Based on the DQ3 v1.1 translation from DQtranslations.com The following sources provided information which tremendously sped up the creation of this guide: AJackson (GameFAQs) BSulpher (GameFAQs) Stahlbaum (GameFAQs) Note: Unless specified otherwise, lists and tables in this document are in ascending order of most relevant key, which is usually total average stats. Depending on the presentation of the information, it may be top to bottom or left to right. ============================================================================== PERSONALITY INFORMATION ============================================================================== This first table gives information concerning each of the personalities. The main purpose of a personality is to modify a character's growth upon level up. Therefore, it is advantageous to pick a personality whose modifiers match the growth pattern of the class. This table does not show how to create new characters of a given personality because that information is too detailed to fit in the same table (see the second table). However, it does show how to change personalities and (about) when you can do it. This is particularly helpful if you wish to have different personalities after a class change, or if you want to change personalities after a certain point in order to maximize a character's efficiency. Personalities that the hero can acquire list which scenario the hero goes through to attain them. Finally, rough guidance is given on the general purpose of each personality. This table is sorted in order of ascending total modifiers. Here is what the columns mean: NAME - The name of the personality T - The earliest tier where you can get one of the items that grants this personality trait. When both a book and an accessory are available, no distinction is made with regard to item tier- the one which is available first controls the tier. Item Tiers are divided by when you get a new movement ability on the world map. All sources of items (medals, pachisi, etc.) are considered except for random monster drops. Tier 1 = No special movement Tier 2 = Water travel Tier 3 = Air travel BOOK - Which book (if any) can be used to change to this personality ACCESSORY - Name of the accessory (if any) which will give a character this personality while equipped MOD - The modified attribute of the accessory (if any) D = Defense P = Power (Strength / Attack) A = Agility S = Stamina W = Wisdom L = Luck HERO - Identifies which scenario (if any) can result in the hero having this personality Desert = Brothers in Desert Well = The Well Monster Cavern = The Cavern Maze Forest = Forest Boulder Collection Tower = The Jumping Tower Dancer = The Dancing Show Wallet = Old Man's Wallet Castle = Castle with King STR - Strength (%) modifier upon level up Strength increases weapon damage AGI - Agility (%) modifier upon level up Agility increases initiative and armor STM - Stamina (%) modifier upon level up Stamina increases hit points WIS - Wisdom (%) modifier upon level up Wisdom increases magic points and learns spells earlier LUC - Luck (%) modifier upon level up Luck increases critical strikes and improves dodging when critical USE - Expected usage of the personality. This was determined in the following manner: Melee score = 3*STR + 1*AGI + 2*STM + 1*LUC Caster score = 3*AGI + 3*STM + 5*WIS + 1*LUC The scores are normalized to 100% against Ordinary personality. If neither score is at least 100%, the USE field is left blank If only one score is at least 100%, the USE field lists that score If both scores are at least 100%, the USE field lists "Dual" NAME T BOOK ACCESSORY MOD HERO STR AGI STM WIS LUC USE Stubborn 1 Stone Wig 15D 100 60 120 60 70 Gormet 110 60 110 50 80 Bully 1 Angry Tattoo 8P Desert 120 90 90 60 70 Melee Careless Well 80 115 100 70 70 Foolish Cavern 85 115 80 80 90 Meddler 105 85 110 80 70 