Kevin guide of Trials of Mana on classes, light, dark, character, etc.
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- End Game Method
- Hawkeye (Character Guide: Class, Ability, Moves)
- 6 Seed Locations
- Useful Tips (Dodge, Circles, Spell, Fight)
- Black Rabite Guide (Magus, Paladin, Fenrir, Dragon Master, etc.)
- Pairing System Guide (Character Story)
- Anise (How to Defeat Boss)
- Angela Guide (Class, Character, Moves, Types, Light, Dark)
- How to Make Best Resolution (or Native)
- How to Change Controller (PS4, Xbox, Switch)
Kevin Guide
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
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.

Kevin
Kevin, just like his story and character, is a simple lad; you point he hits. He has the highest Strength increase of the cast and has the fourth-highest Stamina (with Charlotte pretty close behind him), but is tied with Riesz for the second-highest Health increase to compensate.
What makes Kevin special is his ability to transform into a Werewolf at night, which dramatically increases his significant Strength and to gain the most out of Kevin you should primarily play the game at Night time (Rest at an Inn, wake up at Night). If you are fighting somewhere in the world and notices that Kevin is not in his Werewolf form anymore there is an item called Dream Reed (Rare, can drop from Seeds) which changes Day into Night, or Night into Day.
Class Strike:
- Phenomenal Fist: A flying rolling axe kick followed by a wide hook into lunging liver blow.
Attack Combo:
- 1st: A uppercut followed by a roundhouse kick, knocking enemies back.
- 2nd: A spinning uppercut followed up by a ground pound, covers a wide area.
Build Suggestion
Kevin (alongside Charlotte and Duran) can provide party-wide Healing in his Light Class 3:
Warrior Monk.
Kevin is really simple, all you do is hit things even when you’ve changed classes and his variety is the smallest out of the entire cast. You can play around with his Abilities to stay at <30% health to gain some insane damage value but that is entirely up to you – even without making use of that massive power boost he will still deal a ton of damage regardless of what you do.
A healing party member might screw this playstyle up for you since they are dedicated to bringing you up to speed. You can fix this by using their healing spells manually but that will significantly reduce the pacing of the game, and manually healing allies might not be your cup of tea as Dark for example if all you want to do is hit.
Building for Light Class:
- Max Spirit for his healing ability, even more so if he’s going to become a healer later on.
- Not that many choices in starting Abilities, Blacksmith CHAIN ability (Watts, story) is value for everyone so use this on him until you class change.
- Invest in Stamina and Strength if you intend to use Conflagration to play below 30% health throughout the game. Consider using Hawkeye for party support as his Light 3 Class Nomad(He doesn’t Heal as a support). Changing class gives you more Abilities that play around the 30% threshold.
Building for Dark Class:
- Strength and Luck if you don’t intend to stay below 30% HP
- Invest in Stamina and Strength if you intend to use Conflagration to play below 30% health throughout the game. Consider using Hawkeye for party support as his Light 3 Class Nomad (He doesn’t Heal as a support). Changing class gives you more Abilities that play around the 30% threshold.
Class 2: Monk
Finding the call to arms being that of the fighting spirit, the Monk finds solace in the belief that it is within the affairs of the heart and soul that a martial artist derives their strength from. Along with taking up the vow that justified force must be that of equal and necessary power to the fight before them that lies ahead, the Monk also turns to the ways of internal development and discipline to reinforce their affirmations and motivations. From this, Monks find the interval where willpower and spirit is turned into strength and action, and train themselves to ready their mind and heart to give their utmost conviction in battle, coming to learn that power is not just through strength, but to being able to apply themselves with skill, technique, and cunning in the face of life’s challenges.
Prerequisite: Level 18, visit any Mana Stone.
Locked Ability:
- Indignant: Attack increases if ally faints
Class Strike:
- Spin Kick: AREA ATTACK – If you’re coming from the old game, you’re in for a treat. Covers a significant area in front of him with a massive tornado while doing several roundhouse and back kicks, a massive upgrade, and a shock to see the first time around.
Party Healer / Normal Gameplay
Abilities:
- Free choice
- Free choice
- Free choice
- Free choice
Not exactly what you might want to hear, but Kevin again is a very simple character so not a lot of choices really, the Chain abilities you gain from the story are self-explanatory so feel free to use those (such as Blacksmith); so instead here are some stat point suggestions:
- STR – Max it for damage
- STA – Pressure Point: works like a normal Attack Increase buff but ONLY for Kevin, don’t invest if you happen to have a buffer that can provide the same thing.
