-
Reference Key:
- Name: The skill or ability name.
- Description: What the skill does, and the range, speed, effects, etc.
- Range: This number value indicates the horizontal distance the skill can be used.
Auto means that the ability is centered on the user. The first number indicates how many
panels away the skill can be executed, and the height/vertical indicates the maximum
difference in height between user and target for the skill to be able to be
used. If no height is indicated, than there is no height restriction.
- Effect: The numbers are the same as with range, only 'effect' indicates
how many squares around the target that are also affected. 1 means that only the
target is affected, 2 means that the four squares around the target are affected, etc.
- Reflect: The skill can be reflected.
- Calc: The skill can be used by a Calculator via Math Skill.
- Add: This means that the skill adds the listed status effects are added to the target.
If the status effects list is long, the only a few or one is added to the target.
- Cancel: The skill removes the specified status effects from the target.
If the status effects list is long, typically all of the status effects on the list will be removed from the target.
- Ground type: For a Geomancer, this refers to the ability that is used when the Geomancer is standing on the specified ground type associated with the skill.
- Trigger: This indicates what type of action triggers the reaction ability.
- SP: The speed which the skill will be executed. Higher numbers are faster.
- MP: How many magic points the skill typically uses up.
- Speed: How quickly the skill is executed (higher numbers are faster).
- JP: How many job points are required to learn the skill.
- Elemental: This means that the skill has the indicated element.
Job Classes:
Squire:
- Basic job for all units. The starting point to becoming a fine warrior.
Prerequisite: none
Weapons: Knife, Sword, Axe, Flail
Helmet: Hat
Armor: Clothes
Move: 4
Jump: 3
Physical Evasion Rate: 5%
- Basic Skill:
Name | Description | Speed | JP |
Accumulate
|
Charge up one's power to raise physical attack power.
Range: Auto
Effect: 1
[physical attack +1]
|
Now | 300 |
|
Dash
|
Run into enemy with body.
Range: 1, Vertical 1
Effect: 1
[can knock target back one square]
|
Now | 80 |
|
Throw Stone
|
Throw stones at a distant enemy.
Range: 4
Effect: 1
[can knock target back one square]
|
Now | 90 |
|
Heal
|
Recover from abnormal status effects.
Range: 1, Vertical 2
Effect: 1
Cancel: Darkness, Silence, Poison
|
Now | 150 |
Name | Description | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
Counter Tackle | Counter with a dash attack. | 180 |
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Equip Axe | Equip axe regardless of job. | 170 |
Monster Skill | Target friendly monster within a range of 3 acquires new abilities. | 200 |
Defend | Defend and prepare for attack. Select act command, 'Defend.' | 50 |
Gained JP UP | Amound of JP earned in battle is increased. | 200 |
Name | Description | JP |
|
- Move Ability:
Name | Description | JP |
Move +1 | Increase movement range by 1. | 200 |
Name | Description | JP |
|
Notes:
The Squire's Basic Skill ability should be equipped as a secondary whenever you
desire to build your character's job levels. Accumulate is a skill that will get
you "free" job points, without any condition, because you can always get more
strength. Other abilities require you to do damage, or heal someone, etc. Also,
Gained JP UP is definitely a Squire ability you want on your warriors when level
building. Move +1 is also very useful as a move ability, to start.
|
|
Knight
- Fine warriors, bold and brave with etiquette. Draws 'Battle Skill' with the powerful knight sword.
Prerequisite: Lv. 2 Squire
Weapons: Sword, Knight Sword (Can use shield)
Helmet: Armored Helmet
Armor: Armor, Robe
Move: 3
Jump: 3
Physical Evasion Rate: 10%
- Battle Skill:
Name | Description | Speed | JP |
Head Break
|
Used to destroy item equipped on enemy's head.
Range: depends on weapon
Effect: 0
| Now | 300 |
|
Armor Break
|
Used to destroy item equipped on enemy's chest.
Range: depends on weapon
Effect: 0
| Now | 400 |
|
Shield Break
|
Used to destroy equipped shield of enemy.
Range: depends on weapon
Effect: 0
| Now | 300 |
|
Weapon Break
|
Used to destoy equipped weapon of enemy.
Range: depends on weapon
Effect: 0
| Now | 400 |
|
Magic Break
|
Diminishes enemy's MP.
Range: depends on weapon
Effect: 0
| Now | 250 |
|
Speed Break
|
Diminishes enemy's speed level.
Range: depends on weapon
Effect: 0
| Now | 250 |
|
Power Break
|
Diminishes enemy's attack power.
Range: depends on weapon
Effect: 0
| Now | 250 |
|
Mind Break
|
Diminishes enemy's magic attack power.
Range: depends on weapon
Effect: 0
| Now | 250 |
Name | Description | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
Weapon Guard | Parry attacks with equipped weapon. [Trigger: Weapon attack] | 200 |
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Equip Armor | Equip armor regardless of job | 500 |
Equip Shield | Equip shield regardless of job | 250 |
Equip Sword | Equip sword regardless of job | 400 |
Name | Description | JP |
|
- Move Ability:
[The Knight does not have move abilities]
Notes:
The Knight is a well-rounded character. The class has a few weaknesses, but many strengths.
The abilities are not what you should consider; it's the equipment and reaction
ability. If a Knight is wearing a good shield, mantle, and has Weapon Guard equipped,
you have a powerhouse that can hardly be hit. The Knight's only weakness would be magic,
and you can lower his/her Faith for that possibility. The Battle Skill abilities aren't very
useful, but can come in handy. Keep in mind that the Knight is only useful when he/she is
right next to the target.
|
|
Archer
- Useful in preemptive attacks, the Archer is best utilized in high locations to extend arrow range.
Prerequisite: Lv. 2 Squire
Weapons: Bow, Crossbow (Can use shield only with crossbow)
Helmet: Hat
Armor: Clothes
Move: 3
Jump: 3
Physical Evasion Rate: 10%
- Charge:
Name | Description | Speed | JP |
Charge +1 | Attack requires charging. The more you charge, the stronger attack power will be. | Now | 100 |
|
Charge +2 | Attack requires charging. The more you charge, the stronger attack power will be. | Now | 150 |
|
Charge +3 | Attack requires charging. The more you charge, the stronger attack power will be. | Now | 200 |
|
Charge +4 | Attack requires charging. The more you charge, the stronger attack power will be. | Now | 250 |
|
Charge +5 | Attack requires charging. The more you charge, the stronger attack power will be. | Now | 300 |
|
Charge +7 | Attack requires charging. The more you charge, the stronger attack power will be. | Now | 400 |
|
Charge +10 | Attack requires charging. The more you charge, the stronger attack power will be. | Now | 600 |
|
Charge +20 | Attack requires charging. The more you charge, the stronger attack power will be. | Now | 1000 |
Name | Description | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
Speed Save
| Raise Speed.
Trigger: HP Damage.
[Raises Speed by 1]
| 800
|
Arrow Guard
| Evade bow/crossbow attack.
Trigger: Bow/crossbow attack.
| 450
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Equip Crossbow
| Equip crossbow regardless of job
| 350
|
Concentrate
| Cannot evade your attacks. If enemy is targetted in panel, attack rate is 100%
| 400
|
Name | Description | JP |
|
- Move Ability:
Name | Description | JP |
Jump +1
| Increase jump elevation by one
| 200
|
Name | Description | JP |
|
Notes:
The Archer is a good job class to use in the beginning, but becomes more and more
obsolete as the game goes on. Eventually, the bows just aren't as powerful as the
other weapons. There are some better bows in the Deep Dungeon, however. However,
the range on the Archer can become devastating as height increases. The
Charge and Concentrate abilities are definitely useful in other job classes.
|
|
Monk
- Monks are warriors who train their bodies in the ways of martial arts. Their battle ability 'Punch Art' drives enemies away.
Prerequisite: Lv. 2 Knight
Weapon: None
Helmet: Females can equip a ribbon, males can't equip a helmet.
Armor: Clothes
Move: 3
Jump: 4
Physical Evasion Rate: 20%
- Punch Art:
Name | Description | Speed | JP |
Spin Fist
| Attacks with spinning fists.
Range: Auto
Effect: 2, Vertical 0
| Now
| 150
|
|
Repeating Fist
| Punch repeatedly with one's fist.
Range: 1, Vertical 1
Effect: 1
| Now
| 300
|
|
Wave Fist
| Attacks from afar by emitting battle spirits.
Range: 3, Vertical 3
Effect: 1
| Now
| 300
|
|
Earth Slash
| Unleashes a spirit in a straight line, splitting the earth along its path.
Range: 4 directions
Effect: 8, Vertical 2
Earth elemental
| Now
| 600
|
|
Secret Fist
| Causes death gradually, striking vital points and blood vessels.
Range: 1, Vertical 0
Effect: 1
Add: Death Sentence
| Now
| 300
|
|
Stigma Magic
| Recovers abnormal status by emitting the yin spirit.
Range: Auto
Effect: 2, Vertical 0
Cancel: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don't Move, Don't Act
| Now
| 200
|
|
Chakra
| Restore HP and MP by focusing one's mind on vital pressure points and blood vessels.
Range: Auto
Effect: 2, Vertical 0
| Now
| 350
|
|
Revive
| Calls back dead units with a loud cry.
Range: 1, Vertical 0
Effect: 1
Cancel: Dead
| Now
| 500
|
Name | Description | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
HP Restore
| Restore HP when terminal.
Trigger: Critical.
| 500
|
Counter
| Counter with physical attack.
Trigger: Physical attack.
| 300
|
Hamedo
| Attack before being attacked.
