============================================================================== Final Fantasy Tactics Advance Job FAQ By: DarthMarth & AlaskaFox Version 1.5 (Final) 7 July 2004 ============================================================================== Contents ======== 1. Introduction 2. Frequently Asked Questions -FRQ- 3. Race List -RCL- 4. Human Jobs - Physical -HPJ- 5. Human Jobs - Magic -HMJ- 6. Bangaa Jobs - Physical -BPJ- 7. Bangaa Jobs - Magic -BMJ- 8. Moogle Jobs - Physical -MPJ- 9. Moogle Jobs - Magic -MMJ- 10.Nu Mou Jobs - Physical -NPJ- 11.Nu Mou Jobs - Magic -NMJ- 12. Viera Jobs - Physical -VPJ- 13. Viera Jobs - Magic -VMJ- 14. Weapon List -WPN- 15. Armour List -AMR- 16. Helmet List -HAT- 17. Shield List -SHD- 18. Accessory List -ACS- 19. Version History -VRH- 20. Disclaimer/Legal -LGL- 21. Credits -CRD- ------------------------------------------------------------------------------ 1. Introduction ------------------------------------------------------------------------------ Using this Guide ================ To correctly use the Table of Contents to quickly find what you are looking for press Ctrl+F and type in the code next to the section to jump to it. On Mac browsers, use Command+F for the same results. What is this Guide? =================== As it says on the tin, this is a Final Fantasy Tactics Advance Job FAQ. It contains just about everything you could need to know the various jobs, like detailed ability descriptions, job reviews, and stat growths. ------------------------------------------------------------------------------ 2. Frequently Asked Questions ------------------------------------------------------------------------------ Who wrote this guide? ===================== Originally it was just DarthMarth writing this guide, but now AlaskaFox has jumped on the bandwagon and is reformatting and sexing up the guide. We both hope you like the new appearance. How do I get the weapon the gives the Double Sword Ability? =========================================================== This is one of the most asked questions, so we may as well answer it here. The weapon is a Katana (Ninja sword) called Nosada. You get one for having a Smithing level of 20 (do the Metal Hunt dispatch mission to raise your Smithing level) or as a random reward for high-level missions. What does the notation for stat growth mean? ============================================ I got it from K1n90Fp0rTu9aL's FAQ. Except for movement, jump, and evade (which are constant), the numbers indicate how much each stat grows per level. The percentages indicate the chance of receiving an extra point in the area. Thanks very much to K1n90Fp0rTu9aL for letting us use this. What do your ratings mean? ========================== Strength is how well you can expect the unit to hold up in close combat. Cunning is how good they are at messing with the enemy's stats. Mystic is how good they are with spells. ------------------------------------------------------------------------------ 3. Race List ------------------------------------------------------------------------------ =================================== BANGAA =================================== Totema: Adrammelech # of Jobs: 7 Physical: 6 Magic: 1 Job - Required A-Abilities ----------------------------------- Warrior - N/A Dragoon - 2 Warrior Defender - 2 Warrior Gladiator - 2 Warrior White Monk - N/A Templar - 2 White Monk Bishop - 2 White Monk =================================== HUMAN =================================== Totema: Mateus # of Jobs: 11 Physical: 7 Magic: 4 Job - Required A-Abilities ----------------------------------- Soldier - N/A Paladin - 2 Soldier Fighter - 2 Soldier Archer - N/A Hunter - 2 Archer Thief - N/A Ninja - 2 Thief White Mage - N/A Black Mage - N/A Illusionist - 3 White Mage, 5 Black Mage Blue Mage - 1 White Mage, 1 Black Mage =================================== MOOGLE =================================== Totema: Famfrit # of Jobs: 8 Physical: 4 Magic: 4 Job - Required A-Abilities ----------------------------------- Animist - N/A Mog Knight - 1 Animist Gunner - 1 Animist Thief - N/A Juggler - 2 Thief Gadgeteer - 2 Thief Black Mage - N/A Time Mage - 5 Black Mage =================================== NU MOU =================================== Totema: Ultima # of Jobs: 8 Phsyical: 2 Magic: 6 Job - Required A-Abilities ----------------------------------- Beastmaster - N/A Morpher - 5 Beastmaster Black Mage - N/A White Mage - N/A Time Mage - 5 Black Mage Alchemist - 3 White Mage, 5 Black Mage Illusionist - 3 White Mage, 5 Black Mage Sage - 3 White Mage, 2 Beastmaster =================================== VIERA =================================== Totema: Exodus # of Jobs: 8 Physical: 4 Magic: 4 Job - Required A-Abilities ----------------------------------- Fencer - N/A Red Mage - 1 Fencer Archer - N/A Sniper - 2 Archer White Mage - N/A Elementalist- 1 White Mage, 1 Fencer Summoner - 2 White Mage, 2 Elementalist Assassin - 2 Elementalist, 1 Sniper ------------------------------------------------------------------------------ 4. Human Jobs - Physical ------------------------------------------------------------------------------ -HPJ- =================================== SOLDIER =================================== Required A-Abilities: None Equippable Items: Swords, Greatswords, Helmets, Hats, Armor, Clothing, Shields Leads to: Paladin (2 Soldier A-Abilities) Fighter (2 Soldier A-Abilities) Stat Growth =========== Movement: 3 Defense: 8 (80%) Jump: 2 HP: 8 (40%) Evade: 50 MP: 1 (10%) Speed: 1 (10%) Magic Power: 6 (60%) Attack: 8 (80%) Magic Resistance: 7 (20%) Battle Tech =========== A-Abilities ----------- NAME - AP - ITEM - DESCRIPTION First Aid - 100 - Shortsword - Heals own HP and recover status Powerbreak - 200 - Barong - Lowers target's attack power Mindbreak - 200 - Buster Sword - Lowers target's magic power Magicbreak - 200 - Ancient Sword - Damages target's mana Speedbreak - 200 - Silver Sword - Lowers target's speed Mug - 300 - Diamond Sword - Deals damage and steals Gil Provoke - 300 - Blood Sword - Drives target berserk Sensor - 300 - Burglar Sword - Detects hidden equipment on target S-Abilities ----------- Monkey Grip - 300 - Vigilante - Can hold 2-handed swords in one hand Shieldbearer - 100 - Bronze Shield - Round Shield - Platinum Shield C-Ability --------- Combat Combo - 100 - Mythril Sword - Use all JP to do a combination attack Equippable Weapons ================== Ancient Sword Barong Blood Sword Burglar Sword Buster Sword Chirijiraden Diamond Sword Gale Sword Hardedge Leglace Sword Lure Breaker Master Sword Mythril Sword Oblige Onion Restorer Shortsword Silver Sword Victor Sword Vigilante Vitanova Zankplus Description =========== The Soldier is the basic physical Human class. They are not too fast but have above average physical power. Soldiers are one of the better anti-mage classes for Humans as well. First Aid is a useful ability if your Soldier has been inflicted with a status condition, but it doesn't heal much HP. The Soldier's 4 Breaks are what make them unique. Mind and Magicbreak make them good against magic users, while Power and Speedbreak are better against physical classes. Mug isn't too useful; it doesn't do much damage and steals VERY little Gil. Provoke is another useful anti-mage ability, and works on every physically weak class (or when Fight is outlawed). Sensor is almost essential for stealing most rare items, but it isn't enough to save the Soldier from being a mediocre class. Their S-abilities aren't very impressive either. Ratings ======= Strength Rating: **** Cunning Rating: *** Mystic Rating: * Overall Rating: ** =================================== PALADIN =================================== Required A-Abilities: 2 Soldier Equippable Items: Knightswords, Greatswords, Helmets, Armor, Robes, Shields Leads to: N/A Stat Growth =========== Movement: 3 Defense: 9 (20%) Jump: 2 HP: 7 (60%) Evade: 35 MP: 2 (20%) Speed: 0 (80%) Magic Power: 7 (20%) Attack: 8 (30%) Magic Resistance: 8 (90%) Chivalry ======== A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Nurse - 100 - - Defender - Heals HP and recovers user and all adjacent units Defense - 200 - - Lionheart - Increases defense and magic resistance for 1 turn Cover - 200 - - SaveTheQueen - Take damage for nearby unit for 1 turn Subdue - 200 - - Ancient Sword - Deals very little damage Drop Weapon - 200 - - Ragnarok - Attempts to de-equip enemy's weapon Parley - 200 - - Barong - Convinces critical unit to leave battle Saint Cross - 300 - 24 - Arch Sword - Inflicts Holy damage to all adjacent units Holy Blade - 300 - 32 - Excalibur - Inflicts massive Holy damage R-Ability --------- Reflex - 300 - Genji Armor - Dodges all "Fight" actions S-Abilities ----------- Weapon DEF+ - 300 - Diamond Armor - Increases physical defense C-Ability --------- Knight Combo - 100 - Mythril Brand - Use all JP to do a combination attack Equippable Weapons ================== Ancient Sword Apocalypse Arch Sword Barong Defender Diamond Sword Excalibur Excalibur2 Hardedge Lionheart Lohengrin Lure Breaker Master Sword Mythril Brand Nagrarok Oblige Ragnarok SaveTheQueen Sequence Vigilate Zankplus Description =========== Paladins are one of the most powerful Human classes, along with Fighters. They are arguably the best tanks in the game. They have large HP, defense, and resistance growth (but low speed), and their Weapon DEF+ ability makes them tougher. Defense allows them to augment the defense and resistance of themselves. Cover can be used to protect nearby units by making the Paladin take damage for them. This can be useful in protecting your weaker spellcasters. Nurse is basically First Aid but with an area of effect; significantly more useful. Subdue may seem useless, but it is good for activating damage R-Abilities, like Dragonheart or Auto-Regen, or snapping people out of Charm or Confusion. It can also be used to help weaken monsters for capture. Drop Weapon isn't as useful as Steal: Weapon, but it can still be great for weakening strong enemies. Parley is a diplomatic move that convinces a unit with VERY low HP (probably about 1 to 4 or even less) to leave the battlefield, preventing it from being revived. They have to have so little HP that's it best to just KO them instead of wasting several turns weakening them. The Paladin's final 2 abilities are by far his most powerful. Saint Cross deals large Holy damage to all tiles adjacent to the Paladin, like a stronger version of Wild Swing. Holy Blade deals INSANE Holy damage to an adjacent unit, at least twice the normal melee damage (especially with a Holy Weapon like Excalibur or SaveTheQueen equipped). With a strong and Holy weapon equipped, this attack can take out even tough enemies in one mighty hit. That's good, because your Paladin will likely only have the mana to use it once until level 30 or so. Make sure he levels up as a magical class to increase his mana. Finally, Reflex in quite possibly the second best Human reaction ability. With it equipped, your Paladin becomes invulnerable to the fight command. Ratings ======= Strength Rating: ***** Cunning Rating: ** Mystic Rating: * Overall Rating: ***** =================================== FIGHTER =================================== Required A-Abilities: 2 Soldier Equippable Items: Blades, Hats, Clothing Leads to: N/A Stat Growth =========== Movement: 4 Defense: 8 (10%) Jump: 2 HP: 7 (40%) Evade: 45 MP: 1 (40%) Speed: 1 (10%) Magic Power: 5 (60%) Attack: 9 (20%) Magic Resistance: 6 (90%) Fighter Tech ============ A-Abilities ----------- NAME - AP - ITEM - DESCRIPTION Rush - 100 - Sweep Blade - Damages and knocks back target Wild Swing - 200 - Ogun Blade - Damages all adjacent units Beatdown - 200 - Shadow Blade - High damage but low accuracy Blitz - 200 - Sun Blade - Low damage but high accuracy Air Render - 200 - Atmos Blade - Deals damage from up to 3 squares away Far Fist - 200 - Kwigon Blade - Deals