For those who missed my post a few days back, ATLUS USA have begun sharing details on the different classes available to the Star Children you and one of the heroines give “birth” to during the course of Conception II: Children of the Seven Stars. While the first six classes detailed were primarily early-game which you would expect in any RPG, this time they have thrown a few mid-late to late-game classes into the mix with another eight detailed this morning.

Do note that each of the different heroines in Conception II will have their own respective stat strengths and weaknesses, which will determine what sort of Star Children you will produce and what classes you would be best selecting for optimal battle performances. There are a total of thirty Star Children classes to work with and only nine allowed on the field at once, this means there is quite a lot of diversity that can be present within the party at any one time. Therefore it is critical to pick the right heroine when you head into a Labyrinth. To complicate matters, teams of the same type of Star Child can deal out extra damage, but this can open your team up to vulnerabilities. In this case, experimentation is key.

Originally developed by Spike Chunsoft, Conception II: Children of the Seven Stars is set for release in North America from the 15th April 2014 for the Nintendo 3DS and PlayStation Vita gaming consoles. A PAL region release will follow at a later date in 2014.

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.

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.

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.

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.

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.

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.

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.

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.