Eight More Star Children Classes
It’s time for more Star Children! Conception II has 30 classes total to choose from, so here are 8 more for you to consider for your party. The classes below range from very early game all the way through late game. Some of these Star Children require a rare item in order to create, which can only be retrieved from dungeons, so happy hunting!
This doesn’t have any impact on the game, but our staff is obsessed with how awesome their hats are, so don’t feel like you’re the only one!
The ESRB has officially rated both versions of Conception II. It’s rated M for Mature. Rated boxes are linked in the sidebar if you have any databases that need updating!
This early-to-mid game unit excels at hitting weak points with bows and tricky movement. Archers are good attackers that can add effects to their attacks, be it debuffs, status conditions, etc.
This master of weaponry can wear down opponents with repeated smashing. Can break enemies’ defense, and shatter enemy power. They’re a fairly powerful unit to acquire early game, but drop off in mid-to-late game.
With dapper hats and tuxedo outfits, Bondsmen are late-game units that require maxing out your relationship bond with their mother. They wield lances and unlike most other units, they use Bond Points for their magic attacks and heals instead of mana.
This pop idol-like musician is a stronger version of the minstrel. This support unit requires an extremely rare item to create. But in addition to buffing allies and debuffing enemies, she can also revive her teammates.
Take a paladin, give him a gun, and you get a Gun Saint. This late-game unit requires a special rare drop, but with gold armor and a powerful weapon, the GS can penetrate any armor.
Strong attacking class that excels at building Chain gauge quickly to help immobilize units. Deals an incredible amount of damage in the right team composition, and are available mid game.
This early game unit is great for wheeling and dealing, as well as axing monsters right in their face. In addition to strong attacks, Merchants also have the ability to summon a shop to buy or sell items, in case you find yourself mid-dungeon without enough health or mana potions.
Rangers are quick to adapt to a multitude of roles within a party. They have effective heals, and debilitating debuff attacks. Their defense also allows them to be solid protectors. Rangers are a good mid-game choice for all but the most specialized parties.
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