Valiant 1 Hero Guide Hero Ring 15P Well 140 70 100 80 70 Melee Jock 1 Muscle G'Book Strength Ring 7P 130 80 100 70 80 Melee Naive Dancer 100 90 90 70 110 Macho Desert 115 100 100 90 60 Melee Lazy Forest 115 60 120 65 110 Melee Selfish Cavern 95 105 90 90 90 Worldly 1 Hard Heart 10S Forest 110 85 120 90 70 Melee Tomboy 1 Tomboy Book 110 110 80 90 90 Agile 2 Speed Ring 15A 90 120 90 100 80 Caster Amazon 130 90 100 80 80 Melee Logical Well 80 105 90 125 80 Caster Ironman 105 80 130 90 80 Melee Eager Forest 105 90 110 100 80 Melee Helpless 3 Pacifier - Well 95 100 90 105 100 Lonesome 3 Slime Earrings - Tower 100 90 80 110 110 Cowardly 3 Flee Ring 7A Well 90 70 90 120 120 Caster Honest Cavern 100 90 100 110 90 Caster Timid Wallet 110 60 120 110 90 Melee Tough Forest 115 90 140 80 70 Melee Defiant 1 Defy Book Cavern 95 105 105 95 95 Caster Carefree Dancer 100 75 110 105 105 Melee Ordinary 100 100 100 100 100 Dual Dauntless 100 100 100 100 100 Dual Twisted 70 120 70 110 130 Caster Weepy 1 Tragic Tale Dancer 90 90 100 110 115 Caster Happy 1 Rabbit's Foot 8L Castle 90 100 90 100 130 Caster Vain 1 Ruby Ring - For+Wlt 105 110 95 105 95 Dual Alert 1 Cheater Guide Wallet 90 110 90 120 100 Caster Kindly 2 Kindly Book Benevolent R. 15W Castle 105 95 105 110 95 Dual Solitary 2 Rockstar Ring 10A Dancer 100 110 120 110 70 Dual Smart 2 Smart Glasses 15W Castle 95 100 100 130 90 Caster Ladylike 1 Lady Manual Golden Tiara 13L 100 80 95 110 140 Dual Romantic 1 Silver Rosary 4D Tower 95 110 95 115 100 Caster Lewd 1 Naughty Book Gold Necklace 10S Castle 105 95 120 105 90 Dual Fearless 1 Brave Book Desert 95 120 115 100 100 Dual Sharp 1 Smart Book 100 120 80 140 90 Caster Silly 1 Joke Book Mohawk Wig 2D Castle 100 120 95 115 110 Dual Hyper 2 Gale Bandana 30A 100 140 100 100 100 Dual Lucky 2 Lucky Book Golden Beak 20L 100 110 100 100 150 Dual Sexy 1 Naughty Book Garter Belt 3D Castle 110 120 105 115 120 Dual NAME T BOOK ACCESSORY MOD HERO STR AGI STM WIS LUC USE Note: Tomboy, Amazon, Ladylike, and Sexy are Female only Lewd is Male only Lucky is Male only; however, a Female can learn it with the Lucky Book Dauntless class never occurs ============================================================================== CHARACTER REGISTRATION ============================================================================== Using this second table is a multistep process. The first 7 columns identify which set of classes will test against the remaining conditionals of the row. Example: If you are creating a Wizard, only rows which have the "W" column filled are usable for the creation of that character The next 3 columns are used together to select a unique row based on how the character's attributes are set after seed allocation. All numbers in these conditionals are based on the bonus given to the attribute relative to its base value (numbers DO NOT indicate the the total value of the attribute). First, identify which attribute has the highest bonus, then select the TEST that matches the situation. The personality will be randomly selected from the possibilities on that row. Example: If you are creating a Thief, and put all 5 seeds into Stamina, then Stamina should be your highest bonus. Rows 91-94 correspond to this (Thief, HI Stamina). Since your Stamina bonus (from seeds) should exceed 11, row 91 is selected from among those. The personality is randomly selected from the ones on that line (@=Gormet, R=Ironman, J=Tough). Here are the columns corresponding to the above discussion: (I know the class names don't match the translation I'm using, but I prefer the original NES translations for class names, as they better fit with the Dragon Quest lore at the time the game was made) S - Soldier (aka Warrior) F - Fighter W - Wizard P - Pilgrim / Priest (aka Cleric) M - Merchant (aka Dealer) G - Goof Off (aka Player) T - Thief HI - The attribute with