you're killed.

Level Up - These are the base stats you will gain at level up for each class,
if you change your class it will not add to your new class' stats but instead
be replaced by that class' stat level.  Mastery Stats being the only exception
to this. Each class gains a total of 4 stats at level up
(10 HP counted as one).

Item / Field Magic Slots - This is the number of items and field magic that
this class can carry respectively, this can not be increased or decreased 
without changing your current class.

Mastery Stats - Once you master any given class in Dokapon Kingdom (Job LV6)
from that point on regardless of what class you play, when you gain a level
you will gain an extra point in the mentioned stat. These are cumulative for
every class mastered.

Class Skills - These are seperate from battle magic and will appear as the 
bottom option during battle, they can only be used on your Offensive turn.
If you switch to a new class you will start with Charge as your default Class
Skill and may randomly be given access to individual Class Skills you have 
already learned from other classes after finishing a battle. If you switch to
a class you have already leveled up to 2 or 3, your default Class Skill will 
be the last one you learned as that class, if you have leveled it to 4 or
higher you will be given the option of which of the 2 unique class skills
you would like to take.  Only one Class Skill may be equipped at a 
time. The LV 1 Class Skill is Charge for every class barring Darkling which
can not be leveled / mastered.

Field Skill - This is a passive ability that you will have access to while
playing as each different class. You only have access to the Field Skill of
your current class.

Class Level - Listed is the necessary Class Level to gain access to each
individual skill, these are the same for all classes but listed for each
nontheless.

I have yet to verify exactly what is needed to gain a class 
level as it doesn't appear to be 100% static, but generally it takes between
5-8 battle victories (Player opponents included). While if your opponent gives
up this does count towards your victories, it appears to be counted 
differently. What class you are using and what class LV you are currently
does not appear to affect it, nor the level difference between you and your
opponent. IE - At level 80 you could farm class levels in Asiana in the same
amount of time as you could in Flinders, or master Thief in the same amount
of time as it would take to master Hero.

If anyone can verify the exact amount needed to increase class level it 
would be greatly appreciated. Assuming there is indeed an exact amount.
Refer to Contact Info.

++++++++++++++++++
III. Warrior: WAR3
++++++++++++++++++

Unlocked By: N/A

Initial Stats:    AT 5, DF 4, MG 1, SP 2, HP 50
Level Up:         AT +2, DF +1, HP +10
Slots:            6 Item, 4 Field Magic
Class Mastery:    AT +1

Class Skills:

Field Skill - War Cry: Randomly increases AT at the start of a turn.

Class Lv. 1 - Charge: Increases AT by 50%
(NOTE: Lasts until the end of the battle it is used during.)

Class Lv. 2 - Muscle: Increases AT and DF by 50%
(NOTE: Lasts until the end of the battle it is used during.)

Class Lv. 4 - Overload: Increases AT by 200%, but if it fails, AT is halved.
(NOTE: Lasts until the end of the battle it is used during.)


++++++++++++++++++
IV. Magician: MAG4
++++++++++++++++++

Unlocked By: N/A

Initial Stats:    AT 5, DF 2, MG 3, SP 3, HP 40
Level Up:         MG +2, SP +1, HP +10
Slots:            6 Item, 10 Field Magic
Class Mastery:    MG +1

Class Skills:

Field Skill - Mage Combo: Allows the use of field magic twice in a single 
turn.

Class Lv. 1 - Charge: Increases AT by 50%
(NOTE: Lasts until the end of the battle it is used during.)

Class Lv. 2 - Meditate: Doubles MG.
(NOTE: Lasts until the end of the battle it is used during.)

Class Lv. 4 - Restrict: Seals a random battle command.
(NOTE: This includes commands on both offensive and defensive command 
wheels.)


++++++++++++++
V. Thief: THI5
++++++++++++++

Unlocked By: N/A

Initial Stats:    AT 5, DF 3, MG 1, SP 4, HP 40
Level Up:         AT +1, SP +2, HP +10
Slots:            8 Item, 6 Field Magic
Class Mastery:    SP +1

Class Skills:

Field Skill - Pickpocket: When you pass by another player, you steal an item
or field magic from them.
(NOTE: The item recieved is randomly selected, you can steal from as many 
players as many times as you pass them in a single turn.)

Class Lv. 1 - Charge: Increases AT by 50%
(NOTE: Lasts until the end of the battle it is used during.)

Class Lv. 2 - Steal: Steals one of your opponent's items.
(NOTE: This can be used against monsters or players but has a low rate of
success. Includes items and field magic.)

