Golden Sun Universe:Sandbox

-- Class series by character

note: paired if two share the same starting class

Isaac / Felix (Venus)
 * Mono elemental
 * Squire class series
 * Dual elemental full class
 * Brute class series &bull; Apprentice class series &bull; Swordsman (Venus) class series
 * Dual elemental partial class
 * Shaman (Jupiter) &bull; Druid (Jupiter)&bull; Shaman (Mercury) &bull; Druid (Mercury)
 * Tri elemental  full class
 * Dragoon class series &bull; Ninja class series &bull; Samurai class series
 * Tri elemental partial class
 * Medium

Garet (Mars)
 * Mono elemental
 * Guard class series
 * Dual elemental full class
 * Brute class series &bull; Page class series &bull; Swordsman (Mars) class series
 * Dual elemental partial class
 * Ascetic (Jupiter) &bull; Fire Monk &bull; Ascetic (Mercury) &bull; Water Monk
 * Tri elemental  full class
 * Dragoon class series &bull; Ninja class series &bull; Samurai class series
 * Tri elemental partial class
 * Ranger

Jenna (Mars)
 * Mono elemental
 * Flame User class series
 * Dual elemental full class
 * Brute class series &bull; Page class series &bull; Swordsman (Mars) class series
 * Dual elemental partial class
 * Ascetic (Jupiter) &bull; Fire Monk &bull; Ascetic (Mercury) &bull; Water Monk
 * Tri elemental  full class
 * Dragoon class series &bull; Ninja class series &bull; Samurai class series
 * Tri elemental partial class
 * Ranger

Piers (Mercury)
 * Mono elemental
 * Mariner class series
 * Dual elemental full class
 * Hermit class series &bull; Pilgrim (Mercury) class series &bull; Seer (Mercury) class series
 * Dual elemental partial class
 * Cavalier (Mars) &bull; Luminier&bull; Cavalier (Venus) &bull; Guardian
 * Tri elemental  full class
 * Ranger class series &bull; White Mage class series &bull; Medium class series
 * Tri elemental partial class
 * Dragoon

Mia (Mercury)
 * Mono elemental
 * Water Seer class series
 * Dual elemental full class
 * Hermit class series &bull; Pilgrim (Mercury) class series &bull; Seer (Mercury) class series
 * Dual elemental partial class
 * Cavalier (Mars) &bull; Luminier&bull; Cavalier (Venus) &bull; Guardian
 * Tri elemental  full class
 * Ranger class series &bull; White Mage class series &bull; Medium class series
 * Tri elemental partial class
 * Dragoon

Ivan / Sheba (Jupiter)
 * Mono elemental
 * Wind Seer class series
 * Dual elemental full class
 * Hermit class series &bull; Pilgrim (Jupiter) class series &bull; Seer (Jupiter) class series
 * Dual elemental partial class
 * Enchanter (Venus) &bull; Conjurer (Venus)&bull; Enchanter (Mars) &bull; Conjurer (Mars)
 * Tri elemental  full class
 * Ranger class series &bull; White Mage class series &bull; Medium class series
 * Tri elemental partial class
 * Ninja

Notes on classes
Each Adept his his or her own mono elemental class (some are shared by two Adepts).

There are three Dual elemental classes for each Adept (one with each separate element).

Dual elemental classes containing Symbiotic elemental Djinn are full class series in the Adepts of the respective Symbiotic elements (Mars / Venus) (Jupiter / Mercury) that have one extra class level.

Dual elemental partial classes are broken into dual elemental classes that share the same elemental Djinn as the respective Adept, as well as one non-symbiotic element (Djinn for those class are 6 non-symbiotic / 6 non-symbiotic and one Djinn of the Adept's mono elemental class).