the highest amount of bonus points given GRP - This is an arbitrary number whose sole purpose is to keep the TESTs in order when the table is sorted; this should be used as the lowest priority sort key any time you sort on key(s) to the left of this one TEST - The secondary condition; tested after HI and only for matching classes The classes are listed in order of ascending total points. Thus, Stubborn and Gormet (which have average multipliers of 82%) are on the left and Sexy (which has an average multiplier of 114%) is on the right. Note that this does not take into account the appropriateness of the mix of attributes, only the total value. Roughly, Fighters are on the left, Casters in the middle, and Duals on the right. Here are the list of personality abbreviations: ! = Stubborn @ = Gormet # = Bully $ = Careless % = Foolish ^ = Meddler & = Jock * = Valiant ( = Naive ) = Macho Z = Lazy Y = Selfish X = Worldly W = Logical V = Tomboy U = Amazon T = Agile S = Eager R = Ironman Q = Helpless P = Timid O = Cowardly N = Lonesome M = Honest L = Defiant K = Carefree J = Tough I = Ordinary H = Twisted G = Weepy F = Dauntless E = Solitary D = Vain C = Alert B = Happy A = Kindly 0 = Lewd 9 = Romantic 8 = Smart 7 = Ladylike 6 = Fearless 5 = Sharp 4 = Hyper 3 = Silly 2 = Lucky 1 = Sexy S F W P M G T HI GRP TEST !@#$%^&*()ZYXWVUTSRQPONMLKJIHGFEDCBA0987654321 S F Str 11 Str>=11 &* U S F Str 12 Str>= 7 # & ) V S F Str 13 Stm 2nd @# U 0 S F Str 14 Agi 2nd $ V L 6 S F Str 15 Else ( M K I 0 W P Str 21 Str>=11 & U 6 W P Str 22 Str>= 7 ! ^& ) W P Str 23 Stm 2nd @ YX S W P Str 24 Wis 2nd ON L D W P Str 25 Else ( Z V M I A M G T Str 31 Str>=11 & ) V L M G T Str 32 Wis 2nd E C 5 M G T Str 33 Stm 2nd # U 6 M G T Str 34 Agi 2nd % T 3 M G T Str 35 Else Y Q N I G 9 S M G Agi 41 Agi>=12 T 6 4 S M G Agi 42 Agi>= 7 % Y T L S M G Agi 43 Wis 2nd H C 3 S M G Agi 44 Str 2nd # ) V E S M G Agi 45 Else $ N I G D F T Agi 51 Agi>=11 T 6 4 F T Agi 52 Agi>= 7 % T E 6 F T Agi 53 Str 2nd ) V L D F T Agi 54 Stm 2nd ) S H 0 F T Agi 55 Else I G E 9 6 W P Agi 61 Agi>=8 % T C W P Agi 62 Str 2nd $ L D W P Agi 63 Wis 2nd W G 3 1 W P Agi 64 Else ( Q O I 9 S F M Stm 71 Stm>=10 R J S F M Stm 72 Stm>=6 ! X S 0 S F M Stm 73 Str 2nd @ & K S F M Stm 74 Else ^ Z P M I W P Stm 81 Stm>=11 SR J W P Stm 82 Stm>=6 ! X S 0 W P Stm 83 Wis 2nd ^ L A 1 W P Stm 84 Else ( ON K I G T Stm 91 Stm>=11 @ R J G T Stm 92 Stm>= 6 !@ S 0 G T Stm 93 Str 2nd # 6 G T Stm 94 Else Z I E 9 3 1 S F Wis 101 Wis>=10 W H 98 S F Wis 102 Wis>= 6 O D 9 7 S F Wis 103 Else ( Q I A 3 W P Wis 111 Wis>=10 8 5 W P Wis 112 Wis>= 6 W O C 98 W P Wis 113 Else Q NM I G A M T Wis 121 Wis>=10 8 5 M T Wis 122 Wis>= 6 W DC 8 M T Wis 123 Never $ ^ X I E 9 G Wis 131 Wis>=10 8 5 G Wis 132 Wis>= 6 W C 0 3 1 G Wis 133 Else Z Q K I E S F Luc 141 Luc>=12 B 7 2 S F Luc 142 Luc>= 7 Z B 9 S F Luc 143 Else $ ( Q I D 3 W P Luc 151 Luc>=12 B 7 2 W P Luc 152 Luc>= 6 ( Z Q B W P Luc 153 Else $ PO I G D M T Luc 161 Luc>=12 B 2 M T Luc 162 Luc>= 6 ^ Y Q K B M T Luc 163 Else ( M I G D A G Luc 171 Luc>= 9 7 2 G Luc 172 Luc>= 6 ( Q B 0 1 G Luc 173 Else ZY N K G 0 3 1 S F W P M G T HI GRP TEST !@#$%^&*()ZYXWVUTSRQPONMLKJIHGFEDCBA0987654321 ============================================================================== SUMMARY ============================================================================== This section summarizes some of views of the above data. No additional data is presented in this section that is not presented in the first two tables, but it may be more useful in this section if you do not have any spreadsheet software to reorganize the data as you want. -------------------------------------------- The hero can start in the following classes: No Use - Stubborn, Careless, Foolish, Naive, Selfish, Lonesome, Helpless Melee - Bully, Valiant, Macho, Lazy, Worldly, Eager, Timid, Carefree, Tough Caster - Logical, Honest, Cowardly, Defiant, Weepy, Happy, Alert, Smart, Romantic Dual - Kindly, Solitary, Vain, Lewd, Fearless, Silly, Sexy -------------------------------------------------------------------------- The following classes can be switched to with either books or accessories: Tier 1 (No Use) - Stubborn, Tomboy Tier 1 (Melee) - Bully, Valiant, Jock, Worldly Tier 1 (Caster) - Weepy, Happy, Alert, Romantic, Sharp Tier 1 (Dual) - Vain, Lewd, Ladylike, Fearless, Silly, Sexy Tier 2 (Caster) - Agile, Smart Tier 2 (Dual) - Kindly, Solitary, Hyper, Lucky Tier 3 (No Use) - Lonesome, Helpless Tier 3 (Caster) - Cowardly Never (No Use) - Gormet, Careless, Foolish, Meddler, Naive, Selfish Never (Melee) - Macho, Lazy, Amazon Never (Caster) - Logical, Honest, Timid, Defiant, Twisted Never (Dual) - Eager, Ironman, Carefree, Tough, Ordinary ---------------------------------------------------------------------------- All personalities are available to these classes during the generation phase of a character except for the following: Soldier & Fighter - Sharp, Sexy Wizard & Pilgrim - Valiant, Twisted, Solitary, Fearless, Hyper Merchant - Valiant, Cowardly, Smart, Sexy Thief - Valiant, Helpless, Timid, Ladylike Goof Off - Foolish, Valiant, Selfish, Helpless, Timid, Honest, Happy Hero - Gormet, Jock, Amazon, Meddler, Tomboy, Ironman, Agile, Hyper, Lucky, Ordinary, Ladylike, Twisted, Sharp --------------------------------------------------------------------------- The following shows which personalities can be attained by each class given a particular HI attribute: Soldier (STR) Gormet, Bully, Careless, Jock, Valiant, Naive, Macho, Tomboy, Amazon, Honest, Defiant, Carefree, Ordinary, Lewd, Fearless Soldier (AGI) Bully, Careless, Foolish, Macho, Selfish, Tomboy, Agile, Lonesome, Defiant, Ordinary, Twisted, Weepy, Solitary, Vain, Alert, Fearless, Hyper, Silly Soldier (STM) Stubborn, Gormet, Meddler, Jock, Lazy, Worldly, Eager, Ironman, Timid, Honest, Carefree, Tough, Ordinary, Lewd Soldier (WIS) Naive, Logical, Helpless, Cowardly, Ordinary, Twisted, Vain, Kindly, Romantic, Smart, Ladaylike, Silly Soldier (LUC) Careless, Naive, Lazy, Helpless, Ordinary, Vain, Happy, Romantic, Ladylike, Silly, Lucky Fighter (STR) Gormet, Bully, Careless, Jock, Valiant, Naive, Macho, Tomboy, Amazon, Honest, Defiant, Carefree, Ordinary, Lewd, Fearless Fighter (AGI) Foolish, Macho, Tomboy, Agile, Eager, Defiant, Ordinary, Twisted, Weepy, Solitary, Vain, Lewd, Romantic, Fearless, Hyper Fighter (STM) Stubborn, Gormet, Meddler, Jock, Lazy, Worldly, Eager, Ironman, Timid, Honest, Carefree, Tough, Ordinary, Lewd Fighter (WIS) Naive, Logical, Helpless, Cowardly, Ordinary, Twisted, Vain, Kindly, Romantic, Smart, Ladaylike, Silly Fighter (LUC) Careless, Naive, Lazy, Helpless, Ordinary, Vain, Happy, Romantic, Ladylike, Silly, Lucky Wizard (STR) Stubborn, Gormet, Meddler, Jock, Naive, Macho, Lazy, Selfish, Worldly, Tomboy, Amazon, Eager, Cowardly, Lonesome, Honest, Defiant, Ordinary, Vain, Kindly Wizard (AGI) Careless, Foolish, Meddler, Naive, Logical, Agile, Helpless, Cowardly, Defiant, Ordinary, Weepy, Vain, Alert, Romantic Wizard (STM) Stubborn, Meddler, Naive, Worldly, Eager, Ironman, Cowardly, Lonesome, Defiant, Carefree, Ordinary, Lewd, Sexy Wizard (WIS) Logical, Helpless, Cowardly, Lonesome, Honest, Ordinary, Weepy, Alert, Kindly, Romantic, Smart, Sharp Wizard (LUC) Careless, Naive, Lazy, Helpless, Timid, Cowardly, Ordinary, Weepy, Vain, Happy, Ladylike, Lucky Pilgrim (STR) Stubborn, Gormet, Meddler, Jock, Naive, Macho, Lazy, Selfish, Worldly, Tomboy, Amazon, Eager, Cowardly, Lonesome, Honest, Defiant, Ordinary, Vain, Kindly Pilgrim (AGI) Careless, Foolish, Meddler, Naive, Logical, Agile, Helpless, Cowardly, Defiant, Ordinary, Weepy, Vain, Alert, Romantic Pilgrim (STM) Stubborn, Meddler, Naive, Worldly, Eager, Ironman, Cowardly, Lonesome, Defiant, Carefree, Ordinary, Lewd, Sexy