Trials of Mana – Charlotte (Character Guide: Class, Ability, Build)

This guide will show you Charlotte (Character Guide: Class, Ability, Build, etc.) in Trials of Mana.

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Basic Information

These guides will include the Class names used in the remake on top of the original names included with the Translation Correction fan-patch.

Class Changing Benefits

  • Locked Abilities: When changing your class you gain access to class-specific abilities that are always activated and do not take up an Ability slot; forgoing the necessity of equipping it. These persist to the next class you change to afterward as an added bonus, on top of the newly gained one from the next class.
  • New Class Strike: Each new class comes with its own Class Strike, some are intentionally left weaker than the rest but tend to be fun.
  • Attack Combo: While straight forward, you gain a welcome bonus of a new combo to use for Class 2 and 3.
  • CS gauge: increases to 300% and 400%, respectively
  • 2 Ability slots added.
  • (Obviously) New abilities to learn.
  • A stat increase to your base stats depending on the class you pick.

Do not be confused when you see the class change window and it tells you that your character is gaining 10+ Attack+Strength or the related stats. You do not gain a total bonus of +20 in “damage”, Attack is equal to the Strength you have so you are gaining 10 Attack from having 10 in Strength.

  • ATK = STR + Weapon Attack
  • DEF = STM + Equipment Defense
  • MGC ATK = INT + Weapon Magic Attack
  • MGC DEF = SPRT + Equipment Magical Defense
Moves and their types

Everything that your character can learn that costs some form of MP to cast is called a MOVE, but a lot of the equipable Abilities sometimes have specific wordings on them that might not be obvious at first to what they might increase. Most would refer to all of these as Spells but for now they will be aggregated to their simplest description of function, i.e spell/healing, etc.

Class Strike:

  • WhackbamAREA-ATTACK – Covers a decent amount of area just like the other characters, fires off rather quickly.

Attack Combo:

  • 1st: A really fast hip strike that knocks targets back, the fastest knockback in the game and defensively great.
  • 2nd: A high jump bellyflop that hits in an area, can even hit flying targets.

Build Suggestions

Abilities:

  • (INT 2) Close Call
  • (INT 4) Recovery

Stats:

  • Max SPRT
  • 4 points into INT, save points until class change

Note:

  • All her classes gain party-wide Healing Light when you class change.

There isn’t much to Charlotte this early into the game, other than her healing being overshadowed by items for a while. Since Heal Light tends to be really weak at the start, Close Call will provide it with a lot of worthwhile value. The AI also tends to heal at low health percentages so right there you get some amazing value out of your mana.

The reason you want to save your points when going into Light or Dark is for your own personal freedom, though Light has more use of spending it into INT much later down the line, Dark is entirely up to choice depending on playstyle and purpose.

  • Light favors Melee party members in its ability choices (But has Bless II as a Sage in Light-Dark, which will help your casters out) as well as making her healing even stronger, which can evolve into becoming a shield-like healing by allowing your overhealing to become a 30% health shield. Heal CS Boost abilities will give her some fun moments when used.
  • Dark favors her own power initially through spellcasting, but class changing further provides some really great utility and Abilities for the party. Dark does not increase her overall healing power so you will sometimes need to heal twice or more, Close Call however is strong and will help your healing.

Class 2: Light

Priestess

As her faith grows, so does the Priestess’ power and resolve. Her focus on the healing arts grows in leaps and bounds, able to heal her allies in the blink of an eye during the heat of combat, but now she comes to take a more proactive role in ridding the world of foulness, calling down holy wrath on the heads of those who halt her sacred course, or, when direct smiting isn’t feasible, bolstering her allies with magical elements, making their blows all the more fearsome.

PrerequisiteLevel 18, visit any Mana Stone.

Locked Ability:

  • Mercy: Add 10% of CS gauge when casting healing magic

Class Strike:

  • JumpSINGLE-TARGET, final hit has a small AoE around her – Charlotte locks into a target and literally starts to flail against them several, then jumps into the air and slams the ground.