- SPRT – Max it for stronger healing and to later unlock more abilities in both Class 3 choices. Use Poto Oil from the Night Market in Beiser to function as a party Healer until then.
- LUCK – Broken Lines: if you have no one to provide with Defense Decrease.
30% HP Gameplay (As player)
Suggested Party Member:
- Hawkeye – Ranger -> Nomad for support buffs (Crits, CS increase, Shields, Max HP increase), provides NO healing.
- Duran – Knight -> Paladin for Provoke Ability to make mobs and bosses focus someone else (Helps with Ambush ability), later on gains Guard to absorb damage from allies and has a single-target heal if you need it on allies.
- If you use both of the suggested members, Paladin->Divine Hero’s Attack Boosts stack together with Nomad->Wardenkeep Attack-Boost Ability.
Abilities:
- (STR) Conflagration
- (STR) Attack Help
- [Optional] (STA) Defense Help
- Free Choice
Make sure you use Pressure Point while safe. It provides you with the same Attack Increase buff as any spell or item so it doesn’t stack. Invest in LUCK for Broken Lines if you have no way of providing Defense Decrease. Defense Help is to help shave off any big hits you might accidentally get hit with and any chip damage that might pile up, but feel free to remove it if you’re confident.
Class 3: Light-Light
Divine Fist / Godhand
Literally attaining the echelons of fighting divinity, the Divine Fist has unlocked the secrets of sentient transcendence and inner strength of a heavenly plane within themselves. Through coming to master one’s heart and mind to harmonize with their own being and body, they have attained a level of skill that surpasses the mundane, and this level of mastery is also said in legend to be the sign which one has achieved a state of lofty existence to where holy spiritual power exudes from their very being. From this, the Divine Fist is able to flow with creation itself, able to tread on the borders of life and death free from inner tumult to follow through with their calling and use their newfound spiritual powers to help unlock such potential in their fellow man and clear worldly obstacles, from healing pain, alleviating inner turmoil, and even knowing who to send back to the other side, to ease others paths to enlightenment.
Prerequisite: Level 38, Item: Gold Soul, visit the special Mana Goddess Statue in the Sanctuary of Mana.
Locked Ability:
- Fighting Spirit: Add 4% of Cs gauge for every 5 sec. in battle
Class Strike:
- Byakko Wave: AREA-ATTACK; CAN MISS – Kevin starts channeling a ball of energy in his hand and then fires it forward, ending in an explosion that covers quite a bit of room. The issue with this is that it’s a projectile that he charges up and enemies lose their targeting focus of him (since he’s invulnerable, like all Class Strikes) and will wander off to someone else. Kevin does NOT track, fast bosses will escape this quite easily (use on them upon getting dizzy) and it’s better to use it in point-blank range against enemies.
Normal Gameplay
Abilities:
- (STR) 1-Hit Class Strike
- Free choice
- Free choice
- Free choice
- Free choice
- Free choice
Kevin’s simplicity is showing, at this point in the game you can use whatever you want. Ward Off II in Stamina has become a decently good option to use, Revive from Luck can have some fun moments when it happens and saves you some time, but I personally wouldn’t use it, but feel free to if you have nothing else.
- STR – Max it for damage
- SPRT – Unlock Nature Aura. Max it if you want for stronger healing, use Poto Oil from the Night Market in Beiser to function as a party Healer unless someone else has higher Spirit.
- LUCK – Broken Lines II: if you have no one to provide with Defense Decrease.
30% HP Gameplay (As player)
Suggested Party Member:
- Hawkeye – Ranger -> Nomad for support buffs (Crits, CS increase, Shields, Max HP increase), provides NO healing.
- Duran – Knight -> Paladin for Provoke Ability to make mobs and bosses focus someone else, later on gains Guard to absorb damage from allies and has a single-target heal if you need it on allies.
- If you use both of the suggested members, Paladin->Divine Hero’s Attack Boosts stack together with Nomad->Wardenkeep Attack Boost Ability.
Abilities:
- (STR) Conflagration
- (STR) Attack Help
- (STA) [Optional] Ward Off II
- (STA) [Optional] Defense Help II
- Free Choice
- Free Choice
At this point you should have gotten quite a few CHAIN abilities from NPC’s and party members, so use whichever you want. Again, the Stamina choices are mainly to stay safe and to not get hit by any accidental shots or chip damage; so remove them if you want. Defense Help and Defense Help II stack should you wish to use them together.
Spend points in Spirit to unlock Nature Aura unless someone else can provide it (You save some time and MP for your ally who uses it), it really helps with your CS gain so make sure you use it safely alongside Pressure Point. Luck and its ability Revive can provide you with some good uptime on your Class Strikes, while Broken Lines II is better than the previous one.