Pilgrim (WIS) Logical, Helpless, Cowardly, Lonesome, Honest, Ordinary, Weepy, Alert, Kindly, Romantic, Smart, Sharp Pilgrim (LUC) Careless, Naive, Lazy, Helpless, Timid, Cowardly, Ordinary, Weepy, Vain, Happy, Ladylike, Lucky Merchant (STR) Bully, Foolish, Jock, Macho, Selfish, Tomboy, Amazon, Agile, Helpless, Lonesome, Defiant, Ordinary, Weepy, Solitary, Alert, Romantic, Fearless, Sharp, Silly Merchant (AGI) Bully, Careless, Foolish, Macho, Selfish, Tomboy, Agile, Lonesome, Defiant, Ordinary, Twisted, Weepy, Solitary, Vain, Alert, Fearless, Hyper, Silly Merchant (STM) Stubborn, Gormet, Meddler, Jock, Lazy, Worldly, Eager, Ironman, Timid, Honest, Carefree, Tough, Ordinary, Lewd Merchant (WIS) Careless, Meddler, Worldly, Logical, Ordinary, Solitary, Vain, Alert, Romantic, Smart, Sharp Merchant (LUC) Foolish, Macho, Tomboy, Agile, Eager, Defiant, Ordinary, Twisted, Weepy, Solitary, Vain, Lewd, Romantic, Fearless, Hyper Goof Off (STR) Bully, Foolish, Jock, Macho, Selfish, Tomboy, Amazon, Agile, Helpless, Lonesome, Defiant, Ordinary, Weepy, Solitary, Alert, Romantic, Fearless, Sharp, Silly Goof Off (AGI) Bully, Careless, Foolish, Macho, Selfish, Tomboy, Agile, Lonesome, Defiant, Ordinary, Twisted, Weepy, Solitary, Vain, Alert, Fearless, Hyper, Silly Goof Off (STM) Stubborn, Gormet, Bully, Lazy, Eager, Ironman, Tough, Ordinary, Solitary, Lewd, Romantic, Fearless, Silly, Sexy Goof Off (WIS) Lazy, Logical, Helpless, Carefree, Ordinary, Solitary, Alert, Lewd, Smart, Sharp, Silly, Sexy Goof Off (LUC) Naive, Lazy, Selfish, Helpless, Lonesome, Carefree, Weepy, Happy, Lewd, Ladylike, Silly, Lucky, Sexy Thief (STR) Bully, Foolish, Jock, Macho, Selfish, Tomboy, Amazon, Agile, Helpless, Lonesome, Defiant, Ordinary, Weepy, Solitary, Alert, Romantic, Fearless, Sharp, Silly Thief (AGI) Foolish, Macho, Tomboy, Agile, Eager, Defiant, Ordinary, Twisted, Weepy, Solitary, Vain, Lewd, Romantic, Fearless, Hyper Thief (STM) Stubborn, Gormet, Bully, Lazy, Eager, Ironman, Tough, Ordinary, Solitary, Lewd, Romantic, Fearless, Silly, Sexy Thief (WIS) Careless, Meddler, Worldly, Logical, Ordinary, Solitary, Vain, Alert, Romantic, Smart, Sharp Thief (LUC) Foolish, Macho, Tomboy, Agile, Eager, Defiant, Ordinary, Twisted, Weepy, Solitary, Vain, Lewd, Romantic, Fearless, Hyper ============================================================================== CHANGING CLASSES ============================================================================== It is best to decide how you are going to change a character's class before she is given a personality. Since it is virtually impossible to know how much you will like a class before you start the game, and since personalities are assigned at the very beginning, this section will attempt to guide your choices. When changing class, all the character's attributes will be cut in half. Characters must be at least level 20 to change classes and you must have access to the Dharma Shrine (which should happen around level 20). Sage class can only be accessed if the character is currently a Goof Off, or if you have a Zen Book. When changing classes, the game gives you an evaluation of how good it thinks your current personality is for the new class, but it is not very accurate. I group the classes into the following archetypes: Melee - Soldier, Fighter Casting - Wizard, Priest, Sage (can't start in Sage) Utility - Merchant, Goof Off, Thief Hero - Hero (can't change class to or from) ----------------------------- 1) Who should change classes? The point of changing classes is to improve the character. Therefore, pick a class that can improve upon your current one. However, since all your previous stats get cut in half this is generally only worthwhile if the next class is "better" than the previous one. Which begs the question why did you start with the first class if you could have gone directly into the desired class? Well sometimes there is a purpose, but the above question should be the first thing you think of whenever you consider changing classes. 