Build Suggestions Abilities:

  • (INT 2) Close Call
  • (INT 9) Close Call II
  • [Optional] (LUCK 9) Safeguard
  • Free choice
  • Additional Options:
  • (SPRT 4) Heal CS Boost
  • (INT 4) Recovery
  • (STA 12) Defender II

Stats:

  • Max SPRT + INT, save points until class change

Notes:

  • Heal CS Boost will now provide you with 15% CS gain when healing the entire party, and an additional +10% for Priestess ability.
  • Safeguard is recommended for comfort since Twinkle Rain does not remove debuffs that reduce ATK/DEF/CRIT/MGC ATK+DEF. You can use Stardust Herb on a party member to fulfill this function but it has 9 uses and takes time like any item cast. But using 1 heal to remove the entire party’s debuffs helps and is really quick.

Be sure to use the correct Saber spell for the correct target, there are occasions where some who do not correspond to the correct element has a slight weakness to it; but since you don’t have an ability to increase that you will at most gain 1-20 more damage (give or take).

Double Close Call will have some really great value, you will most likely heal yourself anyway when you are below or close to 30% and it will immediately heal your party to full, and the AI will still heal you when you are below or at 30% most of the time.

Spend a few extra points if you REALLY want Defender II but personally I wouldn’t use it, however, spending points in STA will unlock Defense Boost All for Sage if you really want it.

Class 3: Light-Light

High Cleric / Bishop

Though the horrors of the world might lead some to abandon their faith, others find the light within them burns all the fiercer. At this pinnacle of devotion, the practitioner of holy magic can end the foul ailments that assail her allies in a flash, hamper magical assaults hurled at her, or even infuse her allies’ weapons with the power of light to beat back the darkness. Woe betides the unfortunate undead that crosses her path, as her faith is such that a mere glance is enough to end their miserable existence forever.

PrerequisiteLevel 38, Item: Holy Bottle, Special Mana Goddess Statue in the Sanctuary of Mana.

Locked Ability:

  • Security: 10% of no damage when receiving damage

Class Strike:

  • Chop SlapSINGLE-TARGET – Locks the target down while Charlotte lays down a repeated whapping with a paperfan, ending it in a big baseball swing.

Build Suggestions Abilities:

  • (INT 21) Recover Break
  • (SPRT 4) Heal CS Boost
  • (SPRT 27) Heal CS Boost II
  • (INT 9) Close Call II
  • [Optional] (INT 4) Recovery
  • [Optional] (INT 2) Close Call

    Additional Optionals:
  • (LUCK 9) Safeguard
  • (STA 12) Defender II
  • (STR 27) Attack Saber II

Stats:

  • 21 points into INT ASAP for Recover Break
  • Max SPRT, save points until class change
  • Max STA if you wish before next class change, save all your points otherwise.

Notes:

  • Feel free to combine all Healing related Abilities.
  • Recover Break – when healing past 100% health your party can gain a 1-30% overhealing shield depending on the heal itself.
  • Heal CS Boost combo will give you 39% CS gain for each heal, and an additional +10% from Priestess, spam if you like.
  • If you stack both Close Call abilities you are most likey to immediately overheal, making use of Recover Break.
  • Attack Saber II can function like a pseudo ATK increase (independent of ATK increase buff) when applied to the party member, change element if the enemy is resistant or use Stardust Herb when they are immune or take less damage.
  • Safeguard is recommended for comfort since Twinkle Rain does not remove debuffs that reduce ATK/DEF/CRIT/MGC ATK+DEF. You can use Stardust Herb on a party member to fulfill this function but it has 9 uses and takes time like any item cast. But using 1 heal to remove the entire party’s debuffs helps and is really quick.

Recovery is back in there as optional just to bump up the healing you can overheal with when Recover Break kicks in, also just increases your overall healing. Use all of the healing increases if you wish, and make use of her Heal CS Boost combo.

Holy Saber is helpful in Kevin/Charlotte’s or Hawkeye/Riesz’s story, so combine it with Attack Saber II if you’d like.

Magic Shield will go a really long way in mitigating any form of damage you’re taking from spells, can be of help if you struggle against the secret boss.