Trigger: Physical attack.
| 1200
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Martial Arts
| Gain the bare-handed fighting strength of a monk.
| 200
|
Name | Description | JP |
|
- Move Ability:
Name | Description | JP |
Move-HP Up
| Recover HP as you move.
| 300
|
Name | Description | JP |
|
Notes:
The Monk has some of the most useful abilities of any job. There's long-ranged
attack, healing, status remedies, even a resurrection ability. However, the Monk
does not have a lot of hit points due to the limited amount of armor. Remember
to keep your Brave level up as a Monk so that he/she will be stronger and have the
Reaction Abilities triggered more. Also, I recommend Counter for any of the Squire
Job classes.
|
|
Thief
- Warriors who can steal anything from anyone. Their skill and boldness are legendary.
Prerequisite: Lv. 2 Archer
Weapon: Knife
Helmet: Hat
Armor: Clothes
Move: 4
Jump: 4
Physical Evasion Rate: 25%
- Steal
Name | Description | Speed | JP |
Gil Taking
| Steals gil.
Range: 1, Vertical 1
Effect: 1 enemy
| Now
| 10
|
|
Steal Heart
| Charms an enemy that is of the opposite sex.
Range: 3
Effect: 1 enemy
Add: Charm
| Now
| 150
|
|
Steal Helmet
| Used to steal equipped helmets.
Range: 1, Vertical 1
Effect: 1 enemy
| Now
| 350
|
|
Steal Armor
| Used to steal equipped armor.
Range: 1, Vertical 1
Effect: 1 enemy
| Now
| 450
|
|
Steal Shield
| Used to steal equipped shield.
Range: 1, Vertical 1
Effect: 1 enemy
| Now
| 350
|
|
Steal Weapon
| Used to steal equipped weapons.
Range: 1, Vertical 1
Effect: 1 enemy
| Now
| 600
|
|
Steal Accessory
| Used to steal equipped accessories.
Range: 1, Vertical 1
Effect: 1 enemy
| Now
| 500
|
|
Steal Exp
| Used to steal Exp from an enemy.
Range: 1, Vertical 1
Effect: 1
| Now
| 250
|
Name | Description | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
Caution
| Take defensive position.
Add: Defense
Trigger: HP Damage.
| 200
|
Gilgame Heart
| Receive gil in the amount of damage you received.
Trigger: HP Damage.
| 200
|
Catch
| Catch thrown item and keep it.
Trigger: Throw.
| 200
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Secret Hunt
| If you beat a monster, you can take it to a fur shop.
| 200
|
Name | Description | JP |
|
- Move Ability:
Name | Description | JP |
Move +2
| Increase movement range by 2.
| 520
|
Jump +2
| Increase jump elevation by 2.
| 480
|
Name | Description | JP |
|
Notes:
The Thief's abilities are the only way to get some items that you can't normally
find elsewhere (Elmdor's Genji equipment, Meliadoul's Defender, etc.). Also,
Secret Hunt and Move +2 are useful abilities to have. The advantage to Secret
Hunt is that not only can you get great items from the furs, but you can also
remove an enemy from the battlefield, like those pesky reviving Skeletons and
Ghouls. However, the Thief has low attack power and low hit points due to the
weak armor that he/she can only wear.
|
|
Geomancer
- Warrior who knows of good and bad luck, from the earth. Uses 'Elemental', which brings mysterious geographical powers.
Prerequisite: Lv. 3 Monk
Weapons: Sword, Axe (Can use shield with sword)
Helmet: Hat
Armor: Clothes, Robe
Move: 4
Jump: 3
Physical Evasion Rate: 10%
- Elemental
Name | Description | Speed | JP |
Pitfall
| Elemental that damages with a warp in space-time.
Ground type: Natural Surface, Wasteland, Road
Range: 5
Effect: 2, Vertical 0
Add: Don't Move.
| Now
| 150
|
|
Water Ball
| Elemental that damages with the mysterious power of water.
Ground type: Waterway, River, Lake, Sea, Waterfall
Range: 5
Effect: 2, Vertical 0
Water elemental
Add: Frog
| Now
| 150
|
|
Hell Ivy
| Elemental that damages with the mysterious power of plants.
Ground type: Grassland, Thicket, Water plant, Ivy
Range: 5
Effect: 2, Vertical 0
Add: Stop
| Now
| 150
|
|
Carve Model
| Elemental that damages with the mysterious power of stones.
Ground type: Gravel, Stone floor, Stone wall, Mud wall, Tombstone
Range: 5
Effect: 2, Vertical 0
Add: Petrify
| Now
| 150
|
|
Local Quake
| Elemental that damages with the mysterious power of rocks.
Ground type: Rocky cliff, Lava rocks
Range: 5
Effect: 2, Vertical 0
Earth elemental
Add: Confusion
| Now
| 150
|
|
Kamaitachi
| Elemental that damages with atmospheric power.
Ground type: Book, Tree, Brick, Bridge, Furniture, Iron plate, Moss, Coffin
Range: 5
Effect: 2, Vertical 0
Wind elemental
Add: Don't Act
| Now
| 150
|
|
Demon Fire
| Elemental that damages with mysterious powers within the place.
Ground type: Wooden floor, Rug, Box, Stairs, Deck
Range: 5
Effect: 2, Vertical 0
Fire elemental
Add: Sleep
| Now
| 150
|
|
Quicksand
| Elemental that damages with the mysterious power of water.
Ground type: Swamp, Marsh, Poisoned marsh
Range: 5
Effect: 2, Vertical 0
Water elemental
Add: Death Sentence
| Now
| 150
|
|
Sand Storm
| Elemental that damages with the mysterious power of dust.
Ground type: Sand area, Stalactite, Salt
Range: 5
Effect: 2, Vertical 0
Wind elemental
Add: Darkness
| Now
| 150
|
|
Blizzard
| Elemental that damages with the mysterious power of snow.
Ground type: Snow, Ice
Range: 5
Effect: 2, Vertical 0
Ice elemental
Add: Silence
| Now
| 150
|
|
Gusty Wind
| Elemental that damages with the mysterious power of wind.
Ground type: Roof, Sky, Chimney
Range: 5
Effect: 2, Vertical 0
Wind elemental
Adds: Slow
| Now
| 150
|
|
Lava Ball
| Elemental that damages with atmospheric power.
Ground type: Lava, Machine
Range: 5
Effect: 2, Vertical 0
Fire elemental
Add: Dead
| Now
| 150
|
Name | Description | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
Counter Flood
| Counter with geomancy.
Trigger: Physical attack, geomancy.
| 300
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Attack UP
| Can cause great damage with physical attack.
| 400
|
Name | Description | JP |
|
- Move Ability:
Name | Description | JP |
Any Ground
| Walk easily over waterlands like rivers.
| 220
|
Move on Lava
| Move and stop over rocks.
| 150
|
Name | Description | JP |
|
Notes:
What's nice about the Geomancer is that he/she can have a good physical attack
and decent defense, while having useful special abilities. Geomancy is magic
based on the current ground the Geomancer is standing on. It does a little bit
of damage (some attacks have elements) and they all add a status anomaly. The
status anomaly doesn't work often, but it is nice when it does. I wouldn't
recommend Elemental as a second ability, unless you're fighting on some of the
more useful ground types.
|
|
Lancer
- Warrior 'Jumps' high and attacks enemies despite heavy arms and weapons. An expert with spears.
Prerequisite: Lv. 3 Thief
Weapon: Spear (Can use shield)
Helmet: Armored Helmet
Armor: Armor, Robe
Move: 3
Jump: 4
Physical Evasion Rate: 15%
- Jump
Name | Description | JP |
Level Jump2 | Allows you to jump 2 panels horizontally. | 150 |
Level Jump3 | Allows you to jump 3 panels horizontally. | 300 |
Level Jump4 | Allows you to jump 4 panels horizontally. | 450 |
Level Jump5 | Allows you to jump 5 panels horizontally. | 600 |
Level Jump8 | Allows you to jump 8 panels horizontally. | 900 |
|
Vertical Jump2 | Allows you to jump 2 panels vertically. | 100 |
Vertical Jump3 | Allows you to jump 3 panels vertically. | 200 |
Vertical Jump4 | Allows you to jump 4 panels vertically. | 300 |
Vertical Jump5 | Allows you to jump 5 panels vertically. | 400 |
Vertical Jump6 | Allows you to jump 6 panels vertically. | 500 |
Vertical Jump7 | Allows you to jump 7 panels vertically. | 600 |
Vertical Jump8 | Allows you to jump 8 spaces vertically. | 900 |
Name | Description | JP |
|
- Reaction Ability:
Name | Description | JP |
Dragon Spirit
| Protection from death.
Add: Reraise
Trigger: Physical attack
| 560
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Equip Spear
| Equip spear regardless of Job
| 400
|
Name | Description | JP |
|
- Move Ability:
Name | Description | JP |
Ignore Height
| Jump to any height regardless of jumping ability
| 700
|
Name | Description | JP |
|
Notes:
The Lancer is much like a Knight in equipment (although the attack for a Lancer
is better). The Jump ability has a few flaws, however. First, when you are
learning the Jump skills, you only need to learn Level Jump8 and Vertical Jump8.
If you learn those two, you will be able to jump at maximum range, and every
square inside that range. Also, there is no specified time when the Jump will
complete. If that enemy moves out of the way, the Jump will be unsuccessful.
As for the other abilities, Ignore Height will allow you to jump skyscrapers in
a single bound (literally). In any case, a Lancer is probably better than a
Knight.
|
|
Dancer
- Warrior who dances in battle in charming costumes. Can 'Dance' and disturb enemies.