area damage from up to 4 squares away Air Blast - 300 - Air Blade - Damages in shockwave radius Backdraft - 300 - Flametongue - Heavy damage but deals one fourth to self R-Abilities ----------- Bonecrusher - 300 - Ninja Gear - Counters melee attacks with 1.5 normal damage Strikeback - 300 - Wygar - Dodges Fight action and counters S-Ability --------- Doublehand - 300 - Venus Blade - Hold 1-hand blade in 2 hands to raise attack C-Ability --------- Fight Combo - 100 - Mythril Blade - Use all JP to do a combination attack Equippable Weapons ================== Adaman Blade Air Blade Atmos Blade Avuiyr Blue Avuiyr Red Ebon Blade Flametongue Ice Brand Kwigon Blade Mythril Blade Ogun Blade Paraiba Blade Pearl Blade Shadow Blade Sun Blade Sweep Blade Venus Blade Description =========== Fighters are the best Human class at fighting (duh). They focus more on offense than Paladins, dealing possibly the most damage of any Human class. They are also more mobile than Paladins are. On to the abilities. Rush is basically a 100% critical hit, without the extra damage. It's useful for preventing counterattacks. Wild Swing can be helpful if you're surrounded, but isn't generally useful other than that. Beatdown and Blitz are polar opposites, each favoring either accuracy or power. Beatdown is very good if you've stopped the target or put it to sleep, while Blitz is useful for finishing off weakened foes. Air Render is possibly the Fighter's best A-Ability, with the power and accuracy of the Fight command but with added range. Far Fist has even more range and deals area damage, but is less powerful. Air Blast fan be fired in any direction, damaging the square in front of the Fighter and spreading out to also hit the 3 behind that. If you can find enemies arranged the right way, Air Blast can do massive total damage. Finally, Backdraft deals even more damage than Beatdown with respectable accuracy, but deals one fourth of the damage to the user as well. Fighters have some of the best R-Abilities too. Bonecrusher is basically Counter on steroids, and make most enemies think twice about attacking you. (unlike Counter, Bonecrusher only activates if the hostile attack connects) Strikeback is one of the best R-Abilities in the game. If an enemy tries to Fight you from within the user's weapon range, they stop the attack and counter it. Their S-Ability increases their attack with 1-handed weapons, but is nowhere near as good as Double Sword. Ratings ======= Strength Rating: ***** Cunning Rating: * Mystic Rating: * Overall Rating: **** =================================== THIEF =================================== Required A-Abilities: None Equippable Items: Knives, Hats, Clothing Stat Growth =========== Movement: 4 Defense: 7 (60%) Jump: 3 HP: 6 (60%) Evade: 65 MP: 1 (10%) Speed: 1 (80%) Magic Power: 7 (60%) Attack: 7 (60%) Magic Resistance: 6 (40%) Steal ===== A-Abilities ----------- NAME - AP - ITEM - DESCRIPTION Steal: Armor - 300 - Rondell Dagger - Steals Armor worn by foe Steal: Shield - 200 - Scramasax - Steals Shield held by foe Steal: Access - 300 - Jambiya - Steals Accessory held by foe Steal: Helm - 300 - Kard - Steals Helmet worn by foe Steal: Weapon - 300 - Sword Breaker - Steals Weapon wielded by foe Steal: Gil - 100 - Jack Knife - Steals Gil from foe Steal: EXP - 100 - Khukuri - Steals Experience points from foe Steal: JP - 200 - Orihalcum - Steals 1 JP from a foe Steal: Ability - 300 - Cinquedea - Steals 1 random A-Ability from foe R-Ability --------- Counter - 300 - Brigandine - Counter's enemy's melee attack S-Ability --------- Maintenance - 300 - Adaman Vest - Can't be stolen from and weapons can't be broken C-Ability --------- Thief Combo - 100 - Mythril Knife - Use all JP to do a combination attack Equippable Weapons ================== Cinquedea Jack Knife Jambiya Kard Khukuri Kris Knife Mythril Knife Orihalcum Rondell Dagger Scramasax Sword Breaker Tiptaptoe Tonberrian Zorlin Shape Description =========== While Paladins focus on defense and Fighters on offense, Thieves focus on agility. They aren't as physically powerful as the other two, but they are faster and better at evasion. Their special abilities all consist of being able to Steal anything under the sun from an adjacent unit. Most of the Steal Abilities aren't too good, but Steal: Armor and Steal: Weapon can net you some rare items. The best Stealing Ability of all is Steal: Ability. If the attack works (it has low accuracy; stop or sleep the foe to increase your luck) and the target has an ability available to a Human or Moogle Class (depending on the race of the Thief), the ability is automatically mastered! Because Thief's stat growths aren't too good on their own, Steal does better as a secondary A- Ability for another job. Ratings ======= Strength Rating: *** Cunning Rating: **** Mystic Rating: * Overall Rating: **** =================================== NINJA =================================== Required A-Abilities: 2 Thief Equippable Items: Katanas, Hats, Clothing Stat Growth =========== Movement: 4 Defense: 7 (20%) Jump: 3 HP: 5 (70%) Evade: 60 MP: 2 (10%) Speed: 2 (20%) Magic Power: 8 (20%) Attack: 8 (40%) Magic Resistance: 7 (50%) Ninja Skill =========== A-Abilities ----------- NAME - AP - MP- ITEM - DESCRIPTION Throw - 100 - - Ninja Knife - Throw item from inventory up to 4 squares Wood Veil - 200 - 4 - Kotetsu - Damages and may immobilize from up to 4 squares Fire Veil - 200 - 4 - Ashura - Damages and may confuse from up to 4 squares Earth Veil - 200 - 4 - Osafune - Damages and by slow from up to 4 squares Metal Veil - 200 - 4 - Kikuichimonji - Damages and may blind from up to 4 squares Water Veil - 200 - 4 - Murasame - Damages and may silence from up to 4 squares Unspell - 300 - 4 - Heaven's Cloud - Removes status enhancements from target Oblivion - 300 - 24 - Masamune - Causes forgetfulness R-Ability --------- Last Haste - 300 - Ninja Gear - Casts haste on self when made critical S-Ability --------- Double Sword - 999 - Nosada - Can hold a 1-handed sword in each hand C-Ability --------- Ninja Combo - 100 - Mythril Epee - Use all JP to do a combination attack Equippable Weapons ================== Ashura Charfire Heaven's Cloud Kikuichimonji Kotetsu Masamune Masamune 100 Murasame Mythril Epeé Ninja Knife Nosada Osafune Petal Chaser Silkmoon Zanmoto Description =========== Ninjas are one of the most dangerous Human classes in the game. They are fast, evasive, and very powerful attackers. Their basic ability, Throw, lets them use an item from your inventory to inflict damage. Not a very useful ranged attack. The Ninja's signature moves are their 5 Veils, which for 4 MP can do a small amount of damage at a range and possibly inflict a helpful status ailment. Unspell is useful if your opponents have powerful status buffs, especially Auto-Life. Oblivion causes Addle, which apparently prevents the target from using A-Abilities and restricts its movement. It's arguably much worse than Aim: Arm, which prevents the target from fighting, is ranged, and costs no MP. Last Haste isn't a very good support ability, but it can still be good for getting your Ninja out of trouble. Lastly, Ninjas are the proud wielders of one of the best Support Abilities in the game, Double Sword. With it equipped, the user can hold a sword in each hand. This lets them attack twice instead of once, effectively doubling the damage dealt. After painstakingly mastering Double Sword, you can also master two abilities at once, or one ability twice as fast. Ratings ======= Strength Rating: **** Cunning Rating: ***** Mystic Rating: ** Overall Rating: ***** =================================== ARCHER =================================== Required A-Abilities: None Equippable Items: Bows, Hats, Clothing Stat Growth =========== Movement: 4 Defense: 7 (20%) Jump: 2 HP: 7 (20%) Evade: 50 MP: 1 (40%) Speed: 1 (40%) Magic Power: 6 (40%) Attack: 7 (20%) Magic Resistance: 8 (10%) Aim === A-Abilities ----------- NAME - AP - ITEM - DESCRIPTION Boost - 100 - Longbow - Increases damage of next attack Aim: Legs - 200 - Thorn Bow - Immobilizes target for 3 turns Aim: Arm - 200 - Nail Bow - Disables target for 3 turns Cupid - 200 - Artemis Bow - Charms target Burial - 300 - Silver Bow - Banishes undead Take Aim - 300 - Yoichi Bow - High accuracy but low damage Faster - 300 - Perseus Bow - Ignores R-Abilities Blackout - 200 - Char Bow - Blinds target R-Ability --------- Block Arrows - 300 - Green Beret - Dodges all arrow-based attacks S-Ability --------- Concentrate - 300 - Target Bow - Increases accuracy C-Ability --------- Bow Combo - 100 - Mythril Bow - Use all JP to do a combination attack Equippable Weapons ================== Artemis Bow Char Bow Crescent Bow Longbow Malbow Mythril Bow Nail Bow Perseus Bow Silver Bow Target Bow Thorn Bow Yoichi Bow Description =========== Although Archers are the basic Human ranged class they definitely aren't weak. Their speciality is staying behind your melee units and riddling the enemy with arrows. Their first ability, Boost, more than doubles their next attack's damage. Use it if you can't get within range in one turn. Their two Aim abilities are what make them powerful. Aim: Legs keeps the target from moving for 3 turns, very useful against a tough class like a Warrior. Aim: Arm is universally useful, keeping the target from using any actions. Both are overshadowed, however, by Cupid, which Charms the target to fight on your side for several turns. Burial, despite its low hit rate, is good against zombies, as it destroys them completely. Take Aim is very weak, but useful for finishing weakened enemies off (basically a ranged Blitz). Faster isn't useful in many situations, but is still worth mastering if you have the time (plus it looks cooler than the normal fight command). Blackout is a handy attack, blinding the target to greatly reduce their accuracy. The Archer's R-Ability, Block Arrows, is the type of attack Faster was made for. With it equipped, no arrows will touch your Archer. Their S-Ability nearly ties with Double Sword as the best Human S-Ability. Concentrate greatly increases the Archer's accuracy from all his actions, making him even more deadly. Ratings ======= Strength Rating: ** Cunning Rating: ***** Mystic Rating: * Overall Rating: **** =================================== HUNTER =================================== Required A-Abilities: 2 Archer Equippable Items: Greatbows, Hats, and Clothing Stat Growth =========== Movement: 4 Defense: 6 (90%) Jump: 2 HP: 6 (80%) Evade: 55 MP: 3 (10%) Speed: 1 (70%) Magic Power: 6 (90%) Attack: 8 (70%) Magic Resistance: 8 (40%) Hunt ==== A-Abilities ----------- NAME - AP - MP - ITEM-DESCRIPTION Sonic Boom - 200 - - Cranequin - Deals area damage up to 4 squares away Oust - 200 - - Windslash Bow - Sweeps monsters off the field Advice - 100 - - Twin Bow - Raises critical hit rate of target Aim: Vitals - 300 - - Fey Bow - Causes random status ailment Hunting - 300 - - Hunt Bow - Receive 10 JP if target is KOed Addle - 200 - - Master Bow - Addles monster Ultima Shot - 999 - 60 - Seventh Heaven - Triple damage attack Sidewinder - 300 - - Hades Bow - Heavy damage to monsters Capture - 200 - - Ranger Bow - Captures weakened monster R-Ability --------- Auto-Regen - 300 - Gaia Gear - Casts Regen on self when damaged S-Ability ---------- Weapon ATK+ - 300 - Nike Bow - Increases physical attack damage C-Ability --------- Hunt Combo - 100 - Mythril Shot - Use all JP to do a combination attack Equippable Weapons ================== Arbalest Cranequin Fey Bow Gastra Bow Hades Bow Hunt Bow Marduk Bow Master Bow Max's Oathbow Mythril Shot Nike Bow Ranger Bow Seventh Heaven Twin Bow Windslash Bow Description =========== Hunters are the advanced Human ranged job. They can be powerful support units, but they specialize against monsters. Sonic Boom is a copy of the Fighter's Far First, useful for hitting clustered targets. Oust is supposed to remove