Class 3: Light-Dark
Warrior Monk
Finding rather that battle is about slight of mental consciousness, perception, and acuity, the Warrior Monk goes along the ways of training their mind over heart. Through intensive meditation and study, the Warrior Monk follows instead the passage of knowledge and creed to guide their fists, and it is from this intense mental training that they derive a unique strength that cannot compare. However, while their passions and thirst for knowledge and edification may burn spirited, their grasping of logic and knowledge of the workings of the fight may turn their fists as cold and brutal as the truths they follow. As they follow their own path of righteousness, so has this class also learned to fight along with those that share their convictions into the heat of battle like an army onto themselves.
Prerequisite: Level 38, Item: Silver Aura, visit the special Mana Goddess Statue in the Sanctuary of Mana.
Locked Ability:
- Ambition: Status Effect or Stat Decrease cancelled when using class strike
Class Strike:
- Genbu Kick: Attack the enemy with a barrage of super fast kicks to deal damage
Build Suggestion
Healing Light + is the reason you really want this class for, but it doesn’t come with any healing increase Abilities. At this stage you should use any Healing related Chain Abilities you might find, such as Lupine Soul from Kevin’s relevant NPC (Talk with the Beast King when you can).
As usual, Max Spirit for healing, Strength for damage.
- (STR) Attack Saber II – Isn’t bad, isn’t terrific, but you need to use your Saber Magic regulary if you want value out of this.
- (STA) Ward Off II – Isn’t bad either but points better spent on doing damage, but entirely up to you if you feel you need it. Good for AI partner
- (INT) Heal Upgrade – The healing increase ONLY APPLIES to the one wearing it.
- (SPRT) You are going to be maxing this anyway, Leaf Saber is helpful, but nothing a Faerie Walnut can’t fix either. Combine it with Attack Saber II for some decent damage. If you meet an enemy that has Elemental Resistance against Wood (or you do reduced damage), use a Stardust Herb on the Saber’d target to remove it.
- (LUCK) Cure can be helpful but has questionable value, but if it doesn’t proc you would need to cast another heal again. Broken Lines II remains useful if you do not have Defense Decrease, but is not utilized as well if you have Kevin set as an AI partner for healing, but you can utilize manual-casting.
Class 4: Final Light
Beast King
One of the topmost Grappler classes. Beast Kings have the class strike proficiency of a Divine Fist and the healing abilities of a Warrior Monk. They make use of their high attack and defense.
Prerequisite: Complete the Game, any of the two Class 3 Light classes, progress the post-game content, get Instinct Sphere, visit the special Mana Goddess Statue in the Sanctuary of Mana.
Locked Ability:
- Gem: Cannot be knocked back while using a Charge Attack, opponent’s damage decreased by 20%
Class Strike:
- Qilin Assault: AREA ATTACK; SINGLE-TARGET LOCK ON – The area attack portion of this skill is smaller than one would think, it’s not massive however so get a feel for it yourself really. Pummels a target and locks them in, Kevin then summons a portal and jumps through it, a meteor drops on the enemy and Kevin falls down and punches it for a massive explosion.
Build Suggestion
With a certain Cactus soul Chain ability, you trivialize the game so it should be self-explanatory on what you can use and want to use. So any form of “build” at this point in the game is pointless since you are most likely going to use it even if I didn’t list it.
- (STR) 1-Hit Class Strike II – Is a big damage increase for Qilin Assault coming from Divine Fist or Warrior Monk.
- (STA) Ward Off III – Is really strong, quite so for <30% HP Gameplay; but has a questionable value this late into the game, better to fill the slot with damage instead; use it if you want to feel like you can’t die. STACKS with version I and II.
- (INT) Heal Upgrade II – The increased healing only applies to the one who has it equipped
- (SPRT) Both abilities have questionable value; fill your slots with damage or utility.
- (LUCK) Broken Lines III is a big point investment at the start and is overkill, Cure II can be helpful at most, but you will find it hardly useful this late into the game (you’ll find an equipable item too that makes this useless)
Class 2: Dark
Brawler / Bashkar
Yearning for power and its influence, the Brawler comes to focus on the external aspects of strength, including the secrets of the flesh and body. Though the Brawler comes to derive strength from bulking their muscles and sinew, and to temper their bodies to endure the rigors of combat, the class also comes to learn of the more brutal secrets of the flesh as well, from learning the weak points of the body and knowing the exact amount of purposed force to apply to defeat their enemies with sharp and unrelenting blows. Because of this focus of study, they are greater in brute strength, drawing out their bodily potential to reach limits greater than others, and to dominate all foes that come their way, but this aim of purpose limits them in skillfulness at the cost of such power, and such is the fact that the decision of where to take this power and the path that awaits lies solely upon the responsibility of the practitioner.