Prerequisites: Lv. 4 Geomancer, Lv. 4 Lancer, [Female units only]
Weapon: Knife, Cloth
Helmet: Hat
Armor: Clothes
Move: 3
Jump: 4
Physical Evasion Rate: 5%
- Dance
Name | Description | Speed | JP |
Witch Hunt
| Dance causes MP damage with a mysterious costume.
Range: Auto
Effect: all enemies
[Small amount of damage]
| 17
| 100
|
|
Wiznaibus
| Dance causes HP damage with powerful dance steps.
Range: Auto
Effect: all enemies
[Small amount of damage]
| 17
| 100
|
|
Slow Dance
| Dance lowers enemies' Speed level by confusing them with slow dance movements.
Range: Auto
Effect: all enemies
[Reduces Speed by 1]
| 13
| 100
|
|
Polka Polka
| Dance with vivacious moves. Lowers physical attack power.
Range: Auto
Effect: all enemies
[Reduces physical attack power by 1]
| 13
| 100
|
|
Disillusion
| Dance lowers enemies' magic attack power by distracting them with a mysterious costume.
Range: Auto
Effect: all enemies
| 10
| 100
|
|
Nameless Dance
| Dance with unexplainable moves. Causes various abnormal status.
Range: Auto
Effect: all enemies
Add: Darkness, Confusion, Silence, Frog, Poison, Slow, Stop, Sleep
| 10
| 100
|
|
Last Dance
| Ultimate dance. Turns enemies' CT count to 0.
Range: Auto
Effect: all enemies
| 5
| 100
|
Name | Description | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
A Save
| Raise physical attack power.
Trigger: HP Damage.
[Raises physical attack by 1]
| 550
|
Brave Up
| Raise Brave.
Trigger: Physical Attack.
| 500
|
Name | Description | JP |
|
- Reaction Ability:
[The Dancer does not have support abilities]
- Move Ability:
Name | Description | JP |
Jump +3
| Increase jump elevation by 3.
| 1000
|
Fly
| Leap over enemies and obstacles.
| 1200
|
Name | Description | JP |
|
Notes:
The Dancer's dances can be very effective, so long as you know your tactics. The MP and HP damage dances
hardly do any damage, but can be vital for the final death blow. The most useful dances are the Last Dance and Nameless
Dance. The reasons should be self explanitory. The Support and Move abilities are sometimes concidered more useful than
the Dances themselves. Only women can change into this job class.
|
|
Chemist
- Chemist who perscribes items to restore HP and treat abnormal status. Item throw ability.
Prerequisite: none
Weapons: Knife, Gun
Helmet: Hat
Armor: Clothes
Move: 3
Jump: 3
Physical Evasion Rate: 5%
- Item
Name | Description | Speed | JP |
Potion
| Potion recovers a little HP. It damages when used on undead. HP restore +30
| Now
| 30
|
|
Hi-Potion
| Hi-Potion recovers some HP. It damages when used on undead. HP restore +70
| Now
| 200
|
|
X-Potion
| X-Potion recovers a lot of HP. It damages when used on undead. HP restore +150
| Now
| 300
|
|
Ether
| Ether restores a little MP. MP restore +20
| Now
| 300
|
|
Hi-Ether
| Hi-Ether restores some MP. MP restore +50
| Now
| 400
|
|
Elixer
| Restores HP and MP to full.
| Now
| 900
|
|
Antidote
| Neutralizes all poison. Cancel: Poison
| Now
| 70
|
|
Eye Drop
| Eye drops restore sight.
Cancel: Darkness
| Now
| 80
|
|
Echo Grass
| Echo Grass lets you cast magic again.
Cancel: Silence
| Now
| 120
|
|
Maiden's Kiss
| Maiden's Kiss restores you to your original shape from Frog.
Cancel: Frog
| Now
| 200
|
|
Soft
| Tool to cure petrified state. It breaks after one use.
Cancel: Petrify
| Now
| 250
|
|
Holy Water
| This water restores life to undead.
Cancel: Undead, Blood Suck
| Now
| 400
|
|
Remedy
| Cures many types of abnormal status.
Cancel: Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison, Sleep
| Now
| 700
|
|
Phoenix Down
| This feather revives dead units.
Cancel: Dead
| Now
| 90
|
Name | Description | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
Auto Potion
| Use lowest available potion when attacked. Trigger: HP Damage
| 400
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Throw Item
| Be able to throw items and expand range, even if not a Chemist.
| 350
|
Maintenance
| Equipped items are immune to break techniques.
| 250
|
Equip Change
| Change equipment even in battle. Select act command, 'Equip Change.'
| 0
|
Name | Description | JP |
|
- Move Ability:
Name | Description | JP |
Move-Find Item
| Find any hidden items at your destination.
| 100
|
Name | Description | JP |
|
Notes:
The Chemist is a job class that just about all of your warriors should spend
some time in. The items are all useful in battle, and you could definitely
use healing or a Phoenix Down during the course of battle. The other abilities
aren't as useful, although Move-Find Item is what you will need to get all of
the good stuff in the Deep Dungeon. A note about Move-Find Item: The lower your
brave level, the better your chances are of finding a good item. This is very helpful
in the Deep Dungeon when you are trying to find the really good equipment and items.
|
|
Priest
- The Priest controls holy magic by borrowing soul power. Often uses recuperative and support magic, 'White Magic.'
Prerequisite: Lv. 2 Chemist
Weapon: Staff
Helmet: Hat
Armor: Clothes, Robe
Move: 3
Jump: 3
Physical Evasion Rate: 5%
- White Magic
Name | Description | MP | Speed | JP |
Cure
| White magic cures physical injuries and restores HP.
Range: 4
Effect: 2, Vertical 1
Reflect, Calc
| 6
| 25
| 50
|
|
Cure 2
| White magic cures physical injuries and restores HP.
Range: 4
Effect: 2, Vertical 1
Reflect, Calc
| 10
| 20
| 180
|
|
Cure 3
| White magic cures physical injuries and restores HP.
Range: 4
Effect: 2, Vertical 2
Reflect, Calc
| 16
| 15
| 400
|
|
Cure 4
| White magic cures physical injuries and restores HP.
Range: 4
Effect: 2, Vertical 3
| 20
| 10
| 700
|
|
Raise
| White magic revives dead units from abyss.
Range: 4
Effect: 1
Cancel: Dead
Reflect, Calc
| 10
| 25
| 180
|
|
Raise 2
| White magic revives dead units from abyss.
Range: 4
Effect: 1
Cancel: Dead
Reflect, Calc
[Revives dead unit, and restores full HP.]
| 20
| 10
| 500
|
|
Reraise
| Divine protection. Once cast, will raise units automatically upon death.
Range: 3
Effect: 1
Add: Reraise
Reflect, Calc
| 16
| 15
| 800
|
|
Regen
| White magic restores a unit by gradually replenishing its HP.
Range: 3
Effect: 2, Vertical 0
Add: Regen
Reflect, Calc
| 8
| 25
| 300
|
|
Protect
| White magic protects units from physical attacks by covering them with invisible armor.
Range: 3
Effect: 2, Vertical 0
Add: Protect
Reflect, Calc
| 6
| 25
| 70
|
|
Protect 2
| White magic protects units from physical attacks by covering them with invisible armor.
Range: 3
Effect: 2, Vertical 3
Add: Protect
| 24
| 15
| 500
|
|
Shell
| White magic protects units from magic attacks by covering them with an invisible magic veil.
Range: 3
Effect: 2, Vertical 0
Add: Shell
Reflect, Calc
| 6
| 25
| 70
|
|
Shell 2
| White magic protects units from magic attacks by covering them with an invisible magic veil.
Range: 3
Effect: 2, Vertical 3
Add: Shell
| 20
| 25
| 500
|
|
Wall
| White magic protects units from physical and magic attacks by covering them with an invisible barrier.
Range: 3
Effect: 1
Add: Protect, Shell
Reflect, Calc
| 24
| 25
| 380
|
|
Esuna
| White magic cancels abnormal status with its purifying light.
Range: 3
Effect: 2, Vertical 2
Cancel: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don't Move, Don't Act
Reflect, Calc
| 18
| 34
| 280
|
|
Holy
| White magic attacks by enveloping enemy within a holy light.
Range: 5
Effect: 1
Holy elemental
Reflect, Calc
| 56
| 17
| 600
|
Name | Description | MP | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
Regenerator
| Receive Regen when attacked.
| 400
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Magic DefendUP
| Magic attack damage is reduced.
| 400
|
Name | Description | JP |
|
- Move Ability:
Name | Description | JP |
|
|
|
Name | Description | JP |
|
- Move Ability:
[The Priest does not have move abilities]
Notes:
The Priest is excellent for healing and defense. Also, the Priest has a
great attack spell as well, which works well on Undead. You can use White
Magic as an alternative to Items for healing, and you'll get a good attack
spell out of it as well. Learn all but Cure 4, Protect 2, and Shell 2 for
training a Calculator. However, if you're looking for a good magic attack unit,
the Wizard, Summoner, and Time Mage are better.
|
|
Wizard
- The Wizard controls the elements which make up this world. Often uses attack magic, 'Black Magic.'
Prerequisite: Lv. 2 Chemist
Weapon: Rod
Helmet: Hat
Armor: Clothes, Robe
Move: 3
Jump: 3
Physical Evasion Rate: 5%
- Black Magic
Name | Description | MP | Speed | JP |
Fire
| Black magic erupts in a blazing inferno.
Range: 4
Effect: 2, Vertical 1
Fire elemental
Reflect, Calc
| 6
| 25
| 50
|
|
Fire 2
| Black magic erupts in a blazing inferno.
Range: 4
Effect: 2, Vertical 2
Fire elemental
Reflect, Calc
| 12
| 20
| 200
|
|
Fire 3
| Black magic erupts in a blazing inferno.