Class 3: Light-Dark

Sage

While devout, some who walk the path of divine magic feel that the injury and ills caused by the wicked could be prevented much more effectively if these same sadistic bringers of suffering met more expedient ends. To that end, the Sage retains the healing powers that brought her to this point but focus on bringing the more wrathful side of the light to bear on foes, searing enemies with holy fury. While impressive, some would argue that this is the first step to the folly of wrath over mercy. Others, weary of endless hordes of evil-minded men and wicked things, would counter that perhaps the wicked should fear the light.

PrerequisiteLevel 38, Item: Salt Bottle, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Example stat increase at Level 38:
StatHPMPSTRSTMINTSPRLCKBonus119131818212031
Locked Ability:

  • Magic Bell: Magic Attack and Magic Defense increase when receiving Magic Damage

Class Strike:

  • KersplodeAREA-ATTACK, delayed projectile targets the area where the enemy last stood – Throws her flail into the air while it slowly descends and makes an ‘aerial bomb’ drop sound, once it lands it explodes in holy energy and covers a surprisingly large area. Despite the drop being slow the enemy can walk out of it, but the area is so large the enemy has a large chance to get hit.

Build Suggestions Abilities:

  • (INT 21) Recover Break
  • (INT 9) Close Call II
  • [Optional] (INT 4) Recovery
  • [Optional] (INT 27) Heal Upgrade All

  • Combine any depending on need (or use both):
    • (STR 21) Attack Boost All II
    • (STA 27) Defense Boost All

    Additional Optionals:
  • (STR 27) Attack Saber II
  • (LUCK 9) Safeguard
  • (INT 2) Close Call
  • (SPRT 4) Heal CS Boost

Stats:

  • 21 points into INT ASAP for Recover Break
  • Max SPRT, save points until class change
  • Points into whichever Boost ability you want.

Notes:

  • Feel free to combine all Healing related Abilities.
  • Recover Break – when healing past 100% health your party can gain a 1-30% overhealing shield depending on the heal itself.
  • If you stack both Close Call abilities you are most likely to immediately overheal, making use of Recover Break.
  • Heal CS Boost will give you 15% CS gain for each heal and an additional 10% from Priestess.
  • Attack Saber II can function like a pseudo ATK increase (independent of ATK increase buff) when applied to the party member, change element if the enemy is resistant or use Stardust Herb when they are immune or take less damage.
  • Safeguard is recommended for comfort since Twinkle Rain does not remove debuffs that reduce ATK/DEF/CRIT/MGC ATK+DEF. You can use Stardust Herb on a party member to fulfill this function but it has 9 uses and takes time like any item cast. But using 1 heal to remove the entire party’s debuffs helps and is really quick.

Simple choices, the Boost abilities are fantastic and will help the party out while stacking Recovery + Heal Upgrade All will noticeably increase your healing output – which benefits your Recover Break ability. Lucent Beam is a decent filler at most at this stage of the game and is quick to cast.

Attack Saber II can be an attractive option when used correctly, but having the common elements at your disposal as a party-wide option can lead to some awkward moments if you don’t manage it correctly. Use any Abilities you’ve unlocked that suit your party better.

Class 4: Final Light

High Priestess

PrerequisiteComplete the Game, any of the two Class 3 Light classes, progress the post-game content, get Hope Sphere, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Locked Ability:

  • Salvation: Recover 100% HP for all fainted allies when fainted

Class Strike:

  • Kablooey: Magically enlarged flail falls on enemy’s head and explodes for massive damage

Build Suggestions

High Cleric

Abilities:

  • (INT 21) Recover Break
  • [Optional] (SPRT 4) Heal CS Boost
  • [Optional] (SPRT 27) Heal CS Boost II
  • [Optional] (SPRT 53) Heal CS Boost III
  • [Optional] (INT 9) Close Call II (Read notes)
  • Free choice


  • Combine any depending on need (or get both when/if able):
    • (STR 53) Attack Boost All III
    • (STA 53) Cherish
  • (INT 4) Recovery
  • (INT 27) Heal Upgrade All
  • (INT 43) Heal Upgrade All II
  • (STR 27) Attack Saber II
  • (LUCK 9) Safeguard

