I started making a little information spreadsheet about class requirements and other stuff (what no gooning does to a mf).
Putting it
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, in case anyone else finds it useful.
Honestly, this is very useful for anyone that wants to experiment with classes. Some notes though after I've played around with the 3.10 version of the demo. (The one with a TL because screw suffering without anything at all...)
1. I think the bonus points hitting values higher than 10 is intended. There's a bit in the settings that seems to be designed to give you a warning if you try to back out of bonus points lower than 30. Highest I've seen is 38 btw.
2. Might be worth mentioning that getting levels of classes with magic skills eventually unlocks spells for their category, so it can be potentially pointless to waste spell-books on those classes.
3. Summons level up and have stat-growths and skill gains as well. What makes this whole thing interesting is that you only need a summoner for the contracts, but any other class that can use summoning skills can then summon the critter. Unfortunately, you can only ever have 1 summon out, and if you get a slave from an enemy party, that slave takes the summon slot, and it gets over-written if you summon.
On a different note...
Has anyone messed around with Class changes?
From some loose experiments with that stuff, I've noticed a couple of things about that, which seriously makes me wonder what is and isn't intended:
1. Level gets reset to one, and skills get changed to the ones fitting for that class (if any).
2. Stats seems to be reduced to a combination of initial starting stats for that character and the minimum needed to meet the class requirements. All bonus points seem to be lost.
3. Spells and acquired mana
don't get reset, giving the character full access to any spells they learned before. No further growth happens if the new class doesn't have an aptitude in that category... but it does seem like you can learn new spells via books? It's not exactly clear.
4. HP growth is initially tiny (regardless of class) if the character's HP is already high due to their old class and level.
The interesting thing about this is that the demo limits the maximum level to 20... but we currently have no idea what the maximum level will be for the main game. I assume at least 50, if not the typical 99, but there's no way to know at the moment. The point is that with enough patience, it's theoretically possible for any character to meet the stat requirements for all the classes eventually, with the only other restriction for class changes being alignment (and I think gender in the case of the Valkyrie class). This means that theoretically, you can use the class change system to create a character that has all the spells ever and ludicrous amounts of health that may be otherwise impossible to obtain... though you'll lose the bonus stats.
After that, just stick 'em in whichever class you think fits them best and level them up into whatever works best.
That said, whether something like this would be worth is is... debatable. I'm honestly not clear what magic scales off of for the spells that do damage or heal, and I don't have a good grasp on the effects of buffs and debuffs either. However, messing around with this system to say, get Alchemy skills on every party member and thus access to utility stuff like Jump and whatnot at all times... That could be pretty valuable.
Losing the bonus points can make re-leveling up pretty painful though, especially with the limits on level ups and the Inn requirement and whatnot...