Range: 4
Effect: 2, Vertical 3
Fire elemental
Reflect, Calc
| 24
| 15
| 480
|
|
Fire 4
| Black magic erupts in a blazing inferno.
Range: 4
Effect: 3, Vertical 3
Fire elemental
| 48
| 10
| 850
|
|
Bolt
| Black magic stikes down in a flash of lightning.
Range: 4
Effect: 2, Vertical 1
Lightning elemental
Reflect, Calc
| 6
| 25
| 50
|
|
Bolt 2
| Black magic strikes down in a flash of lightning.
Range: 4
Effect: 2, Vertical 2
Lightning elemental
Reflect, Calc
| 10
| 20
| 200
|
|
Bolt 3
| Black magic strikes down in a flash of lightning.
Range: 4
Effect: 2, Vertical 3
Lighting elemental
Reflect, Calc
| 24
| 15
| 480
|
|
Bolt 4
| Black magic strikes down in a flash of lightning.
Range: 4
Effect: 3, Vertical 3
Lightning elemental
| 48
| 10
| 850
|
|
Ice
| Black magic releases falling ice shards.
Range: 4
Effect: 2, Vertical 1
Ice elemental
Reflect, Calc
| 6
| 25
| 50
|
|
Ice 2
| Black magic releases falling ice shards.
Range: 4
Effect: 2, Vertical 2
Ice elemental
Reflect, Calc
| 12
| 20
| 200
|
|
Ice 3
| Black magic releases falling ice shards.
Range: 4
Effect: 2, Vertical 3
Ice elemental
Reflect, calc
| 24
| 15
| 480
|
|
Ice 4
| Black magic releases falling ice shards.
Range: 4
Effect: 3, Vertical 3
Ice elemental
| 48
| 10
| 850
|
|
Poison
| Black magic creates poison inside one's body, gradually lowering HP as the body is consumed from inside.
Range: 4
Effect: 2, Vertical 2
Add: Poison
Reflect, Calc
| 6
| 34
| 150
|
|
Frog
| Black magic turns target into a frog. Can also be used to reverse the effects of this spell.
Range: 3
Effect: 1
Add: Frog
Reflect, Calc
| 12
| 20
| 500
|
|
Death
| Black magic slays target instantly by removing its soul.
Range: 4
Effect: 1
Add: Dead
Reflect, Calc
| 24
| 10
| 600
|
|
Flare
| Black magic burns an entire area by converting ultra-energy to heat.
Range: 5
Effect: 1
Reflect, Calc
| 60
| 15
| 900
|
Name | Description | MP | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
Counter Magic
| When attacked by magic, counter with same.
Trigger: Magic Effect
| 800
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Magic AttackUP
| Can cause great damage with magic attack.
| 400
|
Name | Description | JP |
|
- Move Ability:
[The Wizard does not have move abilities]
Notes:
The Wizard is a strong addition to any army. All of his abilities are useful,
but they are all offensive spells. These spells don't have the variety that
some of the other classes do; they are purely for attack. The Wizard does have
the highest magic attack rating of any of the jobs, so when you finish learning
the Calculator skills, change the Calculator to a Wizard, and give him/her a
Wizard Rod, Flash Hat, Magic Gauntlet, etc., and use Magic AttackUP. You'll see
some powerful results.
|
|
Oracle
- The Oracle has control over elements of life itself, through the manipulation of Yin and Yang.
Prerequisite: Lv. 2 Priest
Weapons: Stick, Rod, Staff, Dictionary
Helmet: Hat
Armor: Clothes, Robe
Move: 3
Jump: 3
Physical Evasion Rate: 5%
- Yin-Yang Magic
Name | Description | MP | Speed | JP |
Blind
| Yin Yang magic blinds enemy and lowers the rate of physical attacks.
Range: 4
Effect: 2, Vertical 1
Reflect, Calc
Add: Darkness
| 4
| 50
| 100
|
|
Spell Absorb
| Yin Yang magic absorbs enemy's MP, restoring one's own MP.
Range: 4
Effect: 1
| 2
| 50
| 200
|
|
Life Drain
| Yin Yang magic absorbs enemy's HP, restoring one's own HP.
Range: 4
Effect: 1
| 16
| 50
| 350
|
|
Pray Faith
| Yin Yang magic fills soul with faith.
Range: 4
Effect: 1
Reflect, Calc
Add: Faith
| 6
| 25
| 400
|
|
Doubt Faith
| Yin Yang magic makes targets lose their faith, reducing their faith level.
Range: 4
Effect: 1
Reflect, Calc
Add: Innocent
| 6
| 25
| 400
|
|
Zombie
| Yin Yang magic brings bodily death.
Range: 4
Effect: 1
MP: 20 SP: 20
Reflect, Calc
Add: Undead
| 20
| 20
| 300
|
|
Silence Song
| Yin Yang magic mutes enemy, making it impossible to cast spells.
Range: 4
Effect: 2, Vertical 1
Reflect, Calc
Add: Silence
| 16
| 34
| 170
|
|
Blind Rage
| Yin Yang magic releases desire to destroy, makes enemy turn wild.
Range: 4
Effect: 1
Reflect, Calc
Add: Berserk
| 16
| 20
| 400
|
|
Foxbird
| Yin Yang magic lowers brave level.
Range: 4
Effect: 1
Reflect, Calc
| 20
| 25
| 200
|
|
Confusion Song
| Yin Yang magic makes enemy lose rationality and act confused.
Range: 4
Effect: 1
Reflect, Calc
Add: Confusion
| 20
| 20
| 400
|
|
Dispel Magic
| Yin Yang magic cancels positive status effect by neutralizing Yin and Yang.
Range: 4
Effect: 1
Calc
Cancel: Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Reflect
| 34
| 34
| 700
|
|
Paralyze
| Yin Yang magic doesn't allow enemy to take action.
Range: 4
Effect: 2, Vertical 0
Reflect, Calc
Add: Don't Act
| 10
| 20
| 100
|
|
Sleep
| Yin Yang magic immediately puts enemy to sleep.
Range: 4
Effect: 2, Vertical 1
Reflect, Calc
Add: Sleep
| 24
| 17
| 350
|
|
Petrify
| Yin Yang magic immediately turns enemy's body to stone.
Range: 4
Effect: 1
Reflect, Calc
Add: Petrify
| 16
| 12
| 600
|
Name | Description | MP | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
Absorb Used MP
| 250
| Restore your MP by the same amount your enemy used.
Trigger: MP Effect.
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Defense UP
| Physical attack damage is lessened.
| 400
|
Name | Description | JP |
|
- Move Ability:
Name | Description | JP |
Any Weather
| Walk easily over swamps, marshes, poison marshes, regardless of climate.
| 200
|
Move-MP Up
| Recover MP as you move.
| 350
|
Name | Description | JP |
|
Notes:
The Oracle is an excellent support wizard. He or she will have to rely on others to defeat
the enemies, but Yin Yang Magic makes it an easier task. There are a number of beneficial
spells such as Paralyze, Sleep and Petrify that will stop your enemies in their tracks. All
but the HP and MP draining spells can be implemented in calculation, and are extremely useful
in that regard.
|
|
Time Mage
- The Time Mage controls time and space. This sorceror toys with the laws of the universe.
Prerequisite: Lv. 2 Wizard
Weapon: Staff
Helmet: Hat
Armor: Clothes, Robe
Move: 3
Jump: 3
Physical Evasion Rate: 5%
- Time Magic
Name | Description | MP | Speed | JP |
Haste
| Time Magic increases speed by accelerating time.
Range: 3
Effect: 2, Vertical 0
Reflect, Calc
Add: Haste
| 8
| 50
| 100
|
|
Haste 2
| Time Magic increases speed by accelerating time.
Range: 3
Effect: 2, Vertical 3
Add: Haste
| 30
| 15
| 550
|
|
Slow
| Time Magic decreases speed by slowing the passage of time.
Range: 3
Effect: 2, Vertical 0
Reflect, Calc
Add: Slow
| 8
| 50
| 80
|
|
Slow 2
| Time Magic decreases speed by slowing the passage of time.
Range: 3
Effect: 2, Vertical 3
Add: Slow
| 30
| 15
| 520
|
|
Stop
| Time Magic puts target in stasis, preventing its AT from occurring.
Range: 3
Effect: 2, Vertical 0
Reflect, Calc
Add: Stop
| 14
| 15
| 330
|
|
Don't Move
| Time Magic breaks space apart, making it impossible to move.
Range: 3
Effect: 2, Vertical 1
Reflect, Calc
Add: Don't Move
| 10
| 34
| 100
|
|
Float
| Time Magic distorts space, let's one float 1h above the ground.
Range: 4
Effect: 2, Vertical 1
Reflect, Calc
Add: Float
| 8
| 50
| 200
|
|
Reflect
| Time Magic creates are that reflects magic by inverting magic space.
Range: 4
Effect: 1
Reflect, Calc
Add: Reflect
| 12
| 50
| 300
|
|
Quick
| Time Magic vastly increases the speed of time passage, hastening AT.
Range: 4
Effect: 1
Reflect
| 24
| 25
| 800
|
|
Demi
| Time Magic damages with the powerful pull of gravity by creating ultra high-density space.
Range: 4
Effect: 2, Vertical 1
Reflect, Calc
| 24
| 17
| 250
|
|
Demi 2
| Time Magic damages with the powerful pull of gravity by creating ultra high-density space.
Range: 4
Effect: 2, Vertical 3
Reflect, Calc
| 50
| 12
| 550
|
|
Meteor
| Time Magic unleashes a huge meteor from the heavens, devastating its target.
