Disgaea 2: Cursed Memories/Humans

Character Classes generally refer to generic humanoid characters such as "Thief" or "Samurai". These are the types of allies and enemies you'll see most often. Story characters such as Adell and Yukimaru are not included, as they are thought to be separate, unique classes.

While assembly bills are needed to unlock new classes, there is no need to pass bills to unlock advanced tiers of classes, just advance characters to the appropriate level. Unlike in Disgaea: Hour of Darkness, the first tier character cannot be used to unlock all six tiers. The previous tier must always be used to unlock the next-highest tier.

Male Fighter
Ability: Critical hit damage increases while in danger. Lover: Critical hit damage increases by 1% per lover, while in danger.

Move: 4 Jump: 20 Counter: 1 Throw: 5 Panels, 32 dm

Lady Fighter
Ability: Critical hit chance increases while in danger. Lover: Critical hit chance increases by 1% per lover, while in danger.

Move: 4 Jump: 20 Counter: 1 Throw: 5 Panels, 32 dm

Skull
Ability: Spells and other Specials level up faster. Lover: ???

Move: 3 Jump: 15 Counter: 0 Throw: 3 Panels, 26 dm

Girl Mage
Ability: Uses less SP for Specials. Lover: ???

Move: 3 Jump: 15 Counter: 0 Throw: 3 Panels, 26 dm

Ninja
Ability: While in danger, chance of dodging attacks increases. Lover: While in danger, chance of dodging attacks increases by 1% for every 2 lovers.

Move: 5 Jump: 35 Counter: 0 Throw: 4 Panels, 29 dm

Kunoichi
Ability: While in danger, there is a chance of executing actions (attacks and specials) twice in a row. Lover: While in danger, ability chance increases by 1% for every 2 lovers.

Move: 5 Jump: 35 Counter: 0 Throw: 4 Panels, 29 dm

Majin
Ability: When all allies are dead, and no more can be sent out on the field, all stats will double. Lover: ???

Move: 3 Jump: 20 Counter: 2 Throw: 1 Panels, 20 dm

Heavy Knight
Ability: While in danger, DEF and RES increase while under attack. Lover: While in danger, DEF and RES increase an extra 1% per lover while under attack.

Move: 3 Jump: 20 Counter: 2 Throw: 1 Panels, 20 dm

Sinner
Ability: While in danger, counter-attack damage increases. Lover: While in danger, counter-attack damage increases by an extra 1% per lover.

Move: 4 Jump: 20 Counter: 2 Throw: 5 Panels, 32 dm

Geomancer
Ability: Takes no damage from Geo chains. Lover: Geo Warp special gains one extra range for every 5 lovers.

Move: 4 Jump: 20 Counter: 0 Throw: 3 Panels, 26 dm

Samurai
Ability: While in danger, has a chance of instantly killing a foe, regardless of stats. Lover: While in danger, instant-kill chance increases by 1% per lover.

Move: 4 Jump: 20 Counter: 1 Throw: 4 Panels, 29 dm

Gunner
Ability: Deals more damage during combo attacks (not to be confused with team attacks). Lover: While in danger, combo damage increases an extra 1% for every 2 lovers.

Move: 5 Jump: 20 Counter: 0 Throw: 4 Panels, 29 dm

Thief
Ability: Increased steal chance with hands. Lover: Steal chance increases by 1% per lover.

Move: 6 Jump: 25 Counter: 0 Throw: 3 Panels, 26 dm

Cleric
Ability: Resistance to elemental attacks (Fire, Wind, or Ice-based). Lover: Resistance to elemental attacks increased by 1% per lover.

Move: 4 Jump: 20 Counter: 0 Throw: 3 Panels, 26 dm

Archer
Ability: Attack range with bows increased by one panel, making it five instead of four. Lover: For every ten lovers, bow attack range increases by one.

Move: 4 Jump: 20 Counter: 0 Throw: 4 Panels, 29 dm

Beastmaster
Ability: Empowers adjacent allied monsters. Lover: Adjacent allied monsters are empowered by an extra 1% per lover.

Move: 5 Jump: 25 Counter: 1 Throw: 5 Panels, 32 dm

Rune Knight
Ability: Receives less elemental damage (Fire, Wind, or Ice), and deals more damage when attacking with elements. Lover: Elemental bonuses increase by 1% per lover.

Move: 4 Jump: 20 Counter: 1 Throw: 4 Panels, 29 dm