Class Lv. 4 - Escape: Allows escape from battle without any penalty.
(NOTE: This can even be used in battles where Give Up is not allowed. If a 
player or monster uses Escape the winner will recieve no class exp.)


++++++++++++++++
VI. Cleric: CLE6
++++++++++++++++

Unlocked By: Master any 1 of the 3 starting class (Warrior, Magician, Thief)

Level Up:         DF +1, MG +1, HP +20
Slots:            6 Item, 8 Field Magic
Class Mastery:    DF +1

Class Skills:

Field Skill - Holy Aura: Randomly recovers a lot of HP at the start of a turn.
(NOTE: This will only activate if you are wounded. Heals a maximum of 50% of 
your max HP.)

Class Lv. 1 - Charge: Increases AT by 50%
(NOTE: Lasts until the end of the battle it is used during.)

Class Lv. 2 - Heal: Heals all HP.

Class Lv. 4 - Prayer: Heals up to 50% HP and certain status ailments.


+++++++++++++++++++++
VII. Spellsword: SPS7
+++++++++++++++++++++

Unlocked By: Master Warrior and Magician

Level Up:         AT +2, MG +2
Slots:            8 Item, 8 Magic
Class Mastery:    AT +1

Class Skills:

Field Skill - Barrier: Allows you to sometimes counter field magic cast on
you.
(NOTE: Damage reflected is the amount you would have taken, not the amount
it would deal if you had cast the field magic.)

Class Lv. 1 - Charge: Increases AT by 50%
(NOTE: Lasts until the end of the battle it is used during.)

Class Lv. 2 - Chakra: Increases AT and MG by 50%
(NOTE: Lasts until the end of the battle it is used during.)

Class Lv. 4 - Pierce: Causes the opponent's DF to be ignored when attacking
the next round.


+++++++++++++++++++++
VIII. Alchemist: ALC8
+++++++++++++++++++++

Unlocked By: Master Magician and Thief

Level Up:         DF +1, MG +2, SP +1
Slots:            6 Item, 10 Field Magic
Class Mastery:    MG +1

Class Skills:

Field Skill - Duplicate: Randomly duplicates an item or field magic you own.
(NOTE: This will not occur if you have no open slots and will not duplicate
certain items.)

Class Lv. 1 - Charge: Increases AT by 50%
(NOTE: Lasts until the end of the battle it is used during.)

Class Lv. 2 - Alchemy: Creates money from damage taken by anyone in battle.
(NOTE: Awards you gold in the amount of between 640 - 645 x total damage 
dealt, at end of battle.)

Class Lv. 4 - Debug: Reduces the opponent's HP to 1, but it can miss.


+++++++++++++++
IX. Ninja: NIN9
+++++++++++++++

Unlocked By: Master Warrior and Thief

Level Up:         AT +2, SP +2
Slots:            10 Item, 6 Field Magic
Class Mastery:    SP +1

Class Skills:

Field Skill - Item Combo: Allows use of two items per turn.
(NOTE: Both items must still be used before moving.)

Class Lv. 1 - Charge: Increases AT by 50%
(NOTE: Lasts until the end of the battle it is used during.)

Class Lv. 2 - Sneak Hit: Reduces current enemy HP by 50%, chance to kill
instantly.

Class Lv. 4 - Decoy: Creates a copy of the user, avoiding attacks and magic
50% of the time.


+++++++++++++
X. Monk: MN10
+++++++++++++

Unlocked By: Master Cleric

Level Up:         AT +1, DF +1, HP +20
Slots:            8 Item, 6 Field Magic
Class Mastery:    HP +10

Class Skills:

Field Skill - Fire Up: As your HP decreases all your other stats will
increase.

Class Lv. 1 - Charge: Increases AT by 50%
(NOTE: Lasts until the end of the battle it is used during.)

Class Lv. 2 - Soul Fire: Increases AT by 50% every round.
(NOTE: Does not need to be used every round for the effect to continue. 
Round defined as both your and your opponent's turn together to make 1.)

Class Lv. 4 - Afterburn: Increases all stats by 50%, but your HP will be 
halved after battle.


+++++++++++++++++
XI. Acrobat: AC11
+++++++++++++++++

Unlocked By: Obtain a Show Ticket from the Casino in Casino Cave located in
southern Hallstatt. To obtain ticket bet 5000G and if you win with 3 Coins or
3 Cherries and the top wheel stops on "Great" you will recieve a Show Ticket.
(NOTE:This is not the only way to obtain it and may not give you one every
time, currently however, this is by far the best method with the highest
chance.)