Range: 4
Effect: 4, Vertical 3
| 70
| 8
| 1500
|
Name | Description | MP | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
Critical Quick
| When HP level is lessened, your AT is executed next.
| 700
|
MP Switch
| Physical damage is converted into magic damage. MP is lost instead of HP.
| 400
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Short Charge
| CT is shortened.
| 800
|
Name | Description | JP |
|
- Move Ability:
Name | Description | JP |
Teleport
| Distort time, moving immediately to your destination.
Moving too far will end in failure.
| 600
|
Float
| Float 1h over land.
| 540
|
Name | Description | JP |
|
Notes:
The Time Mage's magic is quite powerful. Haste, Slow, and Don't Move can easily turn the tide
of a battle. However, like the Oracle, the Time Mage does not have much damaging power, with
the exception of Meteor, which is nice if you can pull it off due to its long casting time.
However, the other abilities is where the Time Mage is really good. MP Switch is excellent for
use on non-magic using jobs, such as Knights or Monks. Short Charge is an excellent (almost
necessary) support ability for Summoners, and is also very useful on Wizards. Teleport is also
excellent, if you know its limits.
|
|
Mediator
- Warrior who joins battles by talking to the enemy. Uses clever 'Talk Skill.' Monster talk ability
Prerequisite: Lv. 2 Oracle
Weapons: Knife, Gun
Helmet: Hat
Armor: Clothes, Robe
Move: 3
Jump: 4
Physical Evasion Rate: 5%
- Talk Skill
Name | Description | Speed | JP |
Invitation
| Word skill tricks enemy into becoming an ally.
Range: 3, Vertical 3
Effect: 1 enemy
Add: Invitation
| Now
| 100
|
|
Persuade
| Word skill used to ask enemy to wait its turn to act.
Resets the CT count.
Range: 3, Vertical 3
Effect: 1
| Now
| 100
|
|
Praise
| Word skill raises Brave level by complimenting the target and raising their confidence.
Range: 3, Vertical 3
Effect: 1
| Now
| 200
|
|
Threaten
| Word skill lowers Brave level by frightening target.
Range: 3, Vertical 3
Effect: 1
| Now
| 200
|
|
Preach
| Word skill used to raise Faith by preaching the miracles of God.
Range: 3, Vertical 3
Effect: 1
| Now
| 200
|
|
Solution
| Word skill used to lower Faith by preaching about other secular theories.
Range: 3, Vertical 3
Effect: 1
| Now
| 200
|
|
Death Sentence
| Word skill foretells the enemy's death.
Range: 3, Vertical 3
Effect: 1
Add: Death Sentence
| Now
| 500
|
|
Negotiate
| Word skill used to negotiate with enemy and receive gil.
Range: 3, Vertical 3
Effect: 1 enemy
| Now
| 100
|
|
Insult
| Word skill used to upset enemy with curses and abuse.
Range: 3, Vertical 3
Effect: 1 enemy
Add: Berserk
| Now
| 300
|
|
Mimic Daravon
| Word skill used to put enemy asleep with boring stories.
Range: 3, Vertical 3
Effect: 2
Add: Sleep
| Now
| 300
|
Name | Description | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
Finger Guard
| Evade word attacks.
Trigger: word skills.
| 300
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Equip Gun
| Equip gun regardless of Job.
| 750
|
Train
| When enemy becomes terminal, force them into becoming allies.
| 450
|
Monster Talk
| Speak with monsters and use 'Word Skill' even if not a Mediator.
| 100
|
Name | Description | JP |
|
- Move Ability:
[The Mediator does not have move abilities]
Notes:
The Mediator is useful in a couple of ways. First, Invite is the only way to get some
monsters in your party, and the only way to get some of those very rare items for poaching.
Second, it is another class that equip guns, which is very useful once you get some of the
elemental guns.
As for the abilities, several of them have a low success rate (40-55%, depending on Zodiac
compatibility). The only useful ones are Invite, Preach, Threaten, and Solution. Praise is
easily outdone by Ramza's Cheer Up ability, which has a 100% success rate. Solution is the
only way I am aware of to raise Faith, and it's success rate is 40-55% as well.
|
|
Summoner
- Warrior who can call illusionary monsters, spirits of the highest rank. Uses 'Summon Magic', a special contract with the spirits.
Prerequisite: Lv. 2 Time Mage
Weapons: Rod, Staff
Helmet: Hat
Armor: Clothes, Robe
Move: 3
Jump: 3
Physical Evasion Rate: 5%
- Summon Magic
Name | Description | MP | Speed | JP |
Moogle
| Summon monster cures target's wounds with pure wind and restores HP.
Range: 4
Effect: 3, Vertical 2 ally
| 8
| 50
| 110
|
|
Shiva
| Summon monster breathes on the enemy with extremely cold breath.
Range: 4
Effect: 3, Vertical 2 enemy
Ice elemental
| 24
| 25
| 200
|
|
Ramuh
| Summon monster mercilessly pours lightning shower on enemy.
Range: 4
Effect: 3, Vertical 2 enemy
Lightning elemental
| 24
| 25
| 200
|
|
Ifrit
| Summon monster rains a blazing inferno down upon the enemy.
Range: 4
Effect: 3, Vertical 2 enemy
Fire elemental
| 24
| 25
| 200
|
|
Titan
| Summon monster overturns the earth by striking it with a powerful blow.
Range: 4
Effect: 3, Vertical 2 enemy
Earth elemental
| 30
| 20
| 220
|
|
Golem
| Summon monster shares part of ally's damage. Evades physical weapon damage.
Range: Auto
Effect: all allies
| 40
| 34
| 500
|
|
Carbunkle
| Summon monster protects allies by reflecting magic attacks with ruby light.
Range: 4
Effect: 3, Vertical 2 ally
Add: Reflect
| 30
| 25
| 350
|
|
Bahamut
| Summon monster unleashes a devastating breath attack.
Range: 4
Effect: 4, Vertical 3 enemy
| 60
| 10
| 1200
|
|
Odin
| Summon monster charges through enemies on the back of a dragon-horse.
Range: 4
Effect: 4, Vertical 3 enemy
| 50
| 12
| 900
|
|
Leviathan
| Summon monster engulfs the battlefield with a huge water swell.
Range: 4
Effect: 4, Vertical 3 enemy
Water elemental
| 48
| 12
| 850
|
|
Salamander
| Summon monster burns battlefield with scorching red flame.
Range: 4
Effect: 3, Vertical 2 enemy
Fire elemental
| 48
| 12
| 820
|
|
Silf
| Summon monster mutes enemy with the spirit of leaves in the wind.
Range: 4
Effect: 3, Vertical 2 enemy
Add: Silence
| 26
| 20
| 400
|
|
Fairy
| Summon monster restores ally's HP.
Range: 4
Effect: 3, Vertical 2 ally
| 28
| 25
| 460
|
|
Lich
| Summon monster born from darkness, dwells in the bowels of hell.
Range: 4
Effect: 3, Vertical 2 enemy
Darkness elemental
| 40
| 12
| 600
|
|
Cyclops
| Summon monster sunders the battlefield in the wake of its catastrophic onslaught.
Range: 4
Effect: 3, Vertical 2 enemy
| 62
| 12
| 1000
|
|
Zodiac
| Summon monster focuses star light energy, and unleashes it in a blazing beam of destruction.
Range: 4
Effect: 4, Vertical 3 enemy
| 99
| 10
| -
|
Name | Description | MP | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
MP Restore
| Restore MP when terminal.
Trigger: Critical.
| 400
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Half of MP
| MP used when casting magic is half.
| 900
|
Name | Description | JP |
|
- Move Ability:
[The Summoner does not have move abilities]
Notes:
The Summoner has some of the best magic spells around, and with good variety. There are
several heavily damaging magics along with some good support magic, Golem and Fairy. There
is even a spell that provides Reflect and Silence for several allies or enemies, although
your need for these spells will be minimal. The reaction and support abilities will have
excellent uses for any of your magic using characters.
|
|
Bard
- Warrior who uses his voice as a weapon. Can 'Sing' songs that protect allies.
Prerequisite: Lv. 4 Mediator, Lv. 4 Summoner
Weapon: Harp
Helmet: Hat
Armor: Clothes
[Male units only.]
Move: 3
Jump: 3
Physical Evasion Rate: 5%
- Sing
Name | Description | Speed | JP |
Angel Song
| Song for divine protection of an angel. Restores MP.
Range: Auto
Effect: all allies
| 17
| 100
|
|
Life Song
| Song about the greatness of life. Restore HP.
Range: Auto
Effect: all allies
| 17
| 100
|
|
Cheer Song
| Song about encouraging and cheering up someone. Raises Speed level.
Range: Auto
Effect: all allies
| 13
| 100
|
|
Battle Song
| Song about battle. Raises physical attack power.
Range: Auto
Effect: all allies
| 13
| 100
|
|
Magic Song
| Song about laws of sorcery and origins of magic. Raises magic attack power.
Range: Auto
Effect: all allies
| 10
| 100
|
|
Nameless Song
| Unknown song which has been handed down for generations. Various divine protection.
Range: Auto
Effect: all allies
Add: Reraise, Regen, Protect, Shell, Haste
| 10
| 100
|
|
Last Song
| Ultimate song. Raises ally's CT count to 100.
Range: Auto
Effect: all allies
| 5
| 100
|
Name | Description | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
MA Save
| Raise Magic attack power.
Trigger: HP damage.
| 450
|
Face Up
| Raise Faith.
