- "I’m Chawwotte, wesident beauty of Wendew!"
- —3D selection
Charlotte (シャルロット, Sharurotto) (Carlie in the fan translation) is one of the six main characters of Trials of Mana.
Being half-elf, Charlotte is of a height much shorter than most humans, and ages much more slowly than humans do. She therefore carries the appearance of a six-year-old girl, though she is aged 15. She has long, wavy blonde hair and blue eyes. In her starting Cleric class, Charlotte wears a blue jumper adorned with several patterns in gold leaf, complemented by a red cap with two tails as well as matching boots. She wields various flails and nunchaku as weapons.
At surface level, Charlotte projects confidence in herself as well as in her relationships with Heath and her grandfather. Her effervescent personality and seemingly youthful appearance have earned her admiration from many within the temple she calls home. Though she is not fond of being treated as a child. she exhibits a childlike curiosity for the world beyond the temple.
Beneath this façade, however, is a girl with many insecurities. She looks to Heath as a brother of sorts, having lost her parents at a very young age. She cares deeply for Heath as well as for her grandfather, and so will go to any lengths necessary to see them safe from harm. She is also inclined toward intense emotions, particularly sadness, upon seeing or hearing any news of those close to her, as evidenced by that she cries a lot. Even tears of joy are prolonged episodes.
In the official English translation, Charlotte is characterized with both rhotacism and lambdacism, therefore both L's and R's are mostly replaced by W's in her text. The fan translation, while much easier to read through, also gave her two different quirks: first, that she had an s-to-sh shift, and second, a habit of referring to herself in the third person.
- "I gwew up with no pawents, but thewe was one pwiest in Wendew that was awways nice to me. Heath was kind and hewpfew. He took cawe of me."
- See also: Charlotte's Introduction
Charlotte, the self-described "famous beauty of Wendel", is the granddaughter of the Priest of Light, born in the elfin enclave of Dior. Her parents were the cleric Leron and the elf Shela, who fell in love despite such unions between elves and humans being forbidden. After both her parents succumb to an illness, Charlotte is taken to Holy City Wendel per an agreement between the Priest of Light and the Elfin Elder of Dior. The Priest of Light raises Charlotte and mentors a fellow cleric, Heath, who also looks after her and becomes a brotherly presence for her. One day, the Priest of Light senses an evil influence in the nearby Jadd Stronghold and sends Heath to investigate. Charlotte overhears this conversation and, having a premonition of her own, sneaks out of Wendel to try to convince Heath to come back. Her fears prove to be well-founded when Goremand suddenly appears and kidnaps Heath. Charlotte then decides to do her best to rescue Heath.
Charlotte shares many story elements with Kevin, who lost his wolf pup friend Karl because of one of Goremand's spells. If either of them is chosen as the main hero in Trials of Mana, the main villain will be the Masked Mage and the final dungeon will be the Mirage Palace.
Charlotte is a somewhat stereotypical healer character, having poor combat skills but access to curative abilities. Once the Mana Spirit Lumina joins the heroes, Charlotte begins learning healing magic. She can learn a wider variety of spells after changing classes: her Light classes give her Light-element attack magic and the ability to add elemental attributes to weapons, and her Dark classes give her summons and a variety of detrimental spells for use on enemies.
Below is a list of Charlotte's classes. The first class change takes place at Level 18, while the second one takes place at Level 38, with the latter requiring specific items acquired from ??? Seeds.
- Class 4 path is dependent upon the path of the Class 2 switch. All Class 3 abilities learnt are retained.
As her faith grows, so does the Priestess' power and resolve. Her focus on the healing arts grows in leaps and bounds, able to heal her allies in the blink of an eye during the heat of combat, but now she comes to take a more proactive role in ridding the world of foulness, calling down holy wrath on the heads of those who halt her sacred course, or, when direct smiting isn't feasible, bolstering her allies with magical elements, making their blows all the more fearsome.
The harsh reality of the world can have severe effects on the strongest of faiths, and many a Cleric has been tempted from the straight and narrow mentality of divine magic, studying arts of animation and summoning to provide a more direct approach to resolution of a battle. While the potency and efficacy of her healing magic grows, she forsakes the more supportive studies of divine magic, preferring to call up strange mechanical beasts to assail enemies.
High Cleric (Bishop)
Though the horrors of the world might lead some to abandon their faith, others find the light within them burns all the fiercer. At this pinnacle of devotion, the practitioner of holy magic can end the foul ailments that assail her allies in a flash, hamper magical assaults hurled at her, or even infuse her allies weapons with the power of light to beat back the darkness. Woe betide the unfortunate undead that cross her path, as her faith is such that a mere glance is enough to end their miserable existence forever.