1a) Melee Classes (No!) The melee classes do not multiclass well because their attributes are geared for one thing only. Switching to casting is bad because the magic points will be too low in the new class. Switching to a utility class is bad because they trade power for versatility, which is not what you need in a new class. No substitute class is benefitted by having a melee class beforehand, so don't multiclass these characters. 1b) Casting Classes (to Sage!) The starting casting classes are both superceded by the Sage, so it is usually worthwhile to switch. You can finish learning off the spells in your current class and simultaneously learn the spells in the other class. Since you only get one Zen Book early enough to reasonably use it, a Goof Off is suggested if you want to make a second Sage. There is no point in changing a Sage's class again as it takes so long to finish mastering the class (~level 40 + your earlier levels) that the game will end before the final class change pays off. Although Sage does supercede the initial classes, it should be noted that if you don't care about the other magic tree then another option would be to stick with the class and master it. The benefit is you can switch after filling your spellbook. While melee is more powerful in the abstract, the lack of overlap with the caster's stats makes the change a poor choice in practice. Switching to another caster at this point is absurd because a greater percent of your stat points will be halved than if you had switched to Sage earlier. So what's left are the Utility classes. Since Goof Offs purpose is to gain Sage and we're past that point, ignore it. Merchant and Thief are similar but gold is not really worth anything at this point so the Thief's ability is better. 1c) Utility Classes (up to you) Utility classes are ultimately weaker versions of the melee classes distinguished by their special abilities. Merchants give extra cash, Thieves give extra items, and Goof Offs periodically waste their turns but can become Sages later. Utility classes are good for changing into anything else. The reason to pick the Goof Off class is to use it as a stepping stone into Sage. The other two are reasonable to switch into any other class you feel you need when the option becomes available. Each of these classes gains magic points, unlike the melee classes, so it is possible to switch to a caster without much fuss. Since stats are already ok for combat, they can also switch into melee. Either way, you are only giving up a minor special ability and gaining a lot of power. --------------------------------- 2) So... What should my party be? 2a) First slot Your hero. You don't get an option on that. 2b) Second slot You need a Pilgrim for healing. 2c) Third slot Either melee class. Soldiers get more strength and stamina while Fighters get more agility and luck. Melee classes are the most expensive due to gear, but they also tend to be the best. Fighters are slightly cheaper, but it is not a big difference so either choice works. 2d) Fourth slot You can fit almost anything here. I'll discuss the possibilities. -Another melee class is a good option for all the reasons melee is #3. -A Wizard is a possibility. However, they will be of limited value before you get to change classes. -Since the Hero can handle backup healing, you don't need another Pilgrim. -A Goof Off is a decent pick. They periodically waste their turns but they aren't too horrible. I would pick a Soldier for your melee slot if you're getting a Goof Off from the beginning because it takes a while before decent Fighter gear becomes available. A secret Fighter weapon which is available before the Dharma Shrine is very difficult