Trigger: Magic Effect.
| 500
|
Name | Description | JP |
|
- Support Ability:
[The Summoner does not have support abilities]
- Move Ability:
Name | Description | JP |
Move+3
| Increase movement range by 3.
| 1000
|
Fly
| Leap over enemies and obstacles.
| 1200
|
Name | Description | JP |
|
Notes:
The Bard is probably just as useful as the Dancer, if not more. The Dancer's attacks are as
weak as the support for your allies is with the Bard. However, Nameless Song, Last Song, and
possibly Magic Song are useful, but I'd say the only good thing about the Bard is Move+3.
|
|
Samurai
- Foreign warrior who forges their soul by improving swordsmanship. Uses skill that 'Draw Out' the spirit of the sword.
Prerequisite: Lv. 3 Knight, Lv. 4 Monk, Lv. 2 Lancer
Weapon: Katana
Helmet: Armored Helmet
Armor: Armor, Robe
Move: 3
Jump: 4
Physical Evasion Rate: 20%
- Draw Out
Name | Description | Speed | JP |
Asura Knife
| Releases spirit of the katana. An invisible blade slashes the enemy.
Range: Auto
Effect: 3, Vertical 3 enemy
| Now
| 100
|
|
Koutetsu
| Releases spirit of the katana. The cry of the Banshee, released in a brutal wave.
Range: Auto
Effect: 3, Vertical 3 enemy
| Now
| 180
|
|
Bizen Boat
| Releases spirit of the katana. Ghost's whisper causes MP damage.
Range: Auto
Effect: 3, Vertical 3 enemy
| Now
| 260
|
|
Murasame
| Releases spirit of the katana. Released spirit's tears restore HP.
Range: Auto
Effect: 3, Vertical 3 ally
| Now
| 340
|
|
Heaven's Cloud
| Releases spirit of the katana. Ethereal spirit flows out and attacks.
Range: Auto
Effect: 3, Vertical 3 enemy
Add: Slow
| Now
| 420
|
|
Kiyomori
| Releases spirit of the katana. Spiritual essence engulfs allies in a protective veil.
Range: Auto
Effect: 3, Vertical 3 ally
Add: Protect, Shell
| Now
| 500
|
|
Muramasa
| Releases spirit of the katana. Vengeful wraiths gradually remove the soul of the enemy.
Range: Auto
Effect: 3, Vertical 3 enemy
Add: Confusion, Death Sentence
| Now
| 580
|
|
Kikuichimoji
| Releases spirit of the katana. Vengeful spirit charges the enemy in rage.
Range: 4 directions
Effect: 8, Vertical 3 enemy
| Now
| 660
|
|
Masamune
| Releases spirit of the katana. Benevolent spirits enhance the strength and agility of allies.
Range: Auto
Effect: 3, Vertical 3 ally
Add: Regen, Haste
| Now
| 740
|
|
Chirijiraden
| Releases spirit of the katana. Spirits become blue flame and attack living beings.
Range: Auto
Effect: 3, Vertical 3 enemy
| Now
| 820
|
Name | Description | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
Meatbone Slash
| When terminal, give damage in the amount of your max HP.
Trigger: Critcal.
| 200
|
Blade Grasp
| Evade physical attack.
Trigger: Physical Attacks other than Bow/Crossbow.
| 700
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Equip Knife
| Equip Katana regardless of Job.
| 400
|
Two Hands
| Hold weapon in both hands raising destructive power.
| 900
|
Name | Description | JP |
|
- Move Ability:
Name | Description | JP |
Walk on Water
| Move or stop over the surface of the water.
| 300
|
Name | Description | JP |
|
Notes:
The Samurai is a warrior with excellent strength and good defense. The Draw Out abilities
give a lot of versatility to this Job class, and the Blade Grasp and Two Hands abilities will
make your Samurai very tough to defeat. The Draw Out ability will only work if you have
extra Katanas in stock, and there is always a chance of that Katana breaking. So, I would
suggest keeping 3 or 4 of the more useful Katanas around.
|
|
Ninja
- Combatant who hides as a means of battle. Can 'Throw' weapons at distant enemies. 2-sword ability
Prerequisite: Lv. 3 Archer, Lv. 4 Thief, Lv. 2 Geomancer
Weapons: Knife, Ninja Sword, Flail
Helmet: Hat
Armor: Clothes
Move: 4
Jump: 5
Physical Evasion Rate: 30%
- Throw
Name | Description | Speed | JP |
Shuriken
| Allows to you throw shuriken.
| Now
| 50
|
|
Ball
| Allows you to throw a Ball.
| Now
| 70
|
|
Knife
| Allows you to throw a knife.
| Now
| 100
|
|
Sword
| Allows you to throw a sword.
| Now
| 100
|
|
Hammer
| Allows you to throw a flail.
| Now
| 100
|
|
Katana
| Allows you to throw a Katana.
| Now
| 100
|
|
Ninja Sword
| Allows you to throw a Ninja sword.
| Now
| 100
|
|
Axe
| Allows you to throw an axe.
| Now
| 120
|
|
Spear
| Allows you to throw a spear.
| Now
| 100
|
|
Stick
| Allows you to throw a stick.
| Now
| 100
|
|
Knight Sword
| Allows you to throw a Knight sword.
| Now
| 100
|
|
Dictionary
| Allows you to throw a Dictionary.
| Now
| 100
|
Name | Description | Speed | JP |
|
- Reaction Ability:
Name | Description | JP |
Sunken State
| Hide by become invisible.
Add: Invisible
Trigger: HP damage.
| 900
|
Abandon
| Evade % rises and it becomes easier to dodge attacks.
Trigger: Physical attacks and some Magic attacks.
| 400
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Two Swords
| Use a weapon in each hand even if not a Ninja.
| 900
|
Name | Description | JP |
|
- Move Ability:
Name | Description | JP |
Move in Water
| Move or stop on water.
| 420
|
Name | Description | JP |
|
Notes:
The Ninja's attack power is very high. Complemented with a high speed rating and good initial
movement values, the Ninja can be a very useful character. However, it is probably best to
keep your distance if possible. The Ninja's weak armor gives a low HP amount, and so the
Ninja can easily be taken down by Magic or an accurate hit. With a high physical evasion
rate, the Ninja relies on dodging attacks rather than taking them, so you should probably
equip your Ninjas with mantles.
|
|
Calculator
- Scholarly warrior creates phenomenon through math. Uses 'Math Skill' to drive away the target.
Prerequisite: Lv. 4 Priest, Lv. 4 Wizard, Lv. 3 Oracle, Lv. 3 Time Mage
Weapons: Stick, Dictionary
Helmet: Hat
Armor: Clothes, Robe
Move: 3
Jump: 3
Physical Evasion Rate: 5%
- Math Skill
Name | Description | JP |
CT
| Math skill to calculate CT.
| 250
|
|
Level
| Math skill to calculate level.
| 350
|
|
Exp
| Math skill to calculate Exp.
| 200
|
|
Height
| Math skill to calculate height.
| 250
|
|
Prime Number
| Math skill that guides selected item in prime
number. (A Prime Number is any number that is
only divisible by 1 or itself.) Below is a list
of prime numbers under 100:
2 3 5 7 11 13 17
19 23 29 31 37 41 43
47 53 59 61 67 71 73
79 83 89 97
| 300
|
|
5
| Math skill that guides items in multiples of 5.
| 200
|
|
4
| Math skill that guides items in multiples of 4.
| 400
|
|
3
| Math skill that guides items in multiples of 3.
| 600
|
Name | Description | JP |
|
- Reaction Ability:
Name | Description | JP |
Distribute
| When HP is maxed, excess HP is shared with party.
Trigger: HP restore.
| 200
|
Damage Split
| Shift damage received from yourself to your enemy.
| 300
|
Name | Description | JP |
|
- Support Ability:
Name | Description | JP |
Gained Exp UP
| Spirit is heightened. Gain more Exp. from the same experiences.
| 350
|
Name | Description | JP |
|
- Move Ability:
Name | Description | JP |
Move-Get Exp
| Gain Exp. as you move.
| 400
|
Move-Get JP
| Gain JP as you move.
| 360
|
Name | Description | JP |
|
Notes:
The Calculator is hands down the best job class. However, to get a fully strong Calculator,
you will need to spend many hours getting spells and the Math Skill abilities. The way the
Calculator works is that you are able to cast any spell from the large group of spells that
have "Calc" in their description. Then, you pick either CT, Level, Exp, or Height, and
divide that number by either a Prime Number, 5, 4, or 3. Then, the spell targets all in that
calculation. This is explained in detail in my Calculator Strategy section in the Secrets
file.
As for the other abilities, they are excellent. Damage Split is probably one of the best
reaction abilities: it takes half the damage that you took from an attack, and deals it to the
enemy, and heals you in that same amount. Gained Exp UP doubles the amount of experience you
receive, a skill ideal for Cloud.
|
|
Mime
- Warrior who can 'Mimic' others. When an ally takes action, he mimics it.
Prerequisite: Lv. 8 Squire, Lv. 8 Chemist, Lv. 4 Geomancer, Lv. 4 Lancer, Lv. 4 Mediator, Lv. 4 Summoner
Weapon: None
Helmet: None
Armor: None
Move: 4
Jump: 4
Physical Evasion Rate: 5%
- Support, Reaction, Move Ability:
[The Mime does not have any abilities]
Special Classes
Squire: Ramza, Delita (Chapter 1), Algus
- Unlike other Squires, he can equip robes, shields, helmets, armor, and knight swords, but not axes.
Weapons: Knife, Sword, Knight Sword, Flail (Can use shield)
Helmet: Armored Helmet, Hat
Armor: Armor, Clothes, Robe
Move: 4
Jump: 3
Physical Evasion Rate: 10%
- Guts
Name | Description | MP | Speed | JP |
Accumulate
| Charge up one's power to raise physical attack power.
Range: Auto
Effect: 1
[physical attack +1]
| --
| Now
| 300
|
|
Dash
| Run into enemy with body.