Tri Elemental WIP

//Note: big long list, yet to make it pretty, but I haven't found anything like this layout here on site yet This is intended the Character class page, (Maybe to replace the table on the bottom?). Zari01 00:39, November 14, 2009 (UTC)

// Random Number Generator work

Level RNG (GS1 only)
The general trend in the Golden Sun series, like all RPGs, is that you grow stronger as you level up. However, in the first game the RNG can be exploited to produce higher stat increases per level. This has one immediate effect, and one long term effect; with higher stats, you need to level less during a complete a run through. The second, long term effect of using Level RNG methods is passing these RNG'd stats over to the second game, where the RNG methods shown below don't work. It's easiest to explain by example: Let us start with Isaac. In GS1 a typical level up for Isaac would look something like this (in the order of HP / PP / Attack / Defense / Agility)

7 / 3 / 4 / 2 / 3

However, by exploiting the RNG, you can get a perfect level up like this:

8 / 3 / 4 / 2 / 4

Perfect level ups like this are different for each playable character; go here for the full list by level.

By leveling up randomly, it is possible to achieve perfect level ups, but Perfect Level ups becomes increasingly harder to get the higher level you are.

Level RNG Methods
The general method for Level RNG is saving in an area, resetting, getting into a battle with an enemy, and finally killing it. (Note that when resetting it doesn't have to be a hard reset like item RNG, soft resets work too, but attacking first or being surprised by the enemy during battle DOES affect the outcome of this method). Here's the trick: It's how you kill the enemy that affects what level up numbers you receive. This is the list of what effects the numbers upon killing an enemy:

•Unleashes

•Offensive (Battle only) Psynergy

•Critical Hits

•Normal Attacks

•Offensive Djinn

•Summons

Example Method
The following method is for a Perfect level up (Guaranteed to work) for Isaac: In this instance Issac is level 23, Has the Ninja Blade as his weapon, is missing 10 EXP to level 24, and is in the first room of Goma Cave (The one where you have use Move to knock down the rock blocking the path). You would save, soft reset, then run around to get into a battle. The first monster you encounter should be a single Skeleton. If you attack first, or if the Skeleton surprised your party, soft reset and try again. If it is a normal start, have Isaac attack the Skeleton (with the Ninja Blade), and everyone else defend. If done correctly and the skeleton dies, regardless of what happened (Unleash, critical hit or normal attack) Isaac should receive the following level up:

HP boost +8 PP boost +3 Attack boost +4 Defense boost +2 Agility boost +4

In other words, a perfect level up. Note that the maximum numbers you can get from methods like these go down the higher level you are.

Level RNG information
For a more in depth guide to level RNG in Golden Sun, Go to the Level RNG guide.

See the Level RNG list for the highest stat boosts possible for each character at each level

(Do save in an area where there is an entrance or exit, as leaving and entering a new room produces different random battles)

Some general explanation on these types of attacking:

&bull; Each weapon Unleash produces different numbers (side note: weapons with multiple unleash effects, like the Swift Sword's single or triple damage effect, each part produces different numbers as well).

&bull; Each Offensive Psynergy spell will produce different numbers, some better than others.

&bull;Critical hits are a mixed bag. Getting a critical hit is difficult early game, since it is mostly luck based without the right equipment, but it does NOT vary by weapon, rather by enemy killed only.

&bull;Normal Attacking also has its quirks, as each separate weapon produces different numbers (including the common weapons without unleashes!).

&bull;Offensive Djinni are similar to Critical Hits, in that it only depends on the monster, nto the weapon being used (Each is different again)

&bull;Summons offer different numbers for each individual summon

Note that the values you get from ALL of these instances change with each enemy you go up against.

RNG tested spots
Note do not always work because of enemy combinations being different even with soft resets

Felix: Wild Wolf near Daila (overworld) 8-3-4-2-4 combinations pending
 * Fume Psynergy series

Jenna: Wild Wolf same as Felix 8-3-4-2-4 (Note imperfect but good for Tisiphone Edge endgame]] combo with Punch Ant?
 * Fume again
 * Air's Rock 2 Emus, Killed with Nereid Summon 8-4-4-2-4

Sheba: Kandorean Temple faced single Angle Worm First room (with monsters) Killed with Flash Bolt. 7-4-4-2-4 (still not perfect, unsure of 8 hp gain, but done before )