to obtain, so you definitely don't want a Goof Off for that. -A Merchant or Thief are probably the "standard" choices. A Merchant gives you extra gold, and up until the Dharma Shrine, money is a limiting factor for your gear, but after that point you will never be short on money again. A Thief gets you some extra items, but the good stuff is later in the game so you might not multiclass if you start with a Thief. But the real strength of the utility classes is that they are better at mulitclassing, so if you aren't planning on taking advantage of that then you should pick someone else instead. ----------------------------------- 3) What personalities should I get? This section looks at each class/multiclass in isolation, but picks can be further improved by taking a holistic view of the entire party. Personality switches are most valuable the closest to the middle of the game that you perform them (around level 20). If you do it near the beginning or end, one of the personalities will have had minimal effect on the character and that personality will not have had much of an impact on the character. Thus, I would save personality items you find at the beginning of the game that you plan to use and make sure you are getting maximum benefit from BOTH of your personalities. ---------------------------------------------------- 3.1) I don't want to switch my personalities in game For the Hero, All attributes are used, but it is closest to melee because the magic spells are poor for most of the game. So I would pick any Melee or Dual class. These are listed in the Summary section above. For Melee, The following personalities scored at least 105% on Table 1's melee score: Ironman Fearless Hyper Lewd Jock Lazy Valiant Amazon Lucky Tough For Casting, The following personalities scored at least 105% on Table 1's caster score: Lewd Lucky Logical Romantic Alert Fearless Solitary Hyper Silly Smart Sexy Sharp For Utility Classes, Pick according to Melee or Casting personalities if you already know your final class will be one of those. Otherwise, the following personalities provide at least 105% average modifiers: Ladylike Sharp Fearless Hyper Silly Lucky Sexy ----------------------------------------------------- 3.2) I'm okay with switching my personalities in game Refer to Table 1 to see which item is used to convert into the destination personality/personalities. For Pure Melee, To focus on a particular attribute, start with one of these personalities: Strength - Jock, Valiant, Amazon Agility - Silly, Hyper Stamina - Solitary, Ironman, Lewd, Tough Luck - Ladylike, Lucky Switching into the following focus, your personality will become: Strength - Jock, Valiant Agility - Fearless, Silly, Sexy, Hyper Stamina - Worldly, Lewd, Solitary Luck - Ladylike, Sexy, Lucky For Pure Casting with an offensive focus, Agility is less important because initiative isn't a big deal for this setup. Due to this, the Sexy class is not so spectacular here. So start with either a high Wisdom personality or high Stamina, then switch to the other when you find the item and feel ready to make the change. Although Sharp has the greatest Wisdom modifier, I would not switch to it because the Smart Glasses give +15 Wisdom which overshadows the 10% difference between Smart and Sharp. While Solitary is a better Stamina personality than Lewd, The Golden Necklace provides a much better mod than the Rockstar Ring does for this character. The Rockstar Ring also takes longer to get, so it is harder to optimize your class change timing. These are your best options: Lewd -> Smart Solitary -> Smart Sharp -> Lewd Smart -> Lewd Logical -> Lewd For Pure Casting with a defensive or balanced focus, Agility is more important so you can heal before the enemy's round of attacks. So I would start with either Stamina or Wisdom, then switch into Agility, or the reverse. While