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Fanmade Classes
These are some fanmade 3-element classes for Sveta and Himi, who have unique 2-element classes but not unique 3-element ones.

Occultist class series
Unique to Himi, takes the place of Samurai (which Himi can't access)

Hunter class series
Unique to Sveta, replaces Medium for Sveta only

Class Page Rewrite
Character Classes (also commonly known as a "Jobs" in other games) are roles which characters can be assigned in many RPGs which determing their capabilities. In the Golden Sun series, the playable Adepts can be placed in a wide variety of classes, which have significant effects on their statistics as well as which Psynergy are available to them.

Each character's class is determined by their innate element alongside the number and element of Djinn which are Set to them. Because Djinn can be freely rearranged, classes in Golden Sun can be changed on the fly, and can even change mid-battle, which distinguishes Golden Sun from many other RPGs where classes or jobs are more directly set and change less easily.

Overview
A playable character's class is determined by their innate element, alongside the Djinn which are Set to them (Standby and Recovery Djinn are ignored). Additionally, some characters have unique classes which will 'override' the typical classes - for instance, Himi in Golden Sun: Dark Dawn has the unique Miko class series instead of the Brute class series which is available to all other Mars Adepts (as well as Venus Adepts).

Because Djinn may change between Set and Standby during battle, a character's class may also change in the middle of a fight. Players must take care of this fact, since it means that using many Djinn in battle could cause them to end up with lower stats or lose key Psynergy.

Classes have two main effects: granting stat multipliers and determining which Psynergy a character can access.

Each class has its own pool of Psynergy, alongside a level requirement for each spell. There is no need to be in a certain class upon leveling up in order to be able to access that class's spells later - as soon as an Adept switches into a class, they will gain access to all of the spells learned by that class up to their current level.

Every class additionally grants a stat boost in every main stat - Max HP, Max PP, Attack, Defense, Agility, and Luck. These buffs are multiplicative and are applied after other stat bonuses such as the ones from weapons and armor, which can make them even more potent in conjunction with powerful gear. The boosts granted by class stat multipliers are sometimes not taken into account when the game reports information about stats. For instance, if Isaac is in the Slayer class, which has a 190% Max HP multiplier, upon leveling up the game may report that his max HP rose by 7, when in fact the *actual* increase was 13 due to the class multiplier. Because class stat boosts are multipliers which are independent from base stats, unlike some games, the class a character is in will not affect their *base* stat gain on level up.

In addition to stats and Psynergy access, susceptibility to status effects is also affected by class; most classes have a particular status effect - or other special effect such as HP drain - which they are more likely to be affected by than usual.

Class are organized into class series, which are sets of similar classes which get progressively stronger, with each subsequent 'tier' of the class series requiring a larger number of Djinn. Each tier in a class series has a similar spread of stat multipliers to the previous class in the series, but higher across the board. Additionally, higher tiers of class series may improve the pool of available Psynergy; some Psynergy series are only available in higher tiers (notable examples include the Wish series), and in TLA and onwards many physical-attacking Psynergy like Ragnarok and Planet Diver are replaced with more powerful variants in higher tiers (Odyssey and Planetary in the case of the aforementioned examples).

Categories of Class
Class series come in several different categories based on the number of elements involved (including the Adept's innate element), with the main categories being Mono-Element, Dual-Element, and Tri-Element class series. There are also Item-Dependent Quad-Element class series exclusive to **The Lost Age**, and one special Psynergy-Dependent class exclusive to Sveta in **Dark Dawn**. Using each category has its own pros and cons, so it's up to players to decide which to use.

Mono-Element
These class series are accessed by setting only Djinn which match an Adept's innate elemental alignment (e.g. giving Isaac only Venus Djinn, etc). These are also the classes which characters will be in by default if they have no Djinn Set (or no Djinn at all).

Notably, many characters have unique mono-element class series which they do not share with other Adepts; Jenna and Piers have unique ones in **The Lost Age**, as does the entire second party in **Dark Dawn**.

Pros of Mono-Element Classes
- These classes are straightforward and easy to use. With these classes, you don't need to worry about specific Djinn setups - Djinn can simply be Set to match their user. - Unleashing Djinn in battle does not carry the risk of switching a character to a different class series, which may often be undesirable in the heat of battle (though a character's class can still, of course, downgrade to a lower class tier within the same series) - Because only one element of Djinn is given to a character, their elemental power (+5 Power per Djinni set) in that single element will be higher than that of other classes, which can be potent when augmented by the Adept's naturally higher power (Felix's and Isaac's Venus power, Jenna's and Garet's Mars power, etc.)

Cons of Mono-Element Classes
- Most Mono-Element classes tend to have at least one significant shortcoming - for instance, the Guard class series has the worst agility of all classes and very poor Max PP, the Wind Seer class series is very frail defensively, and the Water Seer class series has poor agility and a lackluster lineup of offensive Psynergy. In general, their average stats tend to be on the low end. - They have a narrower array of Psynergy available, and possess only one element of offensive Psynergy, which can prove annoying against a powerful enemy or boss which resists said element. - Because they *require* only one element of Djinn to be set, these classes can be difficult to maintain, especially if you have uneven numbers of Djinn or don't have a full party - this is especially true early on in TLA as you rarely have an equal number of Djinn in each element and are missing one adept while still getting his element's Djinn. - Each element of Djinn being restricted to one character means it can take longer to prepare Summons, especially in the first game, where only single-element summons are available.

Dual-Element
These class series are accessed by setting mostly Djinn of a single non-innate element, with a small number of Djinn matching the Adept's innate element being needed to reach the higher tiers. These classes are not all the same in terms of structure and cadence - classes combining symbiotic elements (Earth and Fire, as well as Wind and Water) are a bit different than the others. See the respective class pages for details.

Adepts can fully access three dual-element class series - one for each non-innate Element. They can also partially access two additional class series.

There are a few characters with unique 2-element class series, though there are fewer of them than those with unique mono-element class series. So far, only Sveta and Himi possess unique 2-element class series.

Tri-Element
Adepts can fully access three tri-element class series, and can partially access one additional tri-element series. The only exception is Himi, who can only fully access two tri-element class series, as she lacks access to the Samurai class series.