monsters from the field, but I don't know how it works like Parley, so I still need help making it work. Advice is useful when used on a powerful unit near a cliff; you can deal heavy damage with a critical hit and more with a long fall. Aim: Vitals is useful for weakening tough fighters, but you never know what you'll get. If you're desperate to Summon Mateus, Hunting can get you there instantly. Although it does one third to one half of the normal attack damage, it can be incredibly powerful. Hunters can Summon Mateus and then pick off the survivors with Hunting. Addle is slightly better than the Ninja's Oblivion; it costs no mana and is ranged, but can only target monsters. Still, Aim: Arm is probably better. Sidewinder helps the Hunter excel against monsters, dealing roughly double damage to them. Capture is essential for building up a Morpher. Use it on a severely weakened monster to capture it and send it to the monster bank. Keep in mind that Rockbeasts, Undead, Fairies, and Tonberries can't be captured. Neither can the last enemy on the field. The Hunters are the proud users of the Human Ultima attack, Ultima Shot. If you have the MP, it can take out virtually anything in one hit. Auto-Regen isn't very good, as the regeneration effect is small. Weapon ATK+ is useful for powering up just about any job, but Concentrate is probably better. Ratings ======= Strength Rating: *** Cunning Rating: **** Mystic Rating: * Overall Rating: *** ------------------------------------------------------------------------------ 5. Human Jobs - Magic ------------------------------------------------------------------------------ -HMJ- =================================== WHITE MAGE =================================== Required A-Abilities: None Equippable Items: Staves, Hats, Clothing, Robes Stat Growth =========== Movement: 3 Defense: 6 (90%) Jump: 2 HP: 7 (30%) Evade: 40 MP: 4 (80%) Speed: 1 (70%) Magic Power: 8 (40%) Attack: 6 (20%) Magic Resistance: 8 (20%) White Magic =========== A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Cure - 100 - 6 - White Staff - Area heals small amount of HP Cura - 200 - 10 - Cure Staff - Area heals medium amount of HP Curaga - 300 - 16 - Spring Staff - Area heals large amount of HP Esuna - 200 - 18 - Pure Staff - Area recovers status Life - 200 - 10 - Bless Staff - Revives target Full-Life - 300 - 20 - Nirvana Staff - Revives target with full HP Auto-Life - 200 - 16 - Cheer Staff - Auto-Revives target when KOed Shell - 100 - 6 - Judge Staff - Area increases magic resistance Protect - 100 - 6 - Guard Staff - Area increases weapon defense S-Ability --------- Turbo MP - 300 - White Robe - Doubles MP for double magic power and accuracy C-Ability --------- White Combo - 100 - Mythril Staff - Use all JP to do a combination attack Equippable Weapons ================== Bless Staff Cheer Staff Cure Staff Dreamwatcher Garnet Staff Guard Staff Judge Staff Mythril Staff Nirvana Staff Power Staff Pure Staff Snake Staff Spring Staff White Staff Description =========== Simply put, White Magi are THE best support units in the game. Their life- giving spells keep your units healthy, and they can also shield your units from harm. The Cure series of spells all restores HP to up to 5 units in an X pattern. Their use is obvious; keeping your units alive. If they fail at that, Life and Full-Life can revive KOed units, while Auto-Life can safeguard against KOs ahead of time. Esuna is incredibly valuable, curing almost any status ailment on up to 5 units. Shell and Protect can shield your units from harm if you can find the time to cast them. Finally, Turbo MP can superpower your Mage's spells if you have the MP to use it. Ratings ======= Strength Rating: * Cunning Rating: *** Mystic Rating: **** Overall Rating: ***** =================================== BLACK MAGE =================================== Required A-Abilities: None Equippable Items: Rods, Hats, Clothing, Robes Stat Growth =========== Movement: 3 Defense: 6 (80%) Jump: 2 HP: 5 (60%) Evade: 35 MP: 4 (40%) Speed: 1 (10%) Magic Power: 8 (80%) Attack: 6 (40%) Magic Resistance: 3 (60%) Black Magic =========== A-Abilities ----------- NAME - AP -MP - ITEM - DESCRIPTION Fire - 100 - 6 - Rod - Small area fire damage Fira - 200 - 12 - Firewheel Rod - Medium area fire damage Firaga - 300 - 24 - Flame Rod - Large area fire damage Thunder - 100 - 6 - Rod - Small area electric damage Thundara - 200 - 12 - Thunder Rod - Medium electric area damage Thundaga - 300 - 24 - Thor Rod - Large area electric damage Blizzard - 100 - 6 - Rod - Small area ice damage Blizzara - 200 - 12 - Sleet Rod - Medium area ice damage Blizzaga - 300 - 24 - Chill Rod - Large area ice damage R-Ability --------- Return Magic - 300 - Black Robe - Casts hostile spells back at user S-Ability --------- Geomancy - 300 - Sage Robe - Lowers enemy elemental resistance C-Ability --------- Black Combo - 100 - Mythril Rod - Use all JP to do a combination attack Equippable Weapons ================== Chill Rod Firewheel Rod Flame Rod Force Rod Heretic Rod Mythril Rod Princess Rod Rod Sapere Aude Sleet Rod Stardust Rod Terre Rod Thor Rod Thunder Rod Description =========== Shrouded in mysterious cloaks and straw hats, Black Magi are the opposites of White Magi. Rather than healing your party with Holy magic like the benevolent White Mages, they like nothing better than blasting the life out of your enemies with raw elemental fury! All the Black Mage's A-Abilities are elemental spells of fire, ice, or lightning. Each also has 3 levels of power. Like White Magi, Black Magi are best off staying behind your fighting units, snooping around blasting the enemies to atoms. Their Return Magic R-Ability makes them effective anti-casters. They can cripple enemy mages by copying spells they're hit with back onto the caster. Geomancy decreases the elemental resistance of all the enemies they attack. For example, enemies that would absorb the magic now take no damage from it; enemies immune to magic take reduced damage... Ratings ======= Strength Rating: * Cunning Rating: ** Mystic Rating: ***** Overall Rating: **** =================================== ILLUSIONIST =================================== Required A-Abilities: 3 White Mage, 5 Black Mage Equippable Items: Rods, Clothing, Hats, Robes Stat Growth =========== Movement: 3 Defense: 6 (50%) Jump: 2 HP: 5 (10%) Evade: 30 MP: 7 (20%) Speed: 0 (90%) Magic Power: 9 (30%) Attack: 6 (10%) Magic Resistance: 8 (30%) Phantasm Skill ============== A-Abilities ----------- NAME - AP - MP - ITEM -DESCRIPTION Prominence - 100 - 32 - Firewheel Rod - Fire damage to all enemies Tempest - 100 - 32 - Thunder Rod - Electric damage to all enemies Freezeblink - 100 - 32 - Sleet Rod - Ice damage to all enemies Star Cross - 300 - 32 - Princess Rod - Holy damage to all enemies Stardust - 300 - 32 - Stardust Rod - Damage to all enemies Deluge - 200 - 32 - Chill Rod - Water damage to all enemies Soil Evidence - 200 - 32 - Terre Rod - Earth damage to all enemies Wild Tornado - 200 - 32 - Thor Rod - Wind damage to all enemies R-Ability --------- Absorb MP - 300 - Lordly Robe - Absorbs MP from any spells cast on user S-Ability --------- Half MP - 300 - Light Robe - Spells cost half as much MP C-Ability --------- Spell Combo - 100 - Mythril Rod - Use all JP to do a combination attack Equippable Weapons ================== Chill Rod Firewheel Rod Flame Rod Force Rod Heretic Rod Mythril Rod Princess Rod Rod Sapere Aude Sleet Rod Stardust Rod Terre Rod Thor Rod Thunder Rod Description =========== Illusionists are some of the most powerful spellcasters in the game, wielding visually impressive spells that attack all enemies at once. Unlike Totema, however, they may miss, so be careful. Since the spells always hit enemies no matter the caster's position, you should always keep your Illusionist as far away from the enemies as possible. The Illusionist's R-Ability, Absorb MP, isn't too useful unless he manages to survive an Ultima attack. His S-Ability is actually quite valuable because of the high costs of the Phantasm spells. Ratings ======= Strength Rating: * Cunning Rating: ** Mystic Rating: ***** Overall Rating: *** =================================== BLUE MAGE =================================== Required A-Abilities: 1 White Mage, 1 Black Mage Equippable Items: Sabers, Hats, Clothing, Robes Stat Growth =========== Movement: 4 Defense: 8 (60%) Jump: 2 HP: 6 (90%) Evade: 55 MP: 3 (70%) Speed: 1 (20%) Magic Power: 8 (20%) Attack: 8 (10%) Magic Resistance: 9 (20%) Blue Magic ========== A-Abilities ----------- NAME - MP - MONSTER - DESCRIPTION Goblin Punch - 8 - Goblin - Random damage Magic Hammer - 8 - Red Cap - MP damage Acid - 12 - Jellies - Random status ailment - Ice Flans - Creams Blowup - 2 - Bombs - Heavy fire damage to all sides, KOs self - Grenades Mighty Guard - 8 - Icedrake - Increases defense and resistance of target Guard-Off - 10 - Firewyrm - Decreases defense and resistance of target Dragon Force - 12 - Thundrake - Increases all stats of target Night - 24 - Lillith - Puts everyone except user to sleep Twister - 20 - Lamia - Area halves target's HP LV3 Def-Less - 12 - Antlion - 100% area lowers target's defense and - Jawbreaker - resistance is their level is divisible by 3 Poison Claw - 8 - Panther - Damages and poisons Hastebreak - 12 - Coeurl - Slows target, stops them if they're Hasted Bad Breath - 20 - Malboro - 5 random status ailments to target - Big Malboro Stare - 12 - Floateye - Confuses front-facing targets on 4 squares ahead of user Roulette - 20 - Ahriman - KOs random unit on field Matra Magic - 24 - Toughskin - Reverses target's HP and MP - Blade Biter Drain Touch - 10 - Zombie - Drains HP from adjacent unit LV ? S-Flare - 30 - Vampire - Dark damages all units with same ones level digit White Wind - 12 - Sprite - Area heals HP amount equal to user's HP Angel Whisper - 24 - Titania - Heals HP and casts Auto-Life R-Ability --------- NAME - AP - ITEM - DESCRIPTION Damage > MP - 300 - Judo Uniform - Take MP damage instead of HP S-Abilities ----------- Immunity - 300 - Survival Vest - Immune to status ailments Learning - 400 - Blue Saber - Learn Blue Magic by being hit by it C-Ability --------- Blue Combo - 100 - Mythril Saber - Use all JP to do a combination attack Equippable Weapons ================== Aqua Saber Blue Saber Harpe Manganese Mythril Saber Shamshir Soul Saber Description =========== Blue Magi are one of the most unique and versatile classes in the game. They can learn certain monster abilities simply by being hit by them. The Goblin Punch spell isn't too useful because of its randomness, but Magic Hammer can be effective against spellcasters. Remember to get Goblin Punch early; Goblins eventually stop appearing forever! Acid isn't nearly as powerful as Bad Breath, but is ranged instead. Blowup is basically a self-destruct attack. It never misses and can do good elemental damage. Combine is with Auto-Life to get a killing machine. Mighty Guard and Guard-Off either make your opponent's weaker or your allies stronger; useful if you don't have a White Mage or Bishop. Dragon Force can be very effective for powering up your heavy hitters, or even magic users. Like Goblins, Thundrakes eventually become extinct, so get this great ability early! Night isn't too useful alone, since it targets your allies as well as enemies, but if you combine it with standard-issue Fortune Rings you can have an extremely powerful attack. Twister is very overpowered; it's basically an area-of-effect Demi for less mana. LV3 Def-Less is very selective about targets, but if an enemy's level is divisible by 3 it can area reduce their defense and resistance with 100% accuracy. Plus it looks weird. Just remember to get it early though; if a character reaches level 49 without learning it, they never will. Poison Claw is a basic spell, but can be good if you have nothing better. Hastebreak is a very opportunistic