The Shining Force: Karna

Name: Karna
Japanese: Tsuiggii (translated: Twiggy)
Race: Human
Class: Priest (PRST)
Promotion: Vicar (VICR) / Master Monk (MMNK)

Karna is one of the four characters you can choose from at Creed’s Mansion, however if you don’t choose her you can return to recruit her (and the other two you turned down) by returning to Creed’s after Frayja opens the gate of Moun. She’s a Priest and therefore uses healing spells, with one exception – Blast.

Her weapons are not very powerful for attacking, which can lead to her becoming weak, but I recommend that you keep using her as with the Vigor Ball she can have a special promotion to Master Monk. She’ll have the same spells as she would have had as a Vicar, but the Master Monk weapons are far more powerful and by making her cast a Heal or Aura spell every move she soon gains levels. It’s not uncommon to end up with a level 99 Master Monk. You won’t believe how strong she can really be until you try her!

Karna’s Headquarters Quote:
“I’m not afraid of devils! When’s the next battle?”

Karna, Priest of the Shining Force
PRST Karna
Karna, Priest of the Shining Force Karna, Hero of the Shining Force Karna, Master Monk of the Shining Force


Animations

Many thanks to Wolfgang Landgraf for these animations!

Priest Class (PRST)

attack defend

Vicar Class (VICR)

attack defend

Master Monk Class (MMNK)

attack defend


Statistics & Growth

Initial Statistics

LV HP MP ATT DEF AGI MOV Weapon Spells
24 43 51 40 25 27 5 Power Stick Heal 3, Blast 2, Boost 1

The graphs below show the growth rate of Karna’s statistics throughout the game, starting at level 1 (level 1 stats are based on growth rate if the character joined at any other level). These are adapted from the ASCII/Famitsu Shining Force II Guide Book, and so should be pretty accurate! However, please note that the charts are based on a standard game, in which no extra training is given to any characters. The growth may vary with extra training, and even from game to game, due to the random level-ups.

HP MP ATT DEF AGI
Base Class:
After Promotion:

Key


Weapons

Priest (PRST) Class Weapons

Can also be equipped following promotion to VICR

Wooden Rod
ATT +3
No special notes
Short Rod
ATT +5
No special notes
Bronze Rod
ATT +8
No special notes
Iron Rod
ATT +12
No special notes
Power Stick
ATT +15
No special notes


Vicar (VICR) Class Weapons

Can only be equipped following promotion to VICR

Flail
ATT +19
No special notes
Guardian Staff
ATT +22 / DEF +5
No special notes
Indra Staff
ATT +25
Steals monster’s MP
Wish Staff
ATT +26
Mithril Weapon / Attack Lv1
Great Rod
ATT +28
Mithril Weapon
Holy Staff
ATT +29
Mithril Weapon
Goddess Staff
ATT +31
Mithril Weapon / Aura Lv2
Mystery Staff
ATT +39
Mithril Weapon / Regains 2MP/round
Demon Rod
ATT +50 / AGI -10
Cursed Weapon / Steals your MP


Master Monk (MMNK) Class Weapons

Can only be equipped following promotion to MMNK

Leather Glove
ATT +26
No special notes
Power Glove
ATT +33
No special notes
Brass Knuckles
ATT +39
No special notes
Iron Knuckles
ATT +43
No special notes
Misty Knuckles
ATT +49
Mithril Weapon / Steal monster’s MP
Giant Knuckles
ATT +55
Mithril Weapon / Muddle Lv1
Evil Knuckles
ATT +63
Cursed weapon


Spells

Below is a list of the spells learned by this character, and at which level the character needs to be for the spell level to increase.

Note: The game always assumes that a character has been promoted at level 20. For example, a spell learned at level 37 could be gained at level 37 before promotion, or level 17 after promotion if promoted before level 37. For more info on how the spells work, see the Spells Page.

Heal
Restores HP to allies
Level 1 Level 2 Level 3 Level 4
1 5 22
Blast
Damages monsters with wind
Level 1 Level 2 Level 3 Level 4
8 16 26 37
Boost
Increases allies AGI/DEF
Level 1 Level 2 Level 3 Level 4
12 30
Aura
Restores HP to allies
Level 1 Level 2 Level 3 Level 4
33 41 55 60


Pictures