Prerequisite: Level 18, visit any Mana Stone.
Locked Ability:
- Mutiny: Attack increases by 15% if HP drops to 50% or below
Class Strike:
- Abyssal Slice: SINGLE-TARGET – Locks an enemy down while he pummels them several times, ending it in a sommersault
Build Suggestion
Suggested Party Member:
- Hawkeye – Ranger -> Nomad for support buffs (Crits, CS increase, Shields, Max HP increase), provides NO healing.
- Duran – Knight -> Paladin for Provoke Ability to make mobs and bosses focus someone else (Helps with Ambush ability), later on gains Guard to absorb damage from allies and has a single-target heal if you need it on allies.
- If you use both of the suggested members, Paladin->Divine Hero’s Attack Boosts stack together with Nomad->Wardenkeep Attack-Boost Ability.
Abilities:
- (STR) Conflagration
- [Optional] (STA) Defense Help
- [Optional] (LUCK) Broken Lines
- [Optional] (LUCK) Ambush
Use Broken Lines if you have no one to provide you with Defense Decrease, Ambush is not constantly consistent but will help you when the enemy is not focusing you; but they might focus you quite quickly due to the damage you’re doing.
His next 2 classes emphasize his ability to deal damage while below 30% health, not counting Mutiny at 50% health (since you might as well go below 30% if you are going to use it anyway).
For normal gameplay, you just use whatever Abilities and any Chain abilities from the story if you wish. (since there isn’t much variety for him)
Class 3: Dark-Dark
Fatal Fist / Deathhand
Considered the infernal counterpart to the Divine Fist’s loftiness, the Fatal Fist treads ways both feared and forsaken by the world of martial arts, to complete their quest for power at any cost necessary, no matter how far the path to power leads. Taught and encouraged to throw oneself into their own extremes of negativity and wickedness, Fatal Fists twist their heart and mind in this method to empower themselves, drawing upon anything that comprises their faults and worst traits, be it anger, resentment, hatred, vice, elitism, egotism, and the acceptance of the capability to do great wrong and evil, to realize great strength at the cost of their soul. Transformed into demons at the wake of battle and conflict, the class then instantaneously throws themselves into rage and abandon, commanding such wrathful power that shows no mercy no matter how paced the warrior fights, with each blow infused with the willingness to cause pain and suffering, and the intent of the complete merciless destruction of opposition. Though legends tell of such warriors of wicked strength to be the strongest in respect of their unmatched might, the reality remains that such brutality is considered so excessive and cruel to where the martial arts world forbids their ways to ever be tread upon, and to keep word and knowledge of the class’s existence stricken silent away as verboten and taboo secrets none should ever come across.
Prerequisite: Level 38, Item: Death Aura, visit the special Mana Goddess Statue in the Sanctuary of Mana.
Locked Ability:
- Royal Anger: Attack and defense increase by 10% when HP drops to 30% or below
Class Strike:
- Seiryu Strike: An explosion of electrical energy deals damage to the area of attack
Build Suggestion
Suggested Party Member:
- Hawkeye – Ranger -> Nomad for support buffs (Crits, CS increase, Shields, Max HP increase), provides NO healing.
- Duran – Knight -> Paladin for Provoke Ability to make mobs and bosses focus someone else (Helps with your Ambush ability), later on gains Guard to absorb damage from allies and has a single-target heal if you need it on allies.
- If you use both of the suggested members, Paladin->Divine Hero’s Attack Boosts stack together with Nomad->Wardenkeep Attack-Boost Ability.
Abilities:
- (STR) Conflagration
- (LUCK) Critical Damage
- [Optional] (STA) Ward Off II
- [Optional] (STA) Defense Help II
- [Optional] (LUCK) Broken Lines II
- [Optional] (LUCK) Ambush
As usual, max Strength and Stamina. Finishing Blow is very overkill, but you are entirely free to use it. If you have Hawkeye Nomad in your party you don’t need to think or spend points on Moon Energy for the critical rate.
Max Damage vs Monsters (not bosses)
Abilities – Hawkeye (Toxic) OR Charlotte Necromancer (Charred) CHAIN Ability
- (STR) Conflagration
- (LUCK) Critical Damage
- (INT) Special Effect II
- (INT) Toxic / Charred (CHAIN)
- [Optional] (LUCK) Broken Lines II
- [Optional] (LUCK) Ambush
Now if you really want to overkill your enemies, just pummel them with your new multi-hit combo which will most likely trigger Toxic or Charred. Broken Lines has no value if you have a Necromancer in the party for the Black Curse spell. Invest in Moon Energy if you want, but you won’t even need it against regular monsters at this point in the game just like with Finishing Blow.