Silly is good for Agility, it takes a long time before you can switch to it and the item is not very good. Soon after unlocking Silly you can switch to Hyper anyway and that is better for an Agility switch. Since it takes a long time to get the Hyper item, you may want to switch to an an intermediary personality. All of the other Agility personalities are less focused than Hyper, and also have worse items. Any choice is ok. As with the offensive caster, Sharp, Alert, and Solitary are all options for switching into Stamina or Wisdom, but the item effects from Smart and Lewd are better. Solitary -> [Fearless/Sexy/Sharp] -> [Hyper] Alert -> [Fearless/Sexy/Sharp] -> [Hyper] Logical -> [Fearless/Sexy/Sharp] -> [Hyper] Smart -> [Fearless/Sexy/Sharp] -> [Hyper] Sharp -> [Fearless/Sexy] -> [Hyper] Silly -> Lewd -> Solitary -> Smart Sexy -> Lewd -> Solitary -> Smart Sharp -> Lewd -> Solitary -> Smart For Caster -> Utility (Merchant or Thief), While a caster, build the prime caster stats. When switching over, build a synergy. To focus on a particular attribute, start with one of these personalities: Agility - Silly, Sexy, Sharp Stamina - Lewd, Solitary Wisdom - Alert, Logical, Smart, Sharp Switching into the following focus, your personality will become: Strength - Jock, Valiant Agility - Fearless, Silly, Sharp, Sexy, Hyper Stamina - Lewd, Worldly, Solitary For Utility -> Melee, Since the melee class is going to be better at building Strength and Stamina, you will focus on one of those stats after the class change. Before the class change focus on Agility or Luck (if you want to focus on the same things before and after class change then just go pure melee instead). To focus on a particular attribute, start with one of these personalities: Agility - Fearless, Silly, Sexy, Hyper Luck - Ladylike, Lucky Switching into the following focus, your personality will become: Strength - Jock, Valiant Stamina - Worldly, Lewd, Solitary For Utility -> Goof Off -> Sage, While in the Goof Off class, a Rabbit's Foot or Lady's Manual are good to capitalize on the luck growth of the class, since luck is the only stat that really rises. So the other two classes can completely ignore luck. Fearless -> Happy/Ladylike -> Smart/Sharp Sharp -> Happy/Ladylike -> Smart/Sharp Silly -> Happy/Ladylike -> Smart/Sharp Sexy -> Happy/Ladylike -> Smart/Sharp Ladylike -> Ladylike -> Smart/Sharp Hyper -> Happy/Ladylike -> Smart/Sharp Lewd -> Happy/Ladylike -> Smart Tough -> Happy/Ladylike -> Smart Ironman -> Happy/Ladylike -> Smart For Goof Off -> Sage, At first, the character should start in a luck boosting personality. Then switch over to something that synergizes with the old personality, which is usually Agility or Wisdom, but since Sexy is already good at both of those you can get Stamina instead. Cowardly -> Smart Cowardly -> Sharp Twisted -> Fearless Twisted -> Silly Twisted -> Hyper Twisted -> Sharp Twisted -> Sexy Ladylike -> Smart Ladylike -> Sharp Lucky -> Fearless Lucky -> Silly Lucky -> Hyper Lucky -> Sharp Lucky -> Sexy Lucky -> Smart Sexy -> Solitary Sexy -> Sharp Other combinations are not considered because I do not consider them worthy. ---------------------------------------------------------------------------- According to BSulpher, the classes grow in the following pattern. I have not verified this. This is listed because you should only pick personalities that synergize with the Pros of a class. Penalties on an attribute that is listed under the Cons for a class don't really matter. Hero Pros : ? Cons : ? Soldier Pros : Strength, Stamina Cons : Luck, Wisdom Fighter Pros : Strength, Agility Cons : Luck Wizard Pros : Wisdom Cons : Strength, Stamina, Luck Pilgrim Pros : Agility Cons : Luck Merchant Pros : Wisdom Cons : Agility Goof Off Pros : Luck Cons : Strength, Agility, Intelligence Thief Pros : ? Cons : ? Sage Pros : ? Cons : ?