spell; it's best to only use it on Hasted opponents. Bad Breath is the mother of all status attacks; it inflicts 5 (yes, five) random status afflictions on the target, turning the strongest enemies into whimpering wimps. Stare isn't too good; it only works if the target is facing you and only confuses them. Roulette is very powerful if your Blue Mage is outnumbered, but it seems impossible to get. If your Blue Mage is Auto-Lifed when he's hit by it, he'll learn the attack. Matra Magic is one of the most effective attacks in the game against powerful fighters or anything with low HP; any excess points during the switch simply disappear. Drain Touch isn't too good; the damage inflicted is small. LV? S- Flare can be as powerful as Totema if it doesn't affect anyone on your side, or they have armor that absorbs dark damage. White Wind area heals HP equal to the user's current HP. If you're at high HP, it can be more useful than Curaga. Finally Angel Whisper will likely be your main source of Auto-Life through most of the game. Strangely enough, Damage > MP is less useful in a Blue Mage job as it is in other classes. If the user is only attacked by one unit per turn, they're basically invincible. Even 1 MP is enough to stop an attack. Because all the Blue Mage's A-Abilities use MP, he'll likely find himself without enough mana to use any powerful spells. The R-Ability is best used in a physical class like Fighter. Immunity is basically a free Ribbon, but still isn't as good as Double Sword or Weapon ATK+. Learning is obviously essential for any Blue Mage, at least if you want any of his A-Abilities. Ratings ======= Strength Rating: *** Cunning Rating: ***** Mystic Rating: **** Overall Rating: ***** ------------------------------------------------------------------------------ 6. Bangaa Jobs - Physical ------------------------------------------------------------------------------ -BPJ- =================================== WARRIOR =================================== Required A-Abilities: None Equippable Items: Swords, Broadswords, Hats, Helmets, Clothing, Armor, Shields Stat Growth =========== Movement: 4 Defense: 8 (40%) Jump: 2 HP: 9 (20%) Evade: 50 MP: 2 (10%) Speed: 0 (90%) Magic Power: 6 (20%) Attack: 9 (20%) Magic Resistance: 6 (80%) Battle Tech =========== A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION First Aid - 100 - - Shortsword - Heal HP and recover status Powerbreak - 200 - - Samson Sword - Lowers target's attack power Mindbreak - 200 - - Buster Sword - Lowers target's magic power Magicbreak - 200 - - Falchion - Damages target's mana Speedbreak - 200 - - Silver Sword - Lowers target's speed Body Slam - 300 - - Striborg - Large damage but deals one fourth to user Greased Bolt - 300 - - Gale Sword - Damage bypasses R-Abilities Downsize - 300 - 24 - Restorer - Halves target's HP S-Abilities ----------- Monkey Grip - 300 - Claymore - Can hold 2-handed swords in one hand Shieldbearer - 300 - Bronze Shield - Equip shield regardless of job - Opal Shield C-Ability --------- Combat Combo - 100 - Mythril Sword - Use all JP to do a combination attack Equippable Weapons ================== Beastsword Blood Sword Burglar Sword Buster Sword Chirirjiraden Claymore Eclipse El Cid Sword Estrel Edge Falchion Gale Sword Leglace Sword Mythril Sword Onion Sword Predator Restorer Rhomphia Samson Sword Shortsword Silver Sword Striborg Tabarise Vajra Victor Sword Vitanova Description =========== The brutish Warriors are the Bangaa version of Soldiers. Their first 5 attacks, S, and C-Abilities are the same as the Soldiers. Body Slam is a slightly weaker version of Backdraft and deals heavy damage; use it only if you have plenty of HP to spare. Greased Bolt not only looks cool; it bypasses R-Abilities, which can sometimes come in handy. Downsize is ridiculously out of place on a Warrior, but it's still welcome; this Demi-style attack works great on units with high HP and defense like Paladins or Rockbeasts. Ratings ======= Strength Rating: ***** Cunning Rating: ** Mystic Rating: * Overall Rating: *** =================================== DRAGOON =================================== Required A-Abilities: 2 Warrior Equippable Items: Swords, Spears, Helmets, Armor Stat Growth =========== Movement: 3 Defense: 8 (30%) Jump: 3 HP: 8 (20%) Evade: 40 MP: 1 (10%) Speed: 1 (10%) Magic Power: 5 (50%) Attack: 9 (90%) Magic Resistance: 6 (00%) Dragon Tech =========== A-Abilities ----------- NAME - AP - ITEM - DESCRIPTION Jump - 100 - Javelin - High damage from up to 4 squares away, can only be used with a spear Lancet - 300 - Restorer - Drains HP from target Wyrmtamer - 200 - Buster Sword - Makes Dragon leave battle Fire Breath - 300 - Lava Spear - Spreading fire damage Bolt Breath - 300 - Gae Bolg - Spreading lightning damage Ice Breath - 300 - Ice Lance - Spreading ice damage Wyrmkiller - 300 - Blood Sword - Heavy damage to Dragons Bangaa Cry - 200 - Dragon Whisker - Spreading damage R-Abilities ----------- Dragonheart - 300 - Vitanova - Cats Auto-Life on self when damaged C-Abilities ----------- Dragon Combo - 100 - Mythril Spear - Use all JP to do a combination attack Equippable Weapons ================== Bangaa Spike Beastspear Blood Sword Burglar Sword Buster Sword Chirirjiraden Dragon Whisker Gae Bolg Gale Sword Ice Lance Javelin Kain's Lance Laglace Sword Lava Spear Mythril Spear Mythril Sword Odin Lance Onion Sword Partisan Restorer Shortsword Silver Sword Trident Victor Sword Vitanova Description =========== Dragoons are a cool-looking, powerful warrior class that gets power by imitating the abilities of Dragons. They have the highest base attack power of any job and can attack 2 units simultaneously with Spears. Their Jump ability is a more powerful version of Air Render, but it can only be used with a Spear equipped. Lancet is only useful when you're damaged; I don't think it deals as much damage as a regular attack. Like Oust and Parley, I can't figure out how to get Wyrmtamer to work (sorry). Their 3 elemental breaths are the same as the real Dragon's. They spread out like Air Blast and deal good elemental damage. Wyrmkiller can quickly neutralize the most dangerous monsters in the game; it makes Dragoons completely worthwhile when fighting Dragons. Bangaa Cry is a slightly stronger version of the breath attacks, but deals nonelemental damage. Their R-Ability, Dragonheart, is probably the best R-Ability in the game. They're invincible with it unless taken out in one hit. Ratings ======= Strength Rating: ***** Cunning Rating: * Mystic Rating: * Overall Rating: **** =================================== DEFENDER =================================== Required A-Abilities: 2 Warrior Equippable Items: Knightswords, Broadswords, Helmets, Armor, Robes Stat Growth =========== Movement: 3 Defense: 9 (40%) Jump: 3 HP: 8 (40%) Evade: 35 MP: 1 (40%) Speed: 0 (90%) Magic Power: 6 (30%) Attack: 8 (80%) Magic Resistance: 7 (20%) Defend ====== A-Abilities ----------- NAME - AP - ITEM - DESCRIPTION Tremor - 100 - El Cid Sword - Damage and knock back all adjacent units Meltdown - 200 - Vajra - Fire damage on all sides equal to user's HP, KOs self Defense - 200 - Lionheart - Raises defense and resistance for 1 turn Drop Weapon - 200 - Ragnarok - Disarms target Hibernate - 100 - Defender - Recovers status Mow Down - 200 - Striborg - Heavy damage to all sides, slows self Aura - 300 - Lohengrin - Casts Regen and Auto-Life on self Expert Guard - 300 - SaveTheQueen - Lose all evasion and prevent all HP and MP damage for a turn R-Ability --------- Last Berserk - 300 - Predator - Goes berserk when in critical health S-Ability --------- Weapon DEF+ - 300 - Diamond Armor - Increases physical defense C-Ability --------- Defend Combo - 100 - Mythril Brand - Use all JP to do a combination attack Equippable Weapons ================== Apocalypse Arch Sword Beastsword Claymore Defender Eclipse El Cid Sword Estrel Edge Excalibur Excalibur 2 Falchion Lionheart Lohengrin Mythril Brand Nagrarok Predator Ragnarok Rhomphia Samson Sword SaveTheQueen Sequence Striborg Tabarise Vajra Description =========== Defenders are the Bangaa version of Paladins. Obviously, they have very powerful physical defense and are also capable attackers. Tremor is a slightly weaker hybrid of Wild Swing and Rush. It's supremely useful when surrounded. It damages all nearby units, pushes them back to create an escape route, and prevents counters. Meltdown can also be useful when surrounded; it's basically Blowup with less accuracy. Defense is exactly the same as the Paladin ability; useful if you can't reach enemies. Drop Weapon is also the same. Hibernate isn't very useful; use First Aid or Chakra if possible. Mow Down also damages all adjacent units, but dizzies the Defender, slowing him down and reducing his evasion. Aura is probably the Defender's best ability; it can make him nearly invincible with Auto-Life. It also combos well with Meltdown. Once you have it, make sure it's always in effect. Expert Guard is an upgrade of Defense; once you have it you'll never go back. No attacks will miss your Defender, but when they don't scratch you, who cares? (unless they're status attacks) Last Berserk isn't too good if you like using non-fight commands; Bonecrusher and Dragonheart are much better. Ratings ======= Strength Rating: ***** Cunning Rating: ** Mystic Rating: * Overall Rating: **** =================================== GLADIATOR =================================== Required A-Abilities: 2 Warrior Equippable Items: Blades, Hats, Clothing Stat Growth =========== Movement: 3 Defense: 8 (70%) Jump: 2 HP: 8 (40%) Evade: 50 MP: 2 (70%) Speed: 1 (10%) Magic Power: 5 (90%) Attack: 9 (70%) Magic Resistance: 6 (40%) Spellblade Tech =============== A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Rush - 100 - - Sweep Blade - Damage and knock back target Wild Swing - 200 - - Ogun Blade - Damage on all sides Beatdown - 200 - - Shadow Blade - High damage but low accuracy Blitz - 200 - - Sun Blade - Low damage but high accuracy Fire Sword - 200 - 10 - Flametongue - Large fire melee damage Bolt Sword - 200 - 10 - Air Blade - Large lightning melee damage Ice Sword - 200 - 10 - Icebrand - Large ice melee damage Ultima Sword - 999 - 60 - Materia Blade - Triple damage attack R-Ability --------- Strikeback - 300 - Wygar - Block and counter normal attacks S-Ability --------- Doublehand - 300 - Venus Blade - Increase attack of 1-handed swords C-Ability --------- Sword Combo - 100 - Mythril Blade - Use all JP to do a combination attack Equippable Weapons ================== Adaman Blade Air Blade Atmos Blade Avuiyr Blue Avuiyr Red Ebon Blade Flametongue Ice Brand Kwigon Blade Mythril Blade Ogun Blade Paraiba Blade Pearl Blade Shadow Blade Sun Blade Sweep Blade Venus Blade Description =========== Gladiators are experienced warriors, the Bangaa equivalent of Fighters. Their first 4 abilities, and S and R-Abilities are copies of the Fighter's. Their 3 Spellblade attacks use 10 MP to power up their blades with fire, ice, or lightning. If you have the MP, it can be a great way to deal extra damage. Gladiators are also capable of using the Bangaa Ultima, Ultima Sword. Like all other Ultima attacks, it deals huge damage. Ratings ======= Strength Rating: ***** Cunning Rating: * Mystic Rating: ** Overall Rating: **** =================================== WHITE MONK =================================== Required A-Abilities: None Equippable Items: Knuckles, Clothing Stat Growth =========== Movement: 4 Defense: 7 (50%) Jump: 2 HP: 6 (00%) Evade: 60 MP: 1 (10%) Speed: 1 (40%) Magic Power: 8 (30%) Attack: 8 (10%) Magic Resistance: 6 (80%) Monk Tech ========= A-Abilities ----------- NAME - AP - ITEM - DESCRIPTION Whirlwind - 100 - Hard Knuckles - Damage all adjacent units Air Render - 200 - Kaiser Knuckles - Damage from up to 3 squares away Earth Render - 200 - Tiger Fangs - Damages in a line in front of user Far Fist - 200 - Godhand - Area damage up to 4 squares away Chakra - 200 - Cat Claws - Heals own HP and recovers status Revive - 300 - Survivor - Revive adjacent KOed unit Exorcise - 300 - Rising Sun - Banish undead Holy Sign - 200 - White Fangs - Dispel status enhancements R-Abilities ----------- Reflex - 300 - Mirage Vest - Dodge all Fight actions Counter - 300 - Brigandine - Counter melee attacks C-Ability --------- Monk Combo - 100 - Mythril Claws - Use all JP to do a combination attack Equippable Weapons ================== Cat Claws Death Claws Dream Claws Godhand Greasebust Hard Knuckles Kaiser Knuckles Magic Hands Mythril Claws Rising Sun Sick Knuckles Survivor Tiger Fangs White Fang Description =========== White Monks are lighter, more magical Bangaa units than Warriors. Their Whirlwind ability is Wild Swing with a different name, and Far Fist and Air Render are copies of the useful Fighter moves. Earth Render is a very useful and long-ranged attack. It deals earth damage to EVERYTHING in front of the White Monk, no matter how far away they are. Chakra is basically a stronger version of First Aid, strong enough to actually be useful. Revive is a melee- range Life with no MP cost, very useful in a pinch. Exorcise, like Burial, is invaluable when fighting Undead, and has a slightly higher hit rate. Holy Sign works like Unspell, but is mainly useful for getting rid of Auto-Life. Ratings ======= Strength Rating: **** Cunning Rating: ** Mystic Rating: ** Overall Rating: **** =================================== TEMPLAR =================================== Required A-Abilities: 2 White Monk Equippable Items: Spears, Knightswords, Helmets, Hats, Armor, Clothing, Robes Stat Growth =========== Movement: 3 Defense: 9 (90%) Jump: 2 HP: 7 (20%) Evade: 60 MP: 3 (10%) Speed: 0 (80%) Magic Power: 8 (20%) Attack: 8 (10%) Magic Resistance: 7 (20%) Sacred Tech =========== A-Abilities ----------- NAME - AP - MP - ITEM-DESCRIPTION Astra - 200 - 8 - SaveTheQueen - Area guards once against status ailments Warcry - 300 - - Javelin - Decreases speed of all adjacent enemies Rasp - 100 - 24 - Apocalypse - Area MP damage from up to 3 squares away Cheer - 100 - - Partisan - Increases damage of next physical attack Silence - 200 - 8 - Ragnarok - Area Silences units Soul Sphere - 300 - - Arch Sword - Area MP damage from up to 2 squares away Haste - 200 - 24 - Lohengrin - Increases frequency of target's turns Lifebreak - 300 - - Kain's Lance - Deals damage equal to lost HP R-Ability --------- Bonecrusher - 300 - Carabini Mail - Counterattack melee attacks for 1.5X damage S-Ability --------- Weapon ATK+ - 300 - Trident - Increases physical attack power C-Ability --------- Sacred Combo - 100 - Mythril Brand - Use all JP to do a combination attack Equippable Weapons ================== Apocalypse Arch Sword Bangaa Spike Beastspear Defender Dragon Whisker Excalibur Excalibur 2 Gae Bolg Ice Lance Javelin Kain's Lance Lava Spear Lionheart Lohengrin Mythril Brand Mythril Spear Nagrarok Odin Lance Partisan Ragnarok SaveTheQueen Sequence Trident Description =========== Templar are more physical offshoots of the White Monk than Bishops, but still have decent magic stat growth. They also have the highest defense growth of any class, making them great tanks. They are an obviously anti-Magic class, great against magic users. Astra encases an area of units in magical pyramids that offer one-time protection from status ailments. It's a useful blessing if you have nothing else to cast. Warcry is basically an upgrade of Speedbreak, but still isn't too good. Rasp deals a large amount of MP damage, making it a great way to hurt enemy Mages until you get Soul Sphere, which costs no mana. Cheer is a great spell to cast if you can't reach enemies immediately (common with the Templar's low movement). A Cheered Templar can often take out hostile units in one strong blow. Silence is another useful anti-Mage move, preventing all spellcasting for units in the target area. Strangely enough, Templar can use the Time Spell Haste, which as always is very useful for powering up your strong units. Lifebreak is a very opportunistic spell; it can be incredibly strong if the user is critical. Templar can learn the powerful R-Ability Bonecrusher, which ties with Strikeback as the second best Bangaa R-Ability. While Templar have huge weapon defense, their attack is only a little above average. Increase the strength of their attacks with Weapon ATK+ and you have yourself a Mage-killing machine. Ratings ======= Strength Rating: ***** Cunning Rating: *** Mystic Rating: **** Overall Rating: ***** ------------------------------------------------------------------------------ 7. Bangaa Jobs - Magic ------------------------------------------------------------------------------ -BMJ- =================================== BISHOP =================================== Required A-Abilities: 2 White Monk Equippable Items: Staves, Hats, Clothing, Robes Leads to: N/A Stat Growth =========== Movement: 3 Defense: 6 (30%) Jump: 2 HP: 6 (10%) Evade: 30 MP: 4 (40%) Speed: 1 (40%) Magic Power: 8 (80%) Attack: 7 (70%) Magic Resistance: 7 (70%) Prayer ====== A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Cura - 200 - 10 - Cure Staff - Area heals HP, damages zombies Dispel - 200 - 12 - Bless Staff - Dispels status enhancements Holy - 300 - 32 - Nirvana Staff - Area Holy damage Barrier - 300 - 10 - Garnet Staff - Increases defense and resistance of target Judge - 300 - 6 - Cheer Staff - Steals 2-3 JP from target Water - 200 - 12 - Spring Staff - Area water damage Aero - 200 - 12 - Judge Staff - Area wind damage Break - 200 - 20 - Snake Staff - Petrifies target R-Ability --------- Return Magic - 300 - Black Robe - Casts hostile spells back at user S-Ability --------- Half MP - 300 - Light Robe - Use half normal MP for spells C-Ability --------- Pray Combo - 100 - Mythril Staff - Use all JP to do a combination attack Equippable Weapons ================== Bless Staff Cheer Staff Cure Staff Dreamwatcher Garnet Staff Guard Staff Judge Staff Mythril Staff Nirvana Staff Power Staff Pure Staff Snake Staff Spring Staff White Staff Description =========== Bishops are the only remotely magical Bangaa class. They are still pretty tough, but can cast some valuable spells. Cura makes them useful healers, though they must be comboed with White Monk abilities to revive KOed units. Dispel works like Holy Sign and Unspell, only ranged. Holy is a powerful, visually impressive spell that can deal heavy damage. While Barrier only affects one target, it combines the effects of Shell and Protect. Judge is better than Steal: JP, but you'll still rarely use it unless you're desperate for JP. Water and Aero are weaker than Holy, but are actually more efficient because of their low costs. Break is a very impressive status spell; Petrified units are counted as KOed and can't do anything. Half MP is a very important ability; it remedies the Bangaa's overall low MP growth. Ratings ======= Strength Rating: *** Cunning Rating: **** Mystic Rating: **** Overall Rating: **** ------------------------------------------------------------------------------ 8. Moogle Jobs - Physical ------------------------------------------------------------------------------ -MPJ- =================================== THIEF =================================== Required A-Abilities: None Equippable Items: Knives, Hats, Clothing Leads to: Juggler (2 Thief A-Abilities) Gadgeteer (2 Thief A-Abilities) Stat Growth =========== Movement: 4 Defense: 8 (40%) Jump: 3 HP: 6 (80%) Evade: 70 MP: 2 (20%) Speed: 1 (90%) Magic Power: 6 (80%) Attack: 7 (30%) Magic Resistance: 7 (60%) Steal ===== A-Abilities ----------- NAME - AP - ITEM - DESCRIPTION Steal: Armor - 300 - Rondell Dagger - Steals Armor worn by foe Steal: Shield - 200 - Scramasax - Steals Shield held by foe Steal: Access - 300 - Jambiya - Steals Accessory held by foe Steal: Helm - 300 - Kard - Steals Helmet worn by foe Steal: Weapon - 300 - Sword Breaker - Steals Weapon wielded by foe Steal: Gil - 100 - Jack Knife - Steals Gil from foe Steal: EXP - 100 - Khukuri - Steals Experience points from foe Steal: JP - 200 - Orihalcum - Steals 1 JP from a foe Steal: Ability - 300 - Cinquedea - Steals 1 random A-Ability from foe R-Ability --------- Counter - 300 - Brigandine - Counter's enemy's melee attack S-Ability --------- Maintenance - 300 - Adaman Vest - Can't be stolen from and weapons can't be broken C-Ability --------- Thief Combo - 100 - Mythril Knife - Use all JP to do a combination attack Equippable Items ================ Cinquedea Jack Knife Jambiya Kard Khukuri Kris Knife Mythril Knife Orihalcum Rondell Dagger Scramasax Sword Breaker Tiptaptoe Tonberrian Zorlin Shape Description =========== The Thief is the primary job of a Moogle. After all, isn't Montblanc a thief when you first meet him? Their special abilities all consist of being able to Steal anything under the sun from an adjacent unit. Most of the Steal Abilities aren't too good, but Steal: Armor and Steal: Weapon can net you some rare items. The best Stealing Ability of all is Steal: Ability. If the attack works (it has low accuracy; stop or sleep the foe to increase your luck) and the target has an ability available to a Human or Moogle Class (depending on the race of the Thief), the ability is automatically mastered! Because Thief's stat growths aren't too good on their own, Steal does better as a secondary A- Ability for another job. Ratings ======= Strength Rating: *** Cunning Rating: **** Mystic Rating: * Overall Rating: *** =================================== MOG KNIGHT =================================== Required A-Abilities: 1 Animist Equippable Items: Blades, Helmets, Hats, Armor, Clothing, Shields Leads to: N/A Stat Growth =========== Movement: 3 Defense: 9 (60%) Jump: 2 HP: 7 (10%) Evade: 45 MP: 3 (20%) Speed: 1 (00%) Magic Power: 7 (20%) Attack: 9 (80%) Magic Resistance: 8 (30%) Charge ====== A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Mog Attack - 100 - - Flametongue - Damage enemy and knock back 1 tile Mog Guard - 200 - - Kwigon Blade - Raises defense and resistance for 1 turn Mog Lance - 200 - - Atmos Blade - Damage from up to 3 squares away Mog Rush - 200 - - Shadow Blade - High damage but low hit rate Mog Shield - 300 - - Pearl Blade - Prevents next status ailment to target Mog Peek - 300 - - Paraiba Blade - Detects hidden equipment on target Mog Aid - 300 - - Icebrand - Heal own HP and recovers status Ultima Charge - 999 - 60 - Materia Blade - Triple damage attack R-Ability --------- Last Haste - 300 - Gold Armor - Casts Haste on self when made critical S-Ability --------- Shieldbearer - 300 - Round Shield/Opal Shield - Can equip shield in any class C-Ability --------- Charge Combo - 100 - Mythril Blade - Use all JP to do a combination attack Equippable Weapons ================== Adaman Blade Air Blade Atmos Blade Avuiyr Blue Avuiyr Red Ebon Blade Flametongue Ice Brand Kwigon Blade Mythril Blade Ogun Blade Paraiba Blade Pearl Blade Shadow Blade Sun Blade Sweep Blade Venus Blade Description =========== Mog Knights are the most physical Moogle class, blending the abilities of Soldiers, Paladins, and Fighters. They have decent physical stats, and like all Moogles are highly defensive. Mog Attack, Guard, Lance, Rush, and Aid are all copies of said class's moves. Mog Shield works like the Templar's Astra, only non-area effect and costing no mana. Mog Knights are the users of the Moogle's Ultima, Ultima Charge. With a powerful weapon, this attack can be unbelievably strong. For a deadly punch, equip Charge onto a Gunner with Concentrate and a powerful Gun (like the Bindsnipe or Calling Gun). Can you say 400 damage from 8 tiles away? The Mog Knight's R-Ability, Last Haste, isn't as good for getting out of trouble as Last Quicken, but still comes in handy for long battles. Ratings ======= Strength Rating: **** Cunning Rating: ** Mystic Rating: ** Overall Rating: **** =================================== GUNNER =================================== Required A-Abilities: 1 Animist Equippable Items: Guns, Hats, Clothing Leads to: N/A Stat Growth =========== Movement: 3 Defense: 9 (20%) Jump: 2 HP: 6 (20%) Evade: 65 MP: 1 (10%) Speed: 1 (10%) Magic Power: 5 (60%) Attack: 7 (80%) Magic Resistance: 8 (10%) Gunmanship ========== A-Abilities ----------- NAME - AP - ITEM - DESCRIPTION Fireshot - 100 - Aiot Gun - Deals fire damage Boltshot - 100 - Riot Gun - Deals lightning damage Iceshot - 100 - Giot Gun - Deals ice damage Confushot - 200 - Chaos Rifle - Damages and confuses target Charmshot - 300 - Peacemaker - Damages and charms target Blindshot - 100 - Silver Cannon - Damages and blinds target Silenshot - 200 - Lost Gun - Damages and silences target Stopshot - 300 - Outsider - Damages and stops target S-Ability --------- Concentrate - 300 - Longbarrel - Increases attack accuracy C-Ability --------- Gun Combo - 100 - Mythril Gun - Use all JP to do a combination attack Equippable Weapons ================== Aiot Gun Blindsnipe Calling Gun Chaos Rifle Giot Gun Longbarrel Lost Gun Mythril Gun Outsider Peace Maker Riot Gun Silver Cannon Description =========== Except for Gadgeteers, Gunners are one of the most technologically advanced classes, and they tie with Jugglers as the best Moogle class. Using their amazing weapons, Gunners can damage and inflict status effects on enemies on the other side of the map. Their 3 elemental shot attacks not only look cool, but also can deal good damage to enemies with high weapon defense, like Flans, Rockbeasts, and Paladins. (I think they deal elemental damage...) Confushot can confuse the target, making it randomly attack friend or foe. It's not nearly as good as Charmshot however, probably one of the best Moogle abilities. Blindshot is great for disabling powerful enemies if nothing else works. Silence can be great for disabling enemy healers if they're pressing their luck. Stopshot is another incredibly powerful ability, prefect for setting units up for low- accuracy attacks. Finally, Gunners can learn Concentrate, which is essential for any good Gunner. Learn it as soon as you can. Ratings ======= Strength Rating: ** Cunning Rating: ***** Mystic Rating: * Overall Rating: ***** =================================== JUGGLER =================================== Required A-Abilities: 2 Thief Equippable Items: Knives, Hats, Clothing Leads to: N/A Stat Growth =========== Movement: 4 Defense: 9 (90%) Jump: 2 HP: 6 (80%) Evade: 40 MP: 1 (60%) Speed: 1 (70%) Magic Power: 6 (40%) Attack: 8 (20%) Magic Resistance: 6 (40%) Stunt ===== A-Abilities ----------- NAME - AP - ITEM -DESCRIPTION Hurl - 100 - Kris Knife - Throws stocked item at enemy up to 4 squares away Ring - 200 - Rondell Dagger - Stops target from up to 4 squares away Firebomb - 300 - Khukuri - Damages and berserks up to 4 squares away Ball - 200 - Scramasax - Confuses target from up to 4 squares away Dagger - 300 - Jambiya - Damages and disables target up to 4 squares away Smile - 300 - Orihalcum - Causes unit up to 4 squares away to take turn next Gil Toss - 100 - Jack Knife - Throw 30 Gil to deal 30 damage R-Abilities ----------- Catch - 300 - Chain Plate - Catch thrown items and keep them Return Fire - 300 - Power Sash - Catch arrows and throw them back C-Ability --------- Juggle Combo - 100 - Mythril Knife - Use all JP to do a combination attack Equippable Weapons ================== Cinquedea Jack Knife Jambiya Kard Khukuri Kris Knife Mythril Knife Orihalcum Rondell Dagger Scramasax Sword Breaker Tiptaptoe Tonberrian Zorlin Shape Description =========== The clownlike Jugglers share the spot of best Moogle class with the Gunner. They are light and nimble tricksters who can throw a variety of objects to wreak havoc on the battlefield. Hurl uses a stocked item to deal damage proportional to the strength of the projectile. It effectively allows you to choose how much damage you'll do. Ring is one of the Juggler's best moves. Unlike Stop it only targets 1 unit, but costs no MP and has better range, making it incredibly useful. Firebomb, like all Berserk spells, is great against enemy spellcasters but very bad on powerful enemy melee units. Ball isn't too great; confused units may still attack you. You probably won't use it much after you have Ring. Dagger is a useful upgrade of Aim: Arm; it deals good damage and may disable the target, rendering them useless. Smile is arguably the Juggler's best attack; it's Quicken, with better range for no mana. Gil Toss uses 30 of your Gil to cast, but always deals 30 damage no matter what; great against high defense units. The Juggler's first R-Ability, Catch, lets them catch items thrown with Hurl or Toss and gives them to you. It's very opportunistic; you're better off with Damage > MP. Return Fire is a ranged version of Strikeback; not quite as good but still one of the better Moogle R- Abilities. Ratings ======= Strength Rating: *** Cunning Rating: ***** Mystic Rating: ** Overall Rating: ***** ------------------------------------------------------------------------------ 9. Moogle Jobs - Magic ------------------------------------------------------------------------------ -MMJ- =================================== BLACK MAGE =================================== Required A-Abilities: None Equippable Items: Rods, Hats, Clothing, Robes Leads to: Time Mage (5 Black Mage A-Abilities) Stat Growth =========== Movement: 3 Defense: 8 (60%) Jump: 2 HP: 5 (40%) Evade: 35 MP: 4 (80%) Speed: 1 (10%) Magic Power: 8 (40%) Attack: 6 (70%) Magic Resistance: 9 (70%) Black Magic =========== A-Abilities ----------- NAME - AP - MP -ITEM - DESCRIPTION Fire - 100 - 6 - Rod - Small area fire damage Fira - 200 - 12 - Firewheel Rod - Medium area fire damage Firaga - 300 - 24 - Flame Rod - Large area fire damage Thunder - 100 - 6 - Rod - Small area electric damage Thundara - 200 - 12 - Thunder Rod - Medium electric area damage Thundaga - 300 - 24 - Thor Rod - Large area electric damage Blizzard - 100 - 6 - Rod - Small area ice damage Blizzara - 200 - 12 - Sleet Rod - Medium area ice damage Blizzaga - 300 - 24 - Chill Rod - Large area ice damage R-Ability --------- Return Magic - 300 - Black Robe - Casts hostile spells back at user S-Ability --------- Geomancy - 300 - Sage Robe - Lowers enemy elemental resistance C-Ability --------- Black Combo - 100 - Mythril Rod - Use all JP to do a combination attack Equippable Weapons ================== Chill Rod Firewheel Rod Flame Rod Force Rod Heretic Rod Mythril Rod Princess Rod Rod Sapere Aude Sleet Rod Stardust Rod Terre Rod Thor Rod Thunder Rod Description =========== Shrouded in mysterious cloaks and straw hats, Black Magi are the opposites of White Magi. Rather than healing your party with Holy magic like the benevolent White Mages, they like nothing better than blasting the life out of your enemies with raw elemental fury! All the Black Mage's A-Abilities are elemental spells of fire, ice, or lightning. Each also has 3 levels of power. Like White Magi, Black Magi are best off staying behind your fighting units, snooping around blasting the enemies to atoms. Their Return Magic R-Ability makes them effective anti-casters. They can cripple enemy mages by copying spells they're hit with back onto the caster. Geomancy decreases the elemental resistance of all the enemies they attack. For example, enemies that would absorb the magic now take no damage from it; enemies immune to magic take reduced damage... Ratings ======= Strength Rating: * Cunning Rating: ** Mystic Rating: ***** Overall Rating: **** =================================== TIME MAGE =================================== Required A-Abilities: 5 Black Mage Equippable Items: Rods, Hats, Clothing, Robes Leads to: N/A Stat Growth =========== Movement: 3 Defense: 9 (60%) Jump: 2 HP: 6 (20%) Evade: 30 MP: 3 (40%) Speed: 1 (20%) Magic Power: 9 (20%) Attack: 6 (60%) Magic Resistance: 9 (60%) Time Magic ========== A-Abilities ----------- NAME - AP -MP - ITEM - DESCRIPTION Haste - 200 - 24 - Firewheel Rod - Double frequency of target's turns Quicken - 300 - 24 - Thor Rod - Target takes turn after user Slow - 200 - 12 - Terre Rod - Area half frequency of target's turns Reflect - 300 - 8 - Thunder Rod - Casts Reflect on target Stop - 300 - 24 - Chill Rod - Area stops targets Silence - 200 - 8 - Sleet Rod - Prevents spellcasting from all units in target area Quarter - 200 - 10 - Force Rod - Damage = one fourth of target's HP Demi - 300 - 24 - Stardust Rod - Damage = one half of target's HP R-Ability --------- Last Quicken - 300 - Lordly Robe - Casts Quicken on self when made critical C-Ability --------- Time Combo - 100 - Mythril Rod - Use all JP to do a combination attack Equippable Weapons ================== Chill Rod Firewheel Rod Flame Rod Force Rod Heretic Rod Mythril Rod Princess Rod Rod Sapere Aude Sleet Rod Stardust Rod Terre Rod Thor Rod Thunder Rod Description =========== Except for White Magi, Time Magi are quite possibly the best support units to have. Their time-altering spells can tilt the scales in your favor while incapacitating enemies. When cast on a unit, Haste doubles the frequency of its turns. Cast this on your most powerful unit (say, a Paladin with 2 Excalibur2s) to double the damage it can inflict, making it a very powerful spell. Quicken makes the target take a turn immediately after the user. It's useful for the same reasons as Haste. If you absolutely need the services of one of your units, cast Quicken and give your Time Mage's turn away. Slow is basically the reverse of Haste. Cast it on powerful units of your opponents to severely weaken them. When cast on a friendly unit, a Reflect shield nullifies White, Black, Red, and Time Magic and sends it back at the caster. If your opponent has lots of mages, it's always a good idea to cast this at the start of the battle. Stop is in effect the upgrade of Slow. It stops enemies units altogether, preventing them from doing anything and making them sitting ducks for attack. Because Stopped units can't move a muscle, all attacks that can hit, will hit. This is a great way to make inaccurate attacks like Steal: Ability, Burial (or Exorcism), or Capture more effective. Unlike Sleep, Stopped units don't "wake up" when they're damaged. Silence can be a powerful anti- caster spell, though Reflect mostly works better. Quarter and Demi both turn the target's size against it, subtracting a set quantity of HP. This move is great against units with high HP or defense, but should never be used on weakened units. The Time Mage's R-Ability, Last Quicken, is great for getting him out of danger if he's lucky enough not to be killed instantly. Ratings ======= Strength Rating: * Cunning Rating: ***** Mystic Rating: **** Overall Rating: ***** =================================== ANIMIST =================================== Required A-Abilities: None Equippable Items: Instruments, Hats, Clothing Leads to: Mog Knight (1 Animist A-Ability) Gunner (1 Animist A-Ability) Stat Growth =========== Movement: 4 Defense: 8 (80%) Jump: 2 HP: 7 (20%) Evade: 55 MP: 2 (60%) Speed: 1 (20%) Magic Power: 7 (20%) Attack: 7 (60%) Magic Resistance: 9 (80%) Call ==== A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Sheep Count - 100 - 8 - Glass Bell - Puts units in an area to sleep 100% Wool - 200 - 8 - Earth Bell - Raises own defense and resistance Cuisine - 300 - 32 - Heal Chime - Fully heals adjacent unit's HP Tail Wag - 200 - 8 - Fairy Harp - Charms adjacent unit Chocobo Rush - 300 - 12 - Satyr Flute - Damages units in a line Frogsong - 200 - 18 - Aona Flute - Turns adjacent unit into a frog Friend - 300 - 12 - Blood Strings - Summons a random creature Catnip - 100 - 12 - War Trumpet - Drives adjacent unit berserk R-Ability --------- Block Arrows - 300 - Green Beret - Dodge all arrow-based attacks C-Ability --------- Animal Combo - 100 - Mythril Instrument - Use all JP to do a combination attack Equippable Items ================ Aona Flute Black Quena Blood Strings Conch Shell Dark Fiddle Demon Bell Earth Bell Fairy Harp Fell Castanets Glass Bell Heal Chime Mythril Bell Satyr Flute War Trumpet Description =========== Animists are nature-loving Moogles that can summon animals to help them in battle. Sheep Count summons some floating sheep to try and put all units in an area to sleep. 