Range: 1, Vertical 1
Effect: 1
[can knock target back one square]
| --
| Now
| 80
|
|
Throw Stone
| Throw stones at a distant enemy.
Range: 4
Effect: 1
[can knock target back one square]
| --
| Now
| 90
|
|
Heal
| Recover from abnormal status effects.
Range: 1, Vertical 2
Effect: 1
Cancel: Darkness, Silence, Poison
| --
| Now
| 150
|
|
Yell
| Raise speed level by yelling.
Range: 3
Effect: 1
| --
| Now
| 200
|
|
Wish
| Offer one's own HP to the spirits, wishing to restore the target's HP by double that amount.
Range: 1, Vertical 3
Effect: 1
| --
| Now
| --
|
|
Cheer Up
| Raise Brave level by encouraging.
Range: 3
Effect: 1
| --
| Now
| 200
|
|
Scream
| Raise one's Brave level, Speed level, and physical/magic attack powers by shouting.
Range: Auto
Effect: 1
| --
| Now
| 500
|
|
Ultima
| Magic damages with absolute energy.
Range: 4
Effect; 2, Vertical 1
| 10
| 20
| --
|
Name | Description | MP | Speed | JP |
|
Notes:
The special Squire class is definitely better than the regular Squire class. Ramza can become
quite the powerhouse later on in the game with either a Defender or Save the Queen, and heavy
armor. I've had blocking rates of higher than 70% from any side with some powerful equipment
and abilities. Ultima isn't a great spell, but since his only ranged attack is Throw Stone,
it's certainly better than nothing. It does around 100 damage at normal magic levels.
|
|
Holy Knight: Agrias, Delita (Chapter 2 & 4)
- Devoted knight baptized by the church. Draws 'Holy Sword' skill from the weapon under divine protection of God.
Weapons: Sword, Knight Sword (Can equip shield)
Helmet: Armored Helmet
Armor: Armor, Robe
Move: 3
Jump: 3
Physical Evasion Rate: 25%
- Holy Sword -Sword or Knight Sword must be equipped to use this skill set during battle
Name | Description | Speed | JP |
Stasis Sword
| Damages with holy sword spirit.
Range: 2
Effect: 2, Vertical 0
Holy elemental
Add: Stop
| Now
| --
|
|
Split Punch
| Damages with holy sword spirit.
Range: 3, Vertical 2
Effect: 1
Holy elemental
Add: Death Sentence
| Now
| 400
|
|
Crush Punch
| Damages with holy sword spirit.
Range: 3, Vertical 1
Effect: 1
Holy elemental
Add: Dead
| Now
| 500
|
|
Lightning Stab
| Damages with holy sword spirit.
Range: 3
Effect: 2, Vertical 1
Lightning elemental
Add: Silence
| Now
| 700
|
|
Holy Explosion
| Damages with holy sword spirit.
Range: 4 directions
Effect: 5, Vertical 2
Holy elemental
Add: Confusion
| Now
| 800
|
Name | Description | Speed | JP |
|
Notes:
The Holy Knight is a very useful job class once you get the longer range abilities: Lightning
Stab and Holy Explosion. With a good sword, you can do a lot of damage with these strikes.
The variety of status anomalies associated with these attacks occur very infrequently. Keep
in mind that all but Lightning Stab are holy elemental, so they are more effective against
undead, and can heal your characters that are equipped with Chameleon Robes or Excaliburs.
|
|
Dark Knight: Gafgarion
- Knight of darkness who lives without facing the light of God. His 'Dark Sword' absorbs enemies' spirits.
Weapon: Sword (Can equip shield)
Helmet: Armored Helmet
Armor: Armor
Move: 3
Jump: 3
Physical Evasion Rate: 15%
- Dark Sword
Name | Description | Speed | JP |
Dark Sword
| Absorbs MP with the power of darkness.
Range: 3
Effect: 1
Darkness elemental
| Now
| 500
|
|
Night Sword
| Absorbs MP with the power of darkness.
Range: 3
Effect: 1
Darkness elemental
| Now
| 100
|
Name | Description | Speed | JP |
|
Notes:
While Gafgarion's job class is relatively simple, it's quite powerful. Since he can draw
health from his enemies while depleting it, killing him is difficult. His physical evasion
rate is only a bit higher than that on a normal Knight's, so depending on the shield and
accessory equipped, he can be approached physically. His Dark Sword attack is more for
depleting the MP of enemies rather that absorbing it; it does enough damage to totally
deplete an opponent's MP in a single use.
|
|
Engineer: Mustadio
- Technician who works for a revival of a lost civilization. His best skill is 'Snipe', using the ancient legendary 'Gun'.
Weapon: Gun
Helmet: Hat
Armor: Clothes
Move: 4
Jump: 4
Physical Evasion Rate: 18%
- Snipe
Name | Description | Speed | JP |
Leg Aim
| Damages enemy's legs making it impossible to move.
Range: depends on weapon
Effect: 1
Add: Don't Move
| Now
| 200
|
|
Arm Aim
| Damages enemy's arms making it impossible to use weapons or cast spells.
Range: depends on weapon
Effect: 1
Add: Don't Act
| Now
| 300
|
|
Seal Evil
| Petrifies the cursed Undead, turning it into stone.
Range: depends on weapon
Effect: 1
Add: Petrify
| Now
| 200
|
Name | Description | Speed | JP |
|
Notes:
The ability to use a gun is a very useful skill in any job class, but the Engineer takes it
one step further by having three excellent abilities. Leg Aim and Arm Aim are long range
attacks that, while having a success rate of around 50%, can immobilize or paralyze your
enemy. Seal Evil only works on undead, but has a higher success rate.
|
|
Heaven and Hell Knights:
Rafa (Heaven Knight)
- Assassin who controls the laws of nature. Buries his enemies with the forbidden spell 'Truth'.
Malak (Hell Knight)
- Assassin who controls the laws of nature. His 'Un-Truth' has the opposite effect of the Heaven Knight's 'Truth.
Weapons: Staff, Stick
Helmet: Hat
Armor: Clothes, Robe
Move: 4
Jump: 3
Physical Evasion Rate: 10% (Heaven), 8% (Hell)
- Heaven/Hell Knight
Name | Description | Speed | JP |
Heaven/Hell Thunder
| Spell attacks with philosophy. Randomly attacks in effect range.
Range: 4
Effect: 2, Vertical 3
Lightning elemental
| 34
| --
|
|
Asura
| Spell attacks with philosophy. Randomly attacks in effect range.
Range: 4
Effect: 2, Vertical 3
Fire elemental
| 25
| 200
|
|
Diamond Sword
| Spell attacks with philosophy. Randomly attacks in effect range.
Range: 4
Effect: 2, Vertical 3
Wind elemental
| 20
| 300
|
|
Hydragon Pit
| Spell attacks with philosophy. Randomly attacks in effect range.
Range: 4
Effect: 2, Vertical 3
Water elemental
| 17
| 400
|
|
Space Storage
| Spell causes abnormal status with philosophies.
Randomly attacks in its effective range.
Range: 4
Effect: 2, Vertical 3
Add: Darkness, Confusion, Silence, Frog, Poison, Slow, Sleep
| 20
| 500
|
|
Sky Demon
| Spell attacks with philosophy. Randomly attacks in effect range.
Range: 4
Effect: 2, Vertical 3
Earth elemental
| 15
| 600
|
Name | Description | Speed | JP |
|
Notes:
The Heaven and Hell Knights' abilities are not all that useful. They only do around 70-200
damage a hit, and hit randomly in the effect radius. For example, if you cast Asura, the game
will first randomly select how many times the spell is cast (up to a maximum of six times, I
believe), and the spell is cast in a random location in the five square panel (effect 2). So,
if you are targeting a single enemy with it, there is only a 20% chance of actually hitting
the enemy per casting. It's better to use when there are multiple enemies, or when you can
eliminate a square from the effect range by casting it up against a wall, or on a cliff.
|
|
Divine Knight: Meliadoul
- Holy knight who pledges his loyalty and devotion to God. He takes holy orders with his sword.
Weapons: Sword, Knight Sword, Crossbow, Spear (Can equip Shield)
Helmet: Armored Helmet
Armor: Armor, Clothes, Robe
Move: 4
Jump: 3
Physical Evasion Rate: 12%
- Mighty Sword
Name | Description | Speed | JP |
Shellbust Stab
| Destroys the target's equipped armor.
Range: 3
Effect: 1
| Now
| 200
|
|
Blastar Punch
| Destroys the target's equipped helmet.
Range: 3
Effect: 1
| Now
| 400
|
|
Hellcry Punch
| Destroys the target's equipped weapon.
Range: 3
Effect: 1
| Now
| 500
|
|
Icewolf Bite
| Destroys the target's equipped accessory.
Range: 3
Effect: 1
| Now
| 800
|
Name | Description | Speed | JP |
|
Notes:
The 'Mighty Sword' abilities can destroy any piece of equipment, except for the shield. These
attacks are 100% effective, like the Holy Sword attacks. These attacks also do quite a bit of
damage, 150+ damage, depending on the strength of the sword that is used. Divine Knights
aren't as good as Holy Knights, but the advantages of Hellcry Punch and Icewolf Bite are
significant.
|
|
Holy Swordsman: Orlandu
- Martial art expert who is one of the best knights. His swordsmanship has no match.
Weapon: Ninja Sword, Sword, Knight Sword, Katana (Can equip shield)
Helmet: Armored Helmet, Hat
Armor: Armor, Clothes, Robe
Move: 5
Jump: 3
Physical Evasion Rate: 20%
- All Swordskill -Sword or Knight Sword must be equipped to use this skill set during battle
Name | Description | Speed | JP |
Stasis Sword
| Damages with holy sword spirit.