While devout, some who walk the path of divine magic feel that the injury and ills caused by the wicked could be prevented much more effectively if these same sadistic bringers of suffering met more expedient ends. To that end, the Sage retains the healing powers that brought her to this point, but focuses on bringing the more wrathful side of the light to bear on foes, searing enemies with holy fury. While impressive, some would argue that this is the first step to the folly of wrath over mercy. Others, weary of endless hordes of evil-minded men and wicked things, would counter that perhaps the wicked should fear the light.
Having read forbidden texts and learned lessons that cannot be forgotten, some who started on a pure and wholesome path find themselves considering the dread art of necromancy as a means to an end. The world is sadly chock full of adventurers and innocents who met tragic ends, and so the Necromancer finds no shortage of corpses and spirits to send against her enemies, inflicting as much horror as injury in their flailing assaults. When direct assault fails, however, the Necromancer imbues her allies weapons with fell energies, and practices foul curses that leave her unfortunate target a shriveled and withered shadow of their former selves.
Warlock (Evil Shaman)
One shudders to consider what line of demented thinking could lead a cleric to have fallen to this abyssal point. Having made pacts no sane mind would make, and having abandoned the path of healing and protection, those who survive the Warlock's foul rites and insidious rituals call forth demons and foul things of the abyss to rend apart their foes with terrible strength and unrelenting dark magic. Stripping away magical protections with sadistic glee as she sends the hordes of the underworld after her prey, the Warlock must be ever vigilant in summoning and dismissal of her "friends", lest they spy a crack in her mental armor and devour her like any other.
At this stage of her growth, the High Priestess is not so much a follower of the Goddess of Mana as she is her personal envoy unto mortals, seeking to guide them on a righteous path filled with joy and longevity. Sadly, very few have the humility and selflessness required to reach this pinnacle, and so such exemplars are only seen every once in a century at best. Those who do manage to reach this peak are so steeped in the arts of healing and protection that merely fighting alongside them is enough to slowly mend wounds and bolster strength. While not immortal, those seeking to strike down a High Priestess should be wary they are able to, as a final gesture, restore their fallen allies to full strength as they themselves fall- and those allies will likely be ready to express their severe displeasure with the mistreatment of their benefactor.
It is rumored in dark and esoteric texts that all who follow this path have glimpsed some cosmic truth about the likely end of the world and, having been driven insane by what they saw, sought to bring about a more expedient end to all creation. For what mind that retained even the smallest shred of hope or sanity would ever follow the way of the Chaosbringer, herald of entropy and madness? She need no longer fear retaliation from her summoned demons and undead- they recognize her as one of their own, a true agent of destruction and despair. Her crazed grin, not so much a smile as a wound showing teeth, unnerves her foes even as her fell power withers their might just by being near her. Even what little healing she retains takes on a twisted bent, marking her 'allies' with grotesque scars and marks. While she wields great power, she is a wretched and pitiable thing: having lost all hope but for that of a swift death for herself when she finally brings about the end of the world she so covets.
Below is a list of skill attacks Charlotte learns across her different classes:
Charlotte is capable of learning several moves, which are mainly of a healing variety. She will also learn summoning moves when she chooses the Dark path at Level 18+.
Below is a table of moves Charlotte learns across her different classes:
|Lv. 1||Healing Light|
|Lv. 18||Holy Bolt
Healing Light +
|Healing Light +|
|Lv. 38||Holy Saber
Twinkle Rain +
|Holy Bolt +
Stone Saber +
Lightning Saber +
Flame Saber +
Ice Saber +
Twinkle Rain +
Twinkle Rain +
- Note 1: Regardless of which class Charlotte changes to at Level 18+, her Heal Light spell will always be upgraded to be able to target all allies.
- Note 2: Twinkle Rain will be upgraded to be able to target all allies when Charlotte class changes to a High Cleric, Sage, or a Necromancer.
- Note 3: Charlotte's 'Light' Saber moves will gain the ability to multi-target when she changes class into a Sage.