Level Up:         AT +1, DF +1, SP +1, HP +10
Slots:            6 Item, 6 Field Magic
Class Mastery:    HP +10

Class Skills:

Field Skill - Play Dead: Revives you 50% of the time when defeated with
50% HP.
(NOTE: This can occur even if you have Revivals or the Angel Choker, all
3 effects are rolled seperately.)

Class Lv. 1 - Charge: Increases AT by 50%
(NOTE: Lasts until the end of the battle it is used during.)

Class Lv. 2 - Play Dumb: Nullifies magic attacks for a few turns, sometimes
fails.

Class Lv. 4 - ????: Becomes a random skill during battle.
(NOTE: This includes skills you have learned, skills you have not learned and
even certain monster skills and the Darkling's Delete skill. The name of the 
skill will be displayed where your skill normally is and will stay the same 
for the duration of the battle. Each battle it will randomly select a 
different skill.)


++++++++++++++++++++++
XII. Robo Knight: RK12
++++++++++++++++++++++

Unlocked By: Master Alchemist and Monk and obtain Lost Technology from 
Underwater Shrine in Northeastern Llano. Lost Technology can be found in any 
Item roulette space there.

Level Up:         AT +1, DF +2, SP +1
Slots:            10 Item, 8 Field Magic
Class Mastery:    DF +1

Class Skills:

Field Skill - GOTO: Randomly allows movement anywhere within 0-6 spaces.
(NOTE: Effect for this and Crystal Choker rolled seperately. GOTO will
take precedence over Super Spinner if you've activated one on a previous turn
and is still active when GOTO activates, but will not cancel the effect if
Super Spinner turns remain.)

Class Lv. 1 - Charge: Increases AT by 50%
(NOTE: Lasts until the end of the battle it is used during.)

Class Lv. 2 - Copy: Copies the opponent's stats if they are higher than your
own.

Class Lv. 4 - Harden: Nullifies physical attacks but doesn't always work.


++++++++++++++++
XIII. Hero: HR13
++++++++++++++++

Unlocked By: Master Spellsword, Ninja and Acrobat and obtain Hero License
from Castle in the Clouds. Entrance to Castle in the Clouds located on 3F of 
Daunting Mountain located in Western Llano. Angel Wings required to enter
Castle in the Clouds can only be obtained from fighting Rico Jr. who once
reaching Llano has a chance of appearing in any empty space battle. Angel
Wings disappear after entering Castle in the Clouds, Hero License can be 
found from any White Chest space located inside.

Level Up:         AT +1, DF +1, MG +1, SP +1
(NOTE: The Hero class will always gain these stats at level up but also
has a chance of gaining 1 additional point in a random stat)

Slots:            12 Item, 12 Field Magic
Class Mastery:    AT +1

Class Skills:

Field Skill - Full Combo: Allows use of 1 field magic and 1 item in the same
turn.

Class Lv. 1 - Charge: Increases AT by 50%
(NOTE: Lasts until the end of the battle it is used during.)

Class Lv. 2 - Glory: Forces non-boss monsters to Give Up.

Class Lv. 4 - Guard: Increases random stats by 50%
(NOTE: Lasts until the end of the battle it is used during.)


+++++++++++++++++++
XIV. Darkling: DK14
+++++++++++++++++++

Unlocked By: If you are in last place there is a chance that on your turn
a bat will appear above your head and you will get a message saying "... hears
the whispers of darkness." If at this point you go to the Dark Space located
in SE Asiana you will be transformed into the Darkling at the cost of all
your items, money, towns and field magic. Your equipment will not be taken
but will be replaced until your time as the Darkling expires. 

Darkling transformation lasts 2 weeks. There is also a chance that once you
have the bat Weber will appear on an empty space and give you a Contract which
will transport you directly to the Dark Space. Bat lasts until you become
Darkling or are no longer in last place. The Contract can be taken by other
players but will not transport you without meeting the requirements.

The Darkling Class can not be leveled up or mastered, your battle magics and
skill will be replaced by:

Offensive: Giga Blaze - Strongest fire battle magic spell
Defensive: Super Bounce - Reflects spells at 4x original strength.
Skill: Delete - Erases either the opponent's inventory, equipment or money.

Give Up is disabled for the Darkling and anyone fighting against the 
Darkling.

Upon battle victory the Darkling receives the option to Throw Away:

All of their opponent's money,
One piece of equipment,
All of their items and field magic or
One of their towns.