Range: 2
Effect: 2, Vertical 0
Holy elemental
Add: Stop
| Now
| --
|
|
Split Punch
| Damages with holy sword spirit.
Range: 3, Vertical 2
Effect: 1
Holy elemental
Add: Death Sentence
| Now
| 400
|
|
Crush Punch
| Damages with holy sword spirit.
Range: 3, Vertical 1
Effect: 1
Holy elemental
Add: Dead
| Now
| 500
|
|
Lightning Stab
| Damages with holy sword spirit.
Range: 3
Effect: 2, Vertical 1
Lightning elemental
Add: Silence
| Now
| 700
|
|
Holy Explosion
| Damages with holy sword spirit.
Range: 4 directions
Effect: 5, Vertical 2
Holy elemental
Add: Confusion
| Now
| 800
|
|
Shellbust Stab
| Destroys the target's equipped armor.
Range: 3
Effect: 1
| Now
| 200
|
|
Blastar Punch
| Destroys the target's equipped helmet.
Range: 3
Effect: 1
| Now
| 400
|
|
Hellcry Punch
| Destroys the target's equipped weapon.
Range: 3
Effect: 1
| Now
| 500
|
|
Icewolf Bite
| Destroys the target's equipped accessory.
Range: 3
Effect: 1
| Now
| 800
|
|
Dark Sword
| Absorbs MP with the power of darkness.
Range: 3
Effect: 1
Darkness elemental
| Now
| 500
|
|
Night Sword
| Absorbs MP with the power of darkness.
Range: 3
Effect: 1
Darkness elemental
| Now
| 100
|
Name | Description | Speed | JP |
|
Notes:
The Holy Swordsman is the ultimate attack unit. Orlandu comes equipped with an Excalibur,
which not only gives Haste, but also strengthens holy elemental attacks, absorbs holy
elemental attacks, and has an attack power of 21! All of these factors can cause Orlandu to
do 200+ damage with his basic Holy Sword abilities, and more for the other abilities. He has
all of the abilities for Holy Sword, Mighty Sword, and Dark Sword. In fact, the game becomes
incredibly easy after you get Orlandu because he is so powerful.
|
|
Temple Knight: Beowulf
- Holy knight who protects the church from heathens. Uses 'Magic Sword' to drive away hostile enemies.
Weapon: Knife, Sword, Knight Sword (Can equip shield)
Helmet: Armored Helmet
Armor: Armor, Robe
Move: 4
Jump: 3
Physical Evasion Rate: 14%
- Magic Sword -Sword or Knight Sword must be equipped to use this skill set during battle
Name | Description | MP | Speed | JP |
Blind
| Magic sword blind enemy with darkness, lowering success % of direct attacks.
Range: 4
Effect: 1
Add: Darkness
| 6
| Now
| 50
|
|
Aspel
| Magic sword absorbs enemy's MP, restoring its own.
Range: 4
Effect: 1
| 2
| Now
| 100
|
|
Drain
| Magic sword absorbs enemy's HP, restoring its own.
Range: 4
Effect: 1
| 12
| Now
| 180
|
|
Faith
| Magic sword fills the soul with a huge amount of faith.
Range: 4
Effect: 1
Add: Faith
| 10
| Now
| 200
|
|
Innocent
| Magic sword makes enemy disrespectful and not believe in God.
Range: 4
Effect: 1
Add: Innocent
| 10
| Now
| 200
|
|
Zombie
| Magic sword brings bodily death. Unable to restore HP.
Range: 4
Effect: 1
Add: Undead
| 14
| Now
| 150
|
|
Silence
| Magic sword mutes enemy, making it impossible to cast spells.
Range: 4
Effect: 1
Add: Silence
| 16
| Now
| 90
|
|
Berserk
| Magic sword releases desire to destroy, making enemy wild.
Range: 4
Effect: 1
Add: Berserk
| 16
| Now
| 200
|
|
Chicken
| Magic sword strikes fear and cowardice into the enemy, lowering their Brave level.
Range: 4
Effect: 1
| 12
| Now
| 500
|
|
Confuse
| Magic sword makes enemy irrational and act disorderly.
Range: 4
Effect: 1
Add: Confusion
| 14
| Now
| 300
|
|
Despair
| Magic sword neutralizes magic power and cancels the effective status.
Range: 4
Effect: 1
Cancel: Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Reflect
| 20
| Now
| 300
|
|
Don't Act
| Magic sword limits movements making enemy unable to act.
Range: 4
Effect: 1
Add: Don't Act
| 14
| Now
| 50
|
|
Sleep
| Magic sword disrupts heartbeat, immediately putting enemy asleep.
Range: 4
Effect: 1
Add: Sleep
| 20
| Now
| 170
|
|
Break
| Magic sword alters body turning enemy to stone.
Range: 4
Effect: 1
Add: Petrify
| 24
| Now
| 300
|
|
Shock!
| The more damage you receive, the more damage you can inflict.
Range: 8
Effect: 1
| 20
| Now
| 600
|
Name | Description | MP | Speed | JP |
|
Notes:
Temple Knight is an interesting job class. Think of it as an Oracle mixed with a Knight.
Beowulf also has some abilities that the Oracle doesn't even have. The combination of heavy
armor and a sword with magical abilities turns out to be a rather good advantage. A Light Robe
is fine for armor, as he will need MP for spells. However, his starting Brave level is low, so
he will need some training with Ramza before he becomes an effective physical fighter.
|
|
Dragoner: Reis
- Has a human appearance, but is a dragon. The blood of the holy dragon running through her can work miracles.
Weapon: Fists, Bag
Helmet: Ribbon
Armor: None
Move: 3
Jump: 3
Physical Evasion Rate: 7%
- Dragon
Name | Description | Speed | JP |
Ice Bracelet
| Attacks enemy with arctic breath.
Range: 2 (4 directions)
Effect: 1
Ice elemental
| Now
| --
|
|
Fire Bracelet
| Attacks enemy with fire breath.
Range: 2 (4 directions)
Effect: 1
Fire elemental
| Now
| --
|
|
Thunder Bracelet
| Attacks enemy with thunder breath.
Range: 2 (4 directions)
Effect: 1
Lightning elemental
| Now
| --
|
|
Dragon Tame
| Charms enemy and gets them to join your party.
Range: 2, Vertical 2
Effect: 1 enemy
Add: Invitation
| Now
| 300
|
|
Dragon Care
| Restores party member's HP and status by sacrificing own HP.
Range: 2, Vertical 2
Effect: 1
Cancel: Darkness, Confusion, Silence, Oil, Berserk, Frog, Poison, Stop, Sleep, Don't Move, Don't Act
| Now
| 300
|
|
Dragon PowerUp
| Raises Brave, Speed, Physical/Magic attack power with dragon energy.
Range: 2, Vertical 2
Effect: 1
| Now
| 400
|
|
Dragon LevelUp
| Disrupts time with unusual energy, raising CT and allowing AT turn to occur sooner.
Range: 2, Vertical 2
Effect: 1
| Now
| 400
|
|
Holy Bracelet
| Attacks enemy with holy breath.
Range: 4
Effect: 3, Vertical 3
Holy elemental
[Attacks randomly in effect range]
| Now
| 900
|
Name | Description | Speed | JP |
|
Notes:
The Dragoner can't equip any armor, but still has a good HP rating. Reis will do a two-hit
attack with her fists if she does not have a bag equipped, and can wear a ribbon for a helmet.
The Dragon abilities (Dragon Tame, Dragon Care, Dragon PowerUp, Dragon LevelUp) only work on
dragons. Also, Holy Bracelet does quite a bit of damage, but rarely hits as it strikes randomly
in a large effect range.
|
|
Soldier: Cloud
- A mysterious foreigner. Uses 'Limit' when his anger peaks.
Weapon: Sword, Knight Sword (Can use shield)
Helmet: Helmet
Armor: Robe, Armor
Move: 4
Jump: 3
Physical Evasion Rate: 20%
- Limit -"Materia Blade" must be equipped to use this skill set during battle
Name | Description | Speed | JP |
Braver
| Limit skill that blows enemy away with Samurai spirit.
Range: 2
Effect: 1
| 34
| 150
|
|
Cross-Slash
| Limit skill slashes enemy 4 times.
Range: 2
Effect: 2, Vertical 0
| 25
| 200
|
|
Blade Beam
| Limit skill lets you inflict more damage depending on how damaged you are.
Range: 2
Effect: 1
| 20
| 250
|
|
Climhazzard
| Limit skill lets you inflict more damage depending on how injured the target is.
Range: 2
Effect: 1
| 15
| 450
|
|
Meteorain
| Limit skill causes meteor to fall on enemies.
Range: 3
Effect: 3, Vertical 0
| 10
| 560
|
|
Finish Touch
| Limit skill causes abnormal status.
Range: 3
Effect: 2, Vertical 0
Add: Dead, Petrify, Stop
| 20
| 670
|
|
Omnislash
| Another Ultimate Limit skill.
Range: 3
Effect: 3, Vertical 0
| 7
| 900
|
|
Cherry Blossom
| The most powerful limit skill.
Range: 3
Effect: 3, Vertical 0
| 5
| 1200
|
Name | Description | Speed | JP |
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Notes:
Cloud is a good Knight with Limit abilities. To use the Limit abilities, Cloud must have his
Materia Blade, which can be found with Move-Find Item on the peak of the spire at Bervenia
Volcano. Finish Touch is an excellent limit ability that will be useful no matter which status
anomaly gets put on the enemy. The others do damage, some more than others. Limit works much
in the same way that Charge for the Archer does. If the enemy moves out of the effect range,
the attack is forfeit. This makes Omnislash and Cherry Blossom too impractical to use.
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