Charlotte comes to wield flail weapons, be it from maces and ball and chains, to simple linked rods and staves. As Charlotte progresses in her classes, Priestess classes come bear flails to be rooted in holy and anointed origin, symbolic of their use in both observance and armament, while Enchantress classes come to bear flails with more occultish and sinister features, almost as charms and fetishes to attract and draw upon netherworldly power with.
|Wood Flail||80||Astoria, Wendel, Maia||--|
|Ball & Chain||184||Dwarf Village, Valsena||--|
|Light Flail||230||Beiser, Palo, Jad||--|
|War Hammer||405||Ghost Ship, Palo||--|
|Steel Flail||820||Tomato Town||--|
|Duck Orb||1300||Alrant, Sirhtan, Diin||--|
|Blockbuster||3830||Altena, Diin, Mintas||--|
|Mythril Maul||4000||Altena, Diin, Mintas||Priestess|
|Troll Maul||4135||Altena, Diin, Mintas||Enchantress|
|Vertina Maul||--||Weapon/Armor Seed||Priestess/Enchantress|
|Judgment||--||Weapon/Armor Seed||High Cleric|
|Gigas Flail||--||Weapon/Armor Seed||Sage|
|Slayer Mace||--||Weapon/Armor Seed||Necromancer|
|Minor Robe||15||Starting Armor||--|
|Sheep Pajamas||55||Wendel, Maia||--|
|Cleric Robe||90||Dwarf Village, Valsena||--|
|Popoi's Gown||154||Beiser, Palo||--|
|Uniform Dress||215||Ghost Ship, Palo||--|
|Poto Pajamas||246||Dark Priest Village, Valsena||--|
|Velvet Cape||525||Alrant, Sirhtan, Diin, Mintos, Diorre||--|
|Glint Robe||2100||Altena, Deen, Mintos||--|
|Shrine Girl Robe||7200||Pedan||Enchantress|
|Kurikara Robe 14||--||Weapon/Armor Seed||Priestess/Enchantress|
|High Vestment||--||Weapon/Armor Seed||High Cleric|
|Sage's Robe||--||Weapon/Armor Seed||Sage|
|Undead Suit||--||Weapon/Armor Seed||Necromancer|
|Bitium Dress||--||Weapon/Armor Seed||Warlock|
|Holy Spirit Hood||2600||Cats||--|
|Spiritus Ribbon||--||Weapon/Armor Seed||Priestess/Enchantress|
|Bishop's Ribbon||--||Weapon/Armor Seed||High Cleric|
|Sage's Ribbon||--||Weapon/Armor Seed||Sage|
|Undead Ribbon||--||Weapon/Armor Seed||Necromancer|
|Bitium Ribbon||--||Weapon/Armor Seed||Warlock|
|Protect Earrings||990||Deen, Mintos||--|
|Moon Flower||--||Weapon/Armor Seed||High Cleric/Sage|
|Black Onyx||--||Weapon/Armor Seed||Necromancer/Warlock|
Circle of Mana
- Charlotte is unique in that she can join the party as the third character before the first boss, the Fullmetal Hugger, making the battle considerably easier.
- Her use of chained flails and maces, and having story and class themes revolving around the clerical and faith may be a nod to Castlevania, where their stories often revolve around the Belmont Clan of vampire hunters and their eternal feud between the dark forces of Dracula.
- In the 3D remake, the tassels on Charlotte's cap change with her class:
- Priestess: Full moons
- High Cleric: Golden diamonds with iconography
- Sage: Teal tassels
- Enchantress: Crescent moons
- Necromancer: White diamonds
- Warlock: Horseshoe charms
- Priestess: Full moons
|Names in Other Regions|
Trials of Mana Characters
|Duran · Angela · Kevin · Charlotte · Hawkeye · Riesz|
|Tree of Mana|
|Undine · Gnome · Sylphid · Salamando · Shade · Lumina · Luna · Dryad|
|The Dragon Lord's Faction|
|Dragon Lord · Crimson Wizard · Darkshine Knight · True Queen Valda|
|The Masked Mage's Faction|
|Masked Mage · Goremand · Tainted Soul · King Gauser|
|The Dark Majesty's Faction|
|Dark Majesty · Belladonna · Malocchio · Flamekhan|
|Dangaard · Land Umber · Fiegmund · Mispolm · Xan Bie · Dolan · Lightgazer · Zable Fahr|
|Alma · Aurora Sisters · Chikeeta · Chirry · Donperi · Eagle · Elfin Elder · Elliot · Flammie · Grand Croix · Heath · Hero King Richard · Jessica · José · Josephine · King Joster · Karl · Leron · Li'l Cactus · Liza · Loki · Matelo · Mik · Niccolo · Ponta · Priest of Light · Shela · Simone · Slave Trader · Stella · Victor · Von Boyage · Vuscav · Wendy|