Class 3: Dark-Light
Enlightened / Dervish
Having come to a realization of the undisputed truth of the grueling and extreme nature of the heart of the fight and all conflict, the Enlightened has combined martial arts skill and raw, brute strength with the teachings of removing oneself from one’s emotions, attaining peak mastery with unflinching prowess and a mind incapable of distraction. Taught to remove their attachments and objections from the consequences of battle and to steel themselves to the core, leaving their senses sharpened to their highest and shaping themselves to become veritable living weapons, the Enlightened’s methods sees them rush onto the border of life or death, and immediately shatters the tension that had flared up in a split second with the annihilation of the enemy with absolute skill and precise attacks powerful enough to render foes in pieces. Legends tell of their coming signaling omens of strife and carnage as its heralds, their fighting prowess witnessed to be like that of a dance on the battlefield dashing them in blood like a petal blown field of wildflowers, and illuminated in the flames of war.
Prerequisite: Level 38, Item: Mage Aura, visit the special Mana Goddess Statue in the Sanctuary of Mana.
Locked Ability:
- Inferno: Invincible for 10 sec at start of battle
Class Strike:
- Suzaku Aerial: An explosion of fiery energy deals damage to the area of attack
Build Suggestion
Suggested Party Member:
- Hawkeye – Ranger -> Nomad for support buffs (Crits, CS increase, Shields, Max HP increase), provides NO healing.
- Duran – Knight -> Paladin for Provoke Ability to make mobs and bosses focus someone else (Helps with your Ambush ability), later on, gains Guard to absorb damage from allies and has a single-target heal if you need it on allies.
- If you use both of the suggested members, Paladin->Divine Hero’s Attack Boosts stack together with Nomad->Wardenkeep Attack-Boost Ability.
Abilities:
- (STR) Conflagration
- (STR) Adversity
- (LUCK) Critical Damage
- [Optional] (STA) Defense Help II
- [Optional] (LUCK) Broken Lines II
- [Optional] (LUCK) Ambush
Same as Fatal Fist, max Strength and Stamina. Moonsaber can help your party members but won’t help the <30% playstyle at all. Use whatever abilities you like if you aren’t playing with that style, including Moon Saber.
Max Damage vs Monsters (not bosses)
Abilities – Hawkeye (Toxic) OR Charlotte Necromancer (Charred) CHAIN Ability
- (STR) Conflagration
- (LUCK) Critical Damage
- (INT) Special Effect II
- (INT) Toxic / Charred (CHAIN)
- [Optional] (LUCK) Broken Lines II
- [Optional] (LUCK) Ambush
Same as Fatal Fist, just pummel them with your new multi-hit combo which will most likely trigger Toxic or Charred. Broken Lines has no value if you have a Necromancer in the party for the Black Curse spell.
Class 4: Final Dark
Annihilator
One of the topmost Grappler classes. Annihilators can press their advantage like a Fatal Fist and power up their attacks like an Enlightened. They can overpower any enemy.
Prerequisite: Complete the Game, any of the two Class 3 Dark classes, progress the post-game content, get Instinct Sphere, visit the special Mana Goddess Statue in the Sanctuary of Mana.
Locked Ability:
- Evil Spirit: Attack increased by 3% when normal attack hits (up to 30%)
Class Strike:
- Dragon Torrent: High-powered energy shoots forward and deals massive damage
Build Suggestion
Suggested Party Member:
- Hawkeye – Ranger -> Nomad for support buffs (Crits, CS increase, Shields, Max HP increase), provides NO healing.
- Duran – Knight -> Paladin for Provoke Ability to make mobs and bosses focus someone else (Helps with your Ambush ability), later on, gains Guard to absorb damage from allies and has a single-target heal if you need it on allies.
- If you use both of the suggested members, Paladin->Divine Hero’s Attack Boosts stack together with Nomad->Wardenkeep Attack-Boost Ability.
Abilities:
- (STR) Conflagration
- (LUCK) Critical Damage
- (LUCK) Critical Damage II
- (STR) Adversity (if Enlightened)
- [Optional] (STA) Defense Help II
- [Optional] (STA) Defense Help III
- Free choice
- Free choice
At this point you can use anything, or not play the <30% style since you will kill anything without much effort regardless. Toxic/Charred combo above still applies if you want to use it, but enemies won’t even last long enough for it to be noticable.
By Panda-senpai
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