Notes:

  • Feel free to combine all Healing related Abilities.
  • Read previous 2 classes for notes on relevant information.
  • Class Strike uses both ATK and MGC ATK for damage, so Attack Boost benefits casters as well.
  • Grab Sturdy III to equip it on the attacker of the party.
  • Heal CS Boost combo will give you 69% (nice) CS gain for each heal, +10% from Priestess.
  • Auto-HP Heal abilities do stack with healing increase abilities, the ability itself is questionable.
  • RecoveryHeal Upgrade All I & II together for 35% healing increase to get more out of Recover Break, do use any amount of them for yourself. Close Call II takes one slot and is just as efficient under certain situations only, but is less likely to overheal up to the 30% threshold unless you cast twice.

    It is however more likely to go past the 30% if an ally has less health than you, and the AI (or you) decides to throw a heal.

You will heal for a ridiculous amount, and at this stage of the game you should be absolutely wrecking everything anyway. Cherish is strong for what it is since a 10% flat damage reduction for everyone is pretty decent. Auto-HP Heal All II has questionable value since your Recover Break and big heals can cover up any chip damage (and 20 seconds is a bit too long).

Sage

Abilities

  • (INT 21) Recover Break
  • (STR 21) Attack Boost All II
  • (STR 53) Attack Boost All III
  • (STA 27) Defense Boost All
  • (STA 53) Cherish
  • [Optional] (SPRT 4) Heal CS Boost
  • [Optional] (SPRT 53) Heal CS Boost III
  • [Optional] (INT 9) Close Call II (Read notes)

Notes:

  • Feel free to combine all Healing related Abilities.
  • All Stat Boost abilities stack with eachother.
  • Class Strike uses both ATK and MGC ATK for damage, so Attack Boost benefits casters as well.
  • Give Sturdy III to your best attacker.
  • Heal CS Boost combo will give you 45% CS gain for each heal.
  • Read the Notes above for RecoveryHeal Upgrade All I & II information.
  • Read the previous 2 classes for notes on relevant information.

It’s not like I can stop you from using any of the abilities recommended above, that’s why you got Optional slots! Get beefy with Defense Boost All combined with Cherish, but once more at this stage of the game it hardly matters what you use, so Attack Boost will be a welcome addition to all of your attackers and casters using Class Strikes.

Class 2: Dark

Enchantress

The harsh reality of the world can have severe effects on the strongest of faiths, and many a Cleric has been tempted from the straight and narrow mentality of divine magic, studying arts of animation and summoning to provide a more direct approach to resolution of a battle. While the potency and efficacy of her healing magic grows, she forsakes the more supportive studies of divine magic, preferring to call up strange mechanical beasts to assail enemies.

PrerequisiteLevel 18, visit any Mana Stone.

Locked Ability:

  • Distress: Attack and Magic Attack increases by 10% when affected by Status Effect

Class Strike:

  • DashSmall area in front of her; seems to favor the right side of the screen – Charlotte literally starts dashing around in an area and does damage to anyone caught up in it. You’ll know how it can miss when you take into account that it sometimes ignores the left side.
Build Suggestions

Abilities:

  • (INT 2) Close Call
  • [Optional] (INT 4) Recovery
  • [Optional] (INT 12) Super Summon
  • Free choice

Stats:

  • Max SPRT for healing.
  • Max INT for summon damage if you want.
  • Free points spending, otherwise save to class change.

Notes:

  • Summon damage increases with INT, “Magic Damage dealt” Abilities and MGC debuffs.

Super Summon is a hefty boost and will work well with any of the class changes you make thereafter if you aim to spam summons.

The reason why the Ability choices are free and the points are free-spending is for a simple reason: her 2 class choices afterward are different in purpose. So spend any points where you want them and reset them once you hit Class 3, if you so wish.

