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Classes in Memories from a Dream are divided into three groups: Warrior, Mage, and Rogue. A well balanced four-person party will have at least one representative of each group, but I urge you to experiment with different combinations.

Your character's class determines their base stats, as well as the skills they can learn and the types of armor they can equip.




Fighter
A physical attacker with all-around good stats capable of using a wide variety of equipment.
Equip: Swords, Axes, Hammers, Spears; Light Armor, Medium Armor, Heavy Armor; Small Shields, Large Shields
Starting armor: Fighter

Berserker
Berserkers make up for their lack of speed and magical ability with brute strength and great natural defense.
Equip: Swords, Axes, Hammers, Spears; Light Armor, Medium Armor, Heavy Armor; Small Shields, Large Shields
Starting armor: Chainmail

Knight
Knights are excellent swordsmen capable of learning "spellsword" skills which add elemental damage to your regular attacks.
Equip: Swords, Medium Armor, Heavy Armor; Small Shields, Large Shields
Starting armor: Soldier


Paladin
Champions of all that is good and holy, Paladins supplement their fighting ability with basic white magic.
Equip: Swords, Axes, Hammers, Spears, Medium Armor, Heavy Armor; Small Shields, Large Shields
Starting armor: Soldier

Dark Knight
Dark Knights are a frightful sight to behold on the battlefield not only due to their excellent combat skills, but also their ability to wield basic black magic.
Equip: Swords, Axes, Hammers, Spears, Whips, Medium Armor, Heavy Armor; Small Shields, Large Shields
Starting armor: Soldier

Monk
Monks are practitioners of the martial arts and masters of hand-to-hand combat. They can attack up to ten times with a single command and can learn powerful ki attacks at high levels.
Equip: Gloves, Light Armor
Starting armor: Karate



Wizards
Wizards can use black magic of all types and have higher offensive magic damage potential than any other class.
Equip: Staves, Daggers, Whips, Light Armor
Starting armor: Mage


Cleric
Clerics are highly adept at the use of white magic and naturally possess great magic defense.
Equip: Staves, Daggers, Light Armor
Starting armor: White

Sorcerer
Sorcerers cast both black and white magic, and thus are very versatile. Unfortunately, sorcerers cannot learn spells of the highest level.
Equip: Staves, Daggers, Light Armor
Starting armor: Mage

Scholar
Scholars devote their lives to magical research and cast support magic such as buff, debuff, and status-inflicting spells.
Equip: Staves, Daggers, Whips, Light Armor
Starting armor: Mage

Battle Mage
Highly valued on the battlefield, Battle Mages can both fight physically and cast black magic.
Equip: Staves, Swords, Daggers, Axes, Hammers, Spears, Whips; Light Armor, Medium Armor, Small Shields, Large Shields
Starting armor: Mage

Shadow Mage
These darkness-lurking mages focus more on speed than other mages, and can use rogue skills in addition to black magic.
Equip: Staves, Swords, Daggers, Whips, Bows; Light Armor, Small Shields
Starting armor: Cloak


Thief
Brigands that enable the use of lockpicks, can steal from enemies and homes, and greatly increase the party's chance to escape from battle.
Equip: Daggers; Light Armor, Small Shields
Starting armor: Bandit

Ninja
Ninja are deadly assassins with astonishing speed, high attack, unique skills, and low defense. They can throw shuriken in battle.
Equip: Katana, Light Armor
Starting armor: Shinobi

Ranger
Rangers prefer to keep their distance in battle. Highly adept with the bow, Rangers have a high critical hit rate and can learn deadly arrow skills.
Equip: Bow, Light Armor
Starting armor: Archer

Bard
Traveling musicians and poets that learn spells from songbooks rather than through the Skill Learn menu. Bards are quite frail in battle, but can learn a wider variety of spells than any other class.
Equip: Instruments, Light Armor, Medium Armor
Starting armor: Poet