Basic Controls

Keypad 8 - Move Up / Change Menu Selection

Keypad 6 - Move Right

Keypad 4 - Move Left

Keypad 2 - Move Down / Change Menu Selection

Keypad 5 - Select / Confirm

Keypad 1 - Cancel

Keypad 9 - Menu

 

Basic Know How

 

The Priest - Revives fallen party members, cures ailments (Ex. Poison), and can save your game.

 

Return Squares - The Return spell can teleport you back to any Return Square that you have previously walked over. The Wing of Wyvern item on the other hand only returns you back to the most recent Return Square you have walked over.

 

Scrolls - Most spells/abilites are leanred automatically at leveling up which is dependant upon your class. Some spells must be found as Scrolls and are not dependant upon your level, but still your class.

Party Position

Position in a party places a key role in who is most likely to be physically attacked first. It is safer to place a Hero class or other defensive class up front and leave the back slots for magic users and healers. The party position can be changed from the Main Menu under Tactics. Also the person in the first slot is the person that is visible when walking around, and the people you run across may treat you diffently depending upon who is in the first slot. To give an example, Mentors for Class changes will only talk to the person in the first slot. See below for more details on class change.

 

Classes

Class change only exists in DWR III with the exception of the Cleric (Princess Gwaelin) in DWR II using the Book of Satori to turn into a Sage. Each person in DWR III starts with in a Class but it can be changed, by finding a Mentor and asking them to change class. Advanced Classes like the ones below that are blue can only be changed into after you have leveled up to a certain level in two basic class(ones in white). Each Advanced class Mentor is looking specifically for two basic classes leveled. To give an example the Sage Mentor will not change you into a Sage unless you have mastered the Cleric and Wizard class first. Check your status screen to determine which classes you have mastered. Basic classes can be just as powerful as advanced classes if played correctly.

Hero - Can not change class, but is perhaps the most rounded and arguably best class in the Trilogy. You will start out as a Hero in all three games.

Warrior - Can equip nearly the best armor and weapons. Good with defense. (Best to place this person up front or behind the Hero.) Clearge from DWR I is a Warrior.

Rogue - Can equip limited but unique armor and weapons, and get unique Thievery abilites (Ex. Steal). Glenn from DWR I is a Rogue.

Cleric - Can equip basic cloth armor, and basic weapons, but excel with healing and curing status ailments. They are White magic users. Gwaelin from DWR II starts out as a Cleric.

Wizard - Can equip basic cloth armor, and basic weapons, but control devasting Black magic which can quickly destroy their enemies. Brey from DWR 1 is a Wizard.

Mystic - Can equip basic cloth armor, and basic weapons, but receive unique spells that no other mage can get, like status altering spells that can lower the monsters strength or increase the parties defense.

Paladin - Can equip most armor and weapons, and are a hybrid class of strength, defense and White magic. Cristo from DWR 1 is a Paladin.

Blade Mage - Can equip most armor and weapons, and are a hybrid class of strength, defense and Black magic.

Ranger - Can equip decent weapons and armor, as well as whips which can attack all enemies at once. They also posses a connection with nature which gives them unique abilites. Issac from DWR II is a Ranger. 

Ninja - Limited armor and weapons, but have Stealth abilites that focus on Status Altering type magic, and can use Darts. They naturally have a High Agility and Haste, which means they have a higher chance of attacking first.

Ronin - Can equip most armor and weapons and are only second to Hero's in regards to equipment selection. They are superior artisans of close physical combat with the highest strength of any other class.

Summoner - Can equip basic cloth armor, and basic weapons, but can summon monsters to fight along the parties side who can have a vast array of abilities. Most summoned monsters must be challenged and defeated before they will lend you their power. They also posses a decent array of White magic spells.

Conjuror - Can equip basic cloth armor, and basic weapons, but can summon monsters to fight along the parties side who can have a vast array of abilities. Most summoned monsters must be challenged and defeated before they will lend you their power. They also posses a decent array of Black magic spells.

Magus - Can equip basic cloth armor, and basic weapons, but have the ability to randomly learn spells from the Monsters/Bosses they encounter. They have the potential to learn unique spells and abilites that no other mage can possess.

Sage - Can equip basic cloth armor, and basic weapons, but have full access to White and Black magic.

Lich - Can equip basic cloth armor, and limited weapons, but have access to Necro spells which are Black magic spells with ailment twists. Since they are Undead, they will be hurt if you heal them, but have a 95% Magic Defense rating so most spells can't do much damage to them. They also can not be revived by spells/items or a priest, but do auto-revive after a certain amount of steps are taken. Mordecai from DWR II is a Lich.

Merchant - Can equip limited armor and weapons, but have abilites that are luck based. Certain events can only be unlocked with a merchant in your party. You can not change your class to a Merchant. Only Taloon from DWR II is a Merchant.

  

 

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This site was created on 08/15/06