  • Warlock will provide any party with great utility through several Abilities which are the opposite to the Boost All abilities: DEF Down AllATK Down AllMGC DEF Down All. As the name implies it will reduce enemy stats by a flat % and can be stacked, and the MGC DEF variant helps her own summoning damage as well. To provide with MGC ATK debuff she has a slightly unreliable spell to go with it.

Note: Class 4 unlocks the Down All abilities as well.

  • Necromancer will try to make Charlotte into a Hybrid character by giving her a larger STR increase and powerful Melee abilities. What it does come with is Dark Curse, a powerful spell that applies all 3 ATK/DEF/MGC ATK+DEF debuffs; and if it is anything like the original game it will apply these debuffs as a slightly stronger version than the debuffs provided through normal spells/items and Abilities.
    (Dark Reisz, Broken LinesCritical/Magic Smash, etc).

Class 3: Dark-Dark

Warlock / Shamanion

One shudders to consider what line of demented thinking could lead a cleric to have fallen to this abyssal point. Having made pacts no sane mind would make, and having abandoned the path of healing and protection, those who survive the Warlock’s foul rites and insidious rituals call forth demons and foul things of the abyss to rend apart their foes with terrible strength and unrelenting dark magic. Stripping away magical protections with sadistic glee as she sends the hordes of the underworld after her prey, the Warlock must be ever vigilant in summoning and dismissal of her “friends”, lest they spy a crack in her mental armor and devour her like any other.

PrerequisiteLevel 38, Item: Curse Bottle, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Locked Ability:

  • Life Swipe: Recover 15% of HP when using Class Strike

Class Strike:

  • JumbonkSINGLE-TARGET, final hit has a very small AoE – Charges a target and locks them with a flurry of swings, she then jumps into the air and summons a gargantuan flail and slams it into the enemy.

Build Suggestions

Abilities

  • (INT 2) Close Call
  • [Optional] (INT 4) Recovery
  • [Optional] (INT 12) Super Summon

Use any of: (Or all of them)

  • (INT 27) MGC DEF Down All
    • Great for Angela, increases Summoning damage as well.
  • (STA 27) ATK Down All
    • Quite a damage decrease for the enemies as the game goes on.
  • (STR 21) DEF Down All
    • Fantastic for all the Attack characters (Duran/Kevin/Riesz/Hawkeye)
    • Increases Class Strike damage for casters (uses ATK + MGC ATK for damage)
    • Works for Hawkeye Rogue spell damage.

Stats

  • Gremlin & Demon hits multiple times, not that terrific for a Quick Shot II opener.
  • Max SPRT for stronger heals – Class 4 later provides Summon CS Boost in SPRT for a 35% CS increase if you are a spam-happy Summoner.
  • Max INT for Summoning damage.
  • Choice between STR / INT / STA for Class 4 Down All abilities.

Note:

  • Fetid Breath – Since it deals Fire Damage it will sometimes get resisted and won’t apply the debuff associated with it, which can make it awkward to prioritize or use.
  • Summon damage increases with INT, “Magic Damage dealt” Abilities and MGC debuffs.

What a fantastic class, the Down All abilities are all great and provides you with many things at once without having to do anything. Greater Demon is surprisingly strong and will keep on scaling as you go on if you build around it. Check the notes on Fetid Breath.

Quick Shot II can be a fantastic opener for ANY Spellcaster with any single-hitting spell that hits hard (Angela, Hawkeye). Works for Class Strikes but that can be unreliable if that is what you are using it for (Not counting a certain end-game Chain ability).

Class 3: Dark-Light

Necromancer

Having read forbidden texts and learned lessons that cannot be forgotten, some who started on a pure and wholesome path find themselves considering the dread art of necromancy as a means to an end. The world is sadly chock full of adventurers and innocents who met tragic ends, and so the Necromancer finds no shortage of corpses and spirits to send against her enemies, inflicting as much horror as injury in their flailing assaults. When direct assault fails, however, the Necromancer imbues her allies’ weapons with fell energies, and practices foul curses that leave her unfortunate target a shriveled and withered shadow of their former selves.