Equipment will be replaced by:

Weapon: Draco Blade - AT 333
Shield: Demon Shield - DF 333, AT 2, MG 4
Accessory: Overlord's Crown - AT 300, DF 250, MG 200, SP 150

As the Darkling you will spin for Dark Points at the beginning of every turn,
these Dark Points can be used for the following effects:

Trap Summon        10P:  Sets traps on eight locations on the map.
Item Stopper       20P:  Seals all players' items and field magic.
Caltrops           30P:  Gives all players footsores.
Banker Strike      40P:  Closes all Loot and Bank spaces.
Worker Strike      40P:  Closes all Building spaces.
Market Crash       60P:  Takes half of everyone's money and throws it away.
Naptime            60P:  Makes everyone fall asleep.
Day Off            70P:  Closes all Loot, Bank and Building spaces.
Come Here          100P: Summons everyone to the Darkling's space.
Local Assault      120P: Summons monsters to all towns on chosen continent.
Ill Cartographo    120P: Turns all Empty spaces on the map into Doom spaces,
                         that makes anyone that lands on them fight the 
                         Darkling.
Castle Panic       160P: Takes a random castle owned by another player.
Global Assault     200P: Summons monsters to all towns on all accessible 
                         continents.

If you land on any town that is owned you will summon a monster there, if you
land on any town with a monster you will be fully healed, HP and status.
While Darkling every turn you will have between 2-5 Spinners to roll your
movement. Every town that you corrupt gains you experience that will go 
towards your character which will be distributed upon your first battle
victory after Darkling transformation wears off.


+++++++++++++++++
XV. Credits: CD15
+++++++++++++++++

All_is_Dust, MasterPoker, mjj288, Zellos, Fullgore EXE, Mistoltean,
sapphirecat and other posters for letting me know that my original Show
Ticket solution was incorrect, sorry for the misinformation.

Justin Barnard for a correction concerning the Duplicate skill.



+++++++++++++++++++++++
XVI. Contact Info: CI16
+++++++++++++++++++++++

If you notice any typos or incorrect information feel free to email me.
If there is anything that I've missed or you would like added feel free
to email me. Make the subject Dokapon Kingdom Class Guide or something
similar so I know to look at it rather than disregard it. Also include
the name you would like to be credited as in your email.

If you would like to post this on your website you are required to gain
permission of use from me first, email me if this is the case.

Email address: [email protected]


+++++++++++++++++++++++++
XVII. Still To Come: SC17
+++++++++++++++++++++++++

For the time being I'll be using this section to list things that I still 
need to add, both as a reminder to myself and as suggestions to potential
contributors. Funny how everytime you think something's done you notice
something else that's missing. Oh well.

1.  Full list of status effects healed by Prayer (current: Poison, Curse,
Footsore) and status effects not healed by Prayer (Z Plague)
2. Length of time that Decoy lasts.
3. Length of time that Harden lasts.
4. Min / Max number of stats Hero's Guard ability can increase and length of
time it lasts.
5. Warcry AT % increase and number of turns it lasts.
6. Increase in stats from Monk's Fire Up (equivalent to HP % decrease?)
7. Check for variance in Alchemy skill based on level / class level.
8. Full list of items Duplicate skill won't..... well, duplicate.

While it's likely that all battle abilities unless otherwise stated in
their description last for the entirety of the battle I'd like to verify
this completely before committing to it.

Thanks for reading.


+++++++++++++++++++++++++
XVIII. Update Notes: UN18
+++++++++++++++++++++++++

Ver. 1.0 - 23 October, 2008
Original FAQ version number, complete listings, some formulas and
minor tweaks missing.

Ver. 1.1 - 24 October, 2008
Added Holy Aura HP%, Alchemy Conversion ratio, Verified Hero's
Mastery as a static +1 AT and some other minor fixes / changes.

Ver. 1.2 - 01 November, 2008
Changed Show Ticket method as it proved inefficient at best, incorrect at
worst, also minor fixes / changes.

Ver. 1.3 - 05 November, 2008
Correction concerning Duplicate skill. Major slacking with
my to-do list of late, hopefully will find more time soon.


+++++++++++++++++++++++++++++++
XVIV. Authorized Websites: AW19
+++++++++++++++++++++++++++++++

Here is listed those websites that I have given permission to host this FAQ:

www.gamefaqs.com
www.supercheats.com


++++++++++++++++++++++++++++++++
XX. Copyright / Legal Info: CP20
++++++++++++++++++++++++++++++++

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

Copyright 2008 Charles Bates III