Hermit class series

The Hermit class series is a dual-elemental class series available to the Jupiter Adepts and the Mercury Adepts. The Adepts become members of these classes if they have Jupiter or Mercury Djinn set to them, though the Mercury Adepts rely more on Jupiter Djinn and the Jupiter Adepts rely more on Mercury Djinn.

Because the two elements involved, Jupiter and Mercury, are symbiotic, an extra class level exists in this series compared to other single and dual-elemental class series, making this class series powerful. It is much like the Brute class series, shared by Adepts and Djinn of the Venus and Mars elements.

The Hermit class series, when at its highest stage of Wizard and compared to the other series at their highest stages, has excellent PP (tying with the Dark Mage, Pure Mage, and Necromage for highest PP rating), Agility (tying with the Warlock and surpassed only by the Master), and Luck, but average HP and lower Defense and Attack. Noteworthy endgame Psynergy includes Pure Wish, Impact/High Impact, Break, and the heavy area-of-effect Psynergy, Freeze Prism and Spark Plasma. Average stats from an endgame perspective are 155% (or 162%, if Luck isn't factored in).

Analysis
The Hermit class series is a solid upgrade for Mia, Sheba and Ivan from their default Water Seer class series and Wind Seer class series. Ivan and Sheba sacrifice Ward, Ray and Whirlwind for the useful Wish and hard hitting Prism series, while Mia gives up Ply, Frost and Ice for the Plasma and Prism series.

At the same time, the Wizard is better than both the Sorcerer and Angel in terms of statistics.

While the Hermit class series will serve Mia, Sheba and Ivan well, it puts Piers in a strangely average situation. The sub-par attack and defense are mitigated by Piers' ability to equip armor and long swords (and his natural attack and defense), but it still leaves him unspectacular and he will mainly just be a tough caster with a mediocre PP pool.

A drawback for this class, however, is the slow rate at which new Psynergies are gained. Prism and Plasma are learned early at levels 6 and 8, Hail Prism and Shine Plasma at 22 and 26, and Freeze Prism and Spark Plasma finally at 52 and 50. These long droughts between new Psynergy can often leave a player between a rock and a hard place as the old Psynergy loses its shine against tougher enemies.