PrerequisiteLevel 38, Item: Ash Bottle, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Locked Ability:

  • Repetition: Damage increased by 5% when using summoning magic in succession (up to 30%)

Class Strike:

  • BombtasticSINGLE-TARGET – Charlotte initiates a ‘Bill Ball of Violence’ against the enemy while she gives them a beatdown.

Build Suggestions

Abilities:

  • (INT 2) Close Call
  • [Optional] (INT 4) Recovery
  • [Optional] (INT 12) Super Summon
  • [Optional] (STR 27) Quick Shot II (questionable)
  • Free choice
  • Free choice

Stats

  • Max SPRT for stronger heals – Class 4 later provides Summon CS Boost in SPRT for a 35% CS increase if you are a spam-happy Summoner.
  • Max INT for Summoning damage.
  • Choice between STR / INT / STA for Class 4 Down All abilities once class changed.

Note:

  • Ghouls & Ghosts hits once, making it a good opener with Quick Shot II
  • Dark Curse provides 3 debuffs in one cast:
    • ATK DownDEF Down and MGC ATK+DEF down.
  • Dark Saber this late in is pretty weak without an ability to increase its effect, such as the Attack Saber abilities or Fraction (Duran).
  • (INT 21) Charred should be given to either Kevin or Hawkeye, to make use of their ability Special Effect.

Not much to say, her choices are limited as a Support/Spellcaster other than improving on what she currently has. But check out her massive Strength gain however, but this isn’t as special when going into Class 4 since it has the same stat increase regardless of which class you are. Keep casting Dark Curse every 1 minute on the boss for big fat reductions in enemy stats.

With that said, here are some notes for her Melee side.

  • Charred + Climatic Hit is a great combo but works only on monsters. Stack all the possible damage abilities you can find such as AmbushMighty II is a fantastic ability on its own and Mighty III is a chain but still unlocked through her and should be used on a more powerful attacker but can be used for hilarity.

Class 4: Final Dark

Chaosbringer

Official Description: One of the topmost Cleric classes. Chaosbringers have the attack power of a Necromancer and the inhibiting magic of a Warlock. They can weaken their enemies and cause status effects to turn the tide of battle.

PrerequisiteComplete the Game, any of the two Class Dark 3 classes, progress the post-game content, get Hope Sphere, visit the special Mana Goddess Statue in the Sanctuary of Mana.

Locked Ability:

  • Small Fry: Decreases all enemies’ Magic Attack and Magic Defense when battle starts

Class Strike:

  • WhamblastCHANNELED AREA-ATTACK – it covers a modest area in front of her, if the enemies happen to not get locked into it on the first tick of damage they can actually walk outside of it if they are on the very edge. She does a little ghost dance during this and ends it with an explosion of dark energy.

Build Suggestions

Abilities:

  • (INT 2) Close Call
  • [Optional] (INT 12) Super Summon

  • Add any of these as Warlock:
    • (INT 27) MGC DEF Down All
    • (STA 27) ATK Down All
    • (STR 21) DEF Down All
      Unlock any of: (Or all of them, also for Necromancer)
    • (INT 53) MGC DEF Down All II
      • Great for Angela, increases Summoning damage as well.
    • (STA 53) ATK Down All II
      • Quite a damage decrease this time around.
    • (STR 53) DEF Down All II
      • Fantastic for all the Attack characters (Duran/Kevin/Riesz/Hawkeye)
      • Increases Class Strike damage for casters (uses ATK + MGC ATK for damage)
      • Works for Hawkeye Rogue spell damage.Notes:
    • Use Summon CS Boost II if you are spam happy with your summons.
    • Give (STR 43) Mighty III to your strongest attacker and enjoy the mayhem.
    • Random Debuff III is great but requires proper use and uptime. A-B combo can trigger it quickly if you want to switch to her and use it.
      Your party is already unstoppable, I don’t have to tell you what to use at this stage of the game, so feel free to grab anything you want to prioritize first amongst the debuffs. Necromancer is still lacking in choice but has Dark Curse, play around with its Melee Abilities if you’d ever like to see Charlotte deal some legitimately good damage.

By Panda-senpai and JessicaSky


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