100% Wool works like Barrier, but it can only target the Animist. Cuisine can be one of the most useful healing spells in the game at higher levels. It always restores all of the target's HP, perfect for restoring critical units. Like all Charming attacks, Tail Wag is very good, but not as good as Cupid or Stopshot. Chocobo Rush is one of the Animist's most unique attacks. It works like Earth Render, but also deals damage behind the Animist as well as in front. With Chocobo Rush, Animists can deal damage to units from across the field, second only to Illusionists in range. Frogsong is possibly better than Tail Wag; frogs can only use a 1-HP attack and for all purposes can be considered dead. Friend casts a random spell from the Viera Summoner's A- Ability list. This is a very risky move; there are 4 harmful and 4 helpful creatures to be Summoned. While Tail Wag is probably preferable to Catnip, it is still great for hosing Mages. Ratings ======= Strength Rating: *** Cunning Rating: **** Mystic Rating: *** Overall Rating: *** =================================== GADGETEER =================================== Required A-Abilities: 2 Thief Equippable Items: Knuckles, Hats, Clothing Leads to: N/A Stat Growth =========== Movement: 3 Defense: 9 (60%) Jump: 2 HP: 7 (20%) Evade: 50 MP: 2 (40%) Speed: 0 (90%) Magic Power: 7 (30%) Attack: 8 (20%) Magic Resistance: 9 (20%) Pandora ======= A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Red Spring - 200 - 12 - Rising Sun - Randomly casts Haste on either party Blue Screw - 200 - 12 - White Fangs - Randomly casts Dispel on either party Green Gear - 200 - 12 - Sick Knuckles - Randomly Poisons either party Silver Disc - 200 - 12 - Hard Knuckles - Randomly Blinds either party Gold Battery - 200 - 12 - Cat Claws - Randomly Heals either party Black Ingot - 200 - 12 - Death Claws - Randomly Dooms either party Chroma Gem - 200 - 12 - Dream Claws - Randomly puts either party to Sleep Yellow Spring - 200 - 12 - Survivor - Randomly casts Barrier on either target R-Abilities ----------- Auto-Regen - 300 - Gaia Gear - Casts Regen on self when damaged Damage > MP - 300 - Judo Uniform - Takes MP damage instead of HP C-Ability --------- Gadget Combo - 100 - Mythril Claws - Use all JP to do a combination attack Equippable Weapons ================== Cat Claws Death Claws Dream Claws Godhand Greasebust Hard Knuckles Kaiser Knuckles Magic Hands Mythril Claws Rising Sun Sick Knuckles Survivor Tiger Fangs White Fang Description =========== Gadgeteers are curious Moogles that love tinkering with inventions they keep in Pandora's box. They have the ability to bless, or curse entire parties with various status ailments by flipping a coin. They are the most unpredictable class in the game; there's no telling which side they'll hit. This randomness makes them semi-useless (and unworthy of being on my team), unless you have equipped items that prevent various status ailments. (example, Fortune Rings with Chroma Gem) They do, however, learn the ever-useful Damage > MP ability, which like with the Blue Mage works best for non MP-consuming classes. The ratings section below would make you think they are pretty useful units, but in fact they're only good if you're Derren Brown or have starred in The Deer Hunter. Ratings ======= Strength Rating: **** Cunning Rating: **** Mystic Rating: *** Overall Rating: * ------------------------------------------------------------------------------ 10. Nu Mou Jobs - Physical ------------------------------------------------------------------------------ -NMP- =================================== BEASTMASTER =================================== Required A-Abilities: None Equippable Items: Instruments, Hats, Clothing Leads to: Morpher (5 Beastmaster A-Abilities) Sage (2 Beastmaster A-Abilites, 3 White Mage A-Abilities) Stat Growth =========== Movement: 4 Defense: 8 (80%) Jump: 2 HP: 7 (40%) Evade: 55 MP: 2 (10%) Speed: 1 (20%) Magic Power: 6 (80%) Attack: 8 (80%) Magic Resistance: 8 (40%) Control ======= A-Abilities ----------- NAME - AP - ITEM - DESCRIPTION Goblin - 200 - Demon Ball - Control Goblins and Redcaps - War Trumpet Flan - 200 - Demon Ball - Control Flans, Jellies, and Creams - Glass Bell Bomb - 200 - Demon Bell - Control Bomb and Grenades - Aona Flute Dragon - 200 - Earth Bell - Control Firewyrms, Icedrakes, and Thundrakes Lamia - 200 - Glass Bell - Control Lamias and Lilliths Bug - 200 - Fairy Harp - Control Antlions and Jawbreakers Tonberry - 200 - Blood Strings - Control Tonberries and Master Tonberries Panther - 200 - War Trumpet - Control Red Panthers and Coeurls Malboro - 200 - Aona Flute - Control Malboros and Great Malboros Floateye - 200 - Black Quena - Control Floateyes and Ahrimans Undead - 200 - Black Quena - Control Zombies and Vampires Fairy - 200 - Fairy Harp - Control Sprites and Titanias Rockbeast - 200 - Conch Shell - Control Toughskins and Blade Biters R-Ability --------- Last Haste - 300 - Ninja Gear - Casts Haste on self when made critical S-Ability --------- Immunity - 300 - Survival Vest - Immune to status ailments C-Ability --------- Beast Combo - 100 - Mythril Bell - Use all JP to do a combination attack Equippable Weapons ================== Aona Flute Black Quena Blood Strings Conch Shell Dark Fiddle Demon Bell Earth Bell Fairy Harp Fell Castanets Glass Bell Heal Chime Mythril Bell Satyr Flute War Trumpet Description =========== Beastmasters are much like Animists; they both use the power of music to control animals. Unlike Animists, they don't summon animals but instead control existing ones. Their abilities let them take control of any monster for a turn. Their main strategic value is obvious: take control of a powerful enemy monster and attack other monsters with it. They are also invaluable for getting an effective Blue Mage because they can force monsters to use any attack (except the Bomb's Blowup). It's always a good idea to bring a Beastmaster along when fighting a monster-heavy party. Ratings ======= Strength Rating: *** Cunning Rating: **** Mystic Rating: ** Overall Rating: *** =================================== MORPHER =================================== Required A-Abilities: 5 Beastmaster Equippable Items: Souls, Hats, Clothing, Robes Leads to: N/A Stat Growth =========== Movement: 3 Defense: 8 (10%) Jump: 2 HP: 6 (80%) Evade: 30 MP: 2 (80%) Speed: 1 (60%) Magic Power: 7 (60%) Attack: 7 (10%) Magic Resistance: 8 (20%) Morph ===== A-Abilities ----------- NAME - AP - ITEM - DESCRIPTION Goblin - 200 - Goblin Soul - Morph into Goblins and Redcaps Flan - 200 - Flan Soul - Morph into Flans, Creams, and Puddings Bomb - 200 - Bomb Soul - Morph into Bombs and Grenades Dragon - 200 - Dragon Soul - Morph into Icedrakes, Firewyrms, & Thundrakes Lamia - 200 - Lamia Soul - Morph into Lamias and Lilliths Bug - 200 - Bug Soul - Morph into Antlions and Jawbreakers Panther - 200 - Panther Soul - Morph into Red Panthers and Coeurls Malboro - 200 - Malboro Soul - Morph into Malboros and Great Malboros Floateye - 200 - Eye Soul - Morph into Floateyes and Ahrimans R-Ability --------- Damage > MP - 300 - Judo Uniform - Take MP damage instead of HP C-Ability --------- Morph Combo - 100 - Mythril Soul - Use all JP to do a combination attack Equippable Weapons ================== Bomb Soul Bug Soul Dragon Soul Dread Soul Eye Soul Flan Soul Goblin Soul Lamia Soul Malboro Soul Mythril Soul Panther Soul Rukavi Soul Description =========== The mysterious Morphers have the power to be the deadliest class in the entire game, if you have enough Gil to make them effective. These mystic Nu Mou can use their powers to assume the form, moves, and stats of monsters you've captured using the Hunter's ability. The main point of Morphers is to take advantage of moved Blue Magi can't use, like the Coeurl's Blaster, Jawbreaker's Lv. 5 Death, and Lillith's Poison Frog. Unfortunately, they can't become some of the most powerful monsters, Rockbeasts, Undead, Fairies, and Tonberries. Morphers arguably have the largest moveset of any job; their only weakness is that they require a turn to morph or switch forms. Also, to help you build a Morpher, here are some things you should know: -Monsters start at minimum happiness when caught. The best way to max out their happiness is to feed them 30 Curealls all at once. -Once they are happy, you can feed them more rare items to permanently boost their stats. Elixirs boost all their stats (except speed) by 1, and for much less Gil Curealls boost monster's stats by one half of a point each. Ethers work slightly less than Curealls, but they can't be bought. See TFergusson's Game Mechanics FAQ for more Monster Bank info. -Remember to capture a Goblin and a Thundrake early in the game, before they disappear forever! Note: The Ratings depend on the stats of your captured monsters. Ratings ======= Strength Rating: between *** and ***** Cunning Rating: between ** and ***** Mystic Rating: between * and ***** Overall Rating: between *** and ***** ------------------------------------------------------------------------------ 11. Nu Mou Jobs - Magic ------------------------------------------------------------------------------ -NMM- =================================== WHITE MAGE =================================== Required A-Abilities: None Equippable Items: Staves, Hats, Clothing, Robes Leads to: Illusionist (3 White Mage A-Abilities, 5 Black Mage A-Abilities) Alchemist (3 White Mage A-Abilities, 5 Black Mage A-Abilites) Sage (3 White Mage A-Abilities, 2 Beastmaster A-Abilities) Stat Growth =========== Movement: 3 Defense: 7 (30%) Jump: 2 HP: 5 (80%) Evade: 40 MP: 5 (60%) Speed: 1 (20%) Magic Power: 8 (80%) Attack: 5 (70%) Magic Resistance: 8 (40%) White Magic =========== A-Abilities ----------- NAME - AP - MP -ITEM - DESCRIPTION Cure - 100 - 6 - White Staff - Area heals small amount of HP Cura - 200 - 10 - Cure Staff - Area heals medium amount of HP Curaga - 300 - 16 - Spring Staff - Area heals large amount of HP Esuna - 200 - 18 - Pure Staff - Area recovers status Life - 200 - 10 - Bless Staff - Revives target Full-Life - 300 - 20 - Nirvana Staff - Revives target with full HP Auto-Life - 200 - 16 - Cheer Staff - Auto-Revives target when KOed Shell - 100 - 6 - Judge Staff - Area increases magic resistance Protect - 100 - 6 - Guard Staff - Area increases weapon defense S-Ability --------- Turbo MP - 300 - White Robe - Doubles MP for double magic power and accuracy C-Ability --------- White Combo - 100 - Mythril Staff - Use all JP to do a combination attack Equippable Weapons ================== Bless Staff Cheer Staff Cure Staff Dreamwatcher Garnet Staff Guard Staff Judge Staff Mythril Staff Nirvana Staff Power Staff Pure Staff Snake Staff Spring Staff White Staff Description =========== Nu Mou White Magi are like Human ones, only with better magic stats, making them even better healers. The Cure series of spells all restores HP to up to 5 units in an X pattern. Their use is obvious; keeping your units alive. If they fail at that, Life and Full-Life can revive KOed units, while Auto-Life can safeguard against KOs ahead of time. Esuna is incredibly valuable, curing almost any status ailment on up to 5 units. Shell and Protect can shield your units from harm if you can find the time to cast them. Finally, Turbo MP can superpower your Mage's spells if you have the MP to use it. Ratings ======= Strength Rating: * Cunning Rating: *** Mystic Rating: ***** Overall Rating: ***** =================================== BLACK MAGE =================================== Required A-Abilities: None Equippable Items: Rods, Hats, Clothing, Robes Stat Growth =========== Movement: 3 Defense: 6 (80%) Jump: 2 HP: 5 (40%) Evade: 35 MP: 4 (20%) Speed: 0 (90%) Magic Power: 9 (20%) Attack: 6 (20%) Magic Resistance: 10 (20%) Black Magic =========== A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Fire - 100 - 6 - Rod - Small area fire damage Fira - 200 - 12 - Firewheel Rod - Medium area fire damage Firaga - 300 - 24 - Flame Rod - Large area fire damage Thunder - 100 - 6 - Rod - Small area electric damage Thundara - 200 - 12 - Thunder Rod - Medium electric area damage Thundaga - 300 - 24 - Thor Rod - Large area electric damage Blizzard - 100 - 6 - Rod - Small area ice damage Blizzara - 200 - 12 - Sleet Rod - Medium area ice damage Blizzaga - 300 - 24 - Chill Rod - Large area ice damage R-Ability --------- Return Magic - 300 - Black Robe - Casts hostile spells back at user S-Ability --------- Geomancy - 300 - Sage Robe - Lowers enemy elemental resistance C-Ability --------- Black Combo - 100 - Mythril Rod - Use all JP to do a combination attack Equippable Weapons ================== Chill Rod Firewheel Rod Flame Rod Force Rod Heretic Rod Mythril Rod Princess Rod Rod Sapere Aude Sleet Rod Stardust Rod Terre Rod Thor Rod Thunder Rod Description =========== Shrouded in mysterious cloaks and straw hats, Black Magi are the opposites of White Magi. Rather than healing your party with Holy magic like the benevolent White Mages, they like nothing better than blasting the life out of your enemies with raw elemental fury! All the Black Mage's A-Abilities are elemental spells of fire, ice, or lightning. Each also has 3 levels of power. Like White Magi, Black Magi are best off staying behind your fighting units, snooping around blasting the enemies to atoms. Their Return Magic R-Ability makes them effective anti-casters. They can cripple enemy mages by copying spells they're hit with back onto the caster. Geomancy decreases the elemental resistance of all the enemies they attack. For example, enemies that would absorb the magic now take no damage from it; enemies immune to magic take reduced damage... Nu Mou Black Magi also have better magic stats. Like Moogle Black Mages, their Magic Resistance is through the roof. Ratings ======= Strength Rating: * Cunning Rating: ** Mystic Rating: ***** Overall Rating: **** =================================== ILLUSIONIST =================================== Required A-Abilities: 3 White Mage, 5 Black Mage Equippable Items: Rods, Clothing, Hats, Robes Leads to: N/A Stat Growth =========== Movement: 3 Defense: 6 (40%) Jump: 2 HP: 5 (10%) Evade: 30 MP: 7 (50%) Speed: 0 (70%) Magic Power: 9 (70%) Attack: 5 (70%) Magic Resistance: 8 (70%) Phantasm Skill ============== A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Prominence - 100 - 32 - Firewheel Rod - Fire damage to all enemies Tempest - 100 - 32 - Thunder Rod - Electric damage to all enemies Freezeblink - 100 - 32 - Sleet Rod - Ice damage to all enemies Star Cross - 300 - 32 - Princess Rod - Holy damage to all enemies Stardust - 300 - 32 - Stardust Rod - Damage to all enemies Deluge - 200 - 32 - Chill Rod - Water damage to all enemies Soil Evidence - 200 - 32 - Terre Rod - Earth damage to all enemies Wild Tornado - 200 - 32 - Thor Rod - Wind damage to all enemies R-Ability --------- Absorb MP - 300 - Lordly Robe - Absorbs MP from any spells cast on user S-Ability --------- Half MP - 300 - Light Robe - Spells cost half as much MP C-Ability --------- Spell Combo - 100 - Mythril Rod - Use all JP to do a combination attack Equippable Weapons ================== Chill Rod Firewheel Rod Flame Rod Force Rod Heretic Rod Mythril Rod Princess Rod Rod Sapere Aude Sleet Rod Stardust Rod Terre Rod Thor Rod Thunder Rod Description =========== Illusionists are some of the most powerful spellcasters in the game, wielding visually impressive spells that attack all enemies at once. Unlike Totema, however, they may miss, so be careful. Since the spells always hit enemies no matter the caster's position, you should always keep your Illusionist as far away from the enemies as possible. The Illusionist's R-Ability, Absorb MP, isn't too useful unless he manages to survive an Ultima attack. His S-Ability is actually quite valuable because of the high costs of the Phantasm spells. Like Black and White Magi, Nu Mou Illusionists have better magic stats but worse physical stats than their Human counterparts. Ratings ======= Strength Rating: * Cunning Rating: ** Mystic Rating: ***** Overall Rating: *** =================================== TIME MAGE =================================== Required A-Abilities: 5 Black Mage Equippable Items: Rods, Hats, Clothing, Robes Leads to: N/A Stat Growth =========== Movement: 3 Defense: 6 (80%) Jump: 2 HP: 5 (20%) Evade: 30 MP: 3 (50%) Speed: 1 (10%) Magic Power: 10 (30%) Attack: 5 (40%) Magic Resistance: 9 (40%) Time Magic ========== A-Abilities ----------- NAME - AP -MP - ITEM - DESCRIPTION Haste - 200 - 24 - Firewheel Rod - Double frequency of target's turns Quicken - 300 - 24 - Thor Rod - Target takes turn after user Slow - 200 - 12 - Terre Rod - Area half frequency of target's turns Reflect - 300 - 8 - Thunder Rod - Casts Reflect on target Stop - 300 - 24 - Chill Rod - Area stops targets Silence - 200 - 8 - Sleet Rod - Prevents spellcasting from all units in target area Quarter - 200 - 10 - Force Rod - Damage = one fourth of target's HP Demi - 300 - 24 - Stardust Rod - Damage = one half of target's HP R-Ability --------- Last Quicken - 300 - Lordly Robe - Casts Quicken on self when made critical C-Ability --------- Time Combo - 100 - Mythril Rod - Use all JP to do a combination attack Equippable Weapons ================== Chill Rod Firewheel Rod Flame Rod Force Rod Heretic Rod Mythril Rod Princess Rod Rod Sapere Aude Sleet Rod Stardust Rod Terre Rod Thor Rod Thunder Rod Description =========== Except for White Magi, Time Magi are quite possibly the best support units to have. Their time-altering spells can tilt the scales in your favor while incapacitating enemies. When cast on a unit, Haste doubles the frequency of its turns. Cast this on your most powerful unit (say, a Paladin with 2 Excalibur2s) to double the damage it can inflict, making it a very powerful spell. Quicken makes the target take a turn immediately after the user. It's useful for the same reasons as Haste. If you absolutely need the services of one of your units, cast Quicken and give your Time Mage's turn away. Slow is basically the reverse of Haste. Cast it on powerful units of your opponents to severely weaken them. When cast on a friendly unit, a Reflect shield nullifies White, Black, Red, and Time Magic and sends it back at the caster. If your opponent has lots of mages, it's always a good idea to cast this at the start of the battle. Stop is in effect the upgrade of Slow. It stops enemies units altogether, preventing them from doing anything and making them sitting ducks for attack. Because Stopped units can't move a muscle, all attacks that can hit, will hit. This is a great way to make inaccurate attacks like Steal: Ability, Burial (or Exorcism), or Capture more effective. Unlike Sleep, Stopped units don't "wake up" when they're damaged. Silence can be a powerful anti- caster spell, though Reflect mostly works better. Quarter and Demi both turn the target's size against it, subtracting a set quantity of HP. This move is great against units with high HP or defense, but should never be used on weakened units. The Time Mage's R-Ability, Last Quicken, is great for getting him out of danger if he's lucky enough not to be killed instantly. Nu Mou Time Mages have huge Magic Power growth, so you may want to level up several of your Nu Mou as them. Ratings ======= Strength Rating: * Cunning Rating: ***** Mystic Rating: **** Overall Rating: ***** =================================== ALCHEMIST =================================== Required A-Abilities: 3 White Mage, 5 Black Mage Equippable Items: Maces, Hats, Clothing Leads to: N/A Stat Growth =========== Movement: 3 Defense: 6 (40%) Jump: 2 HP: 6 (10%) Evade: 30 MP: 8 (40%) Speed: 0 (90%) Magic Power: 9 (10%) Attack: 5 (90%) Magic Resistance: 9 (50%) Alchemy Skill ============= A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Astra - 200 - 8 - Sage Crosier - Area protects from one status ailment Death - 200 - 36 - Life Crosier - Instant KO Meteor - 300 - 40 - Scorpion Tail - Heavy area damage Rasp - 100 - 24 - Energy Mace - Area MP damage Flare - 300 - 36 - Lotus Mace - Extremely heavy damage Poison - 100 - 10 - Druid Mace - Area poisons units Toad - 200 - 36 - Mandragora - Turns target into a frog S-Abilities ----------- Magic POW+ - 300 - Morning Star - Increases Magic Power Maintenance - 300 - Adaman Vest - Can't be stolen from; equipment can't be broken C-Ability --------- Gold Combo - 100 - Mythril Mace - Use all JP to do a combination attack Equippable Weapons ================== Battle Mace Cactus Stick Druid Mace Energy Mace Life Crosier Lotus Mace Mandragora Morning Star Mythril Mace Sage Crosier Scorpion Tail Vesper Zeus Mace Description =========== Alchemists are a mystical class with great magic stat growth, tying Sages as the second best Nu Mou class. They utilize some extremely powerful spells, making them arguably more dangerous than tough fighter units. They also have an innate ability to use items, regardless of whether the item ability is equipped. Astra works just like the Templar Spells; good if you have nothing else to use on your party. Death is one of the best spells in the game; if it works, the target dies automatically. Unfortunately, it costs 36 MP, so don't miss. Try stopping enemies or putting them to sleep before casting Death. >:) Meteor is a very powerful area spell, on a par with any Black Mage one. It can put multiple units in critical health or even KO them in one shot; use it well and often. Rasp also works like the Templar spell, but is more effective because of the Alchemist's greater Magic Power. Flare deals HUGE damage to any target unit, even more than Meteor. It can easily deal 200-250 damage in one cast, making it almost as effective as Death. Poison isn't too good; it doesn't deal any starting damage so you're better off sticking with the Sage's Bio. Toad is another near-Death spell; Toads are completely helpless and can be killed at leisure. It's perfect for units you want to keep alive, allowing you to rob them blind, capture them if they're monsters, or do some kind of huge EXP-gaining combo. The Alchemist's first S-Ability works much better than Turbo MP for powering up Flare and Meteor; even a Nu Mou Alchemist runs out of MP quickly when casting 72-MP spells. Ratings ======= Strength Rating: *** Cunning Rating: **** Mystic Rating: ***** Overall Rating: ***** =================================== SAGE =================================== Required A-Abilities: 2 Beastmaster, 3 White Mage Equippable Items: Maces, Hats, Clothing, Robes, Shields Leads to: N/A Stat Growth =========== Movement: 4 Defense: 7 (60%) Jump: 2 HP: 7 (40%) Evade: 40 MP: 8 (70%) Speed: 0 (90%) Magic Power: 9 (10%) Attack: 8 (50%) Magic Resistance: 7 (40%) Sagacity Tech ============= A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Drain - 100 - 12 - Energy Mace - Heals HP equal to damage dealt Blind - 100 - 12 - Druid Mace - Blinds a nearby unit Water - 200 - 12 - Battle Mace - Area water damage Aero - 200 - 12 - Battle Mace - Area wind damage Raise - 300 - 22 - Life Crosier - Area revive units and heal HP Giga Flare - 300 - 40 - Lotus Mace - Extremely heavy area damage Bio - 300 - 12 - Mandragora - Area damage and poison Ultima Blow - 999 - 60 - Zeus Mace - Triple damage attack R-Ability --------- Reflex - 300 - Mirage Vest - Dodge all Fight commands S-Abilities ----------- Weapon DEF+ - 300 - Dark Gear - Increase physical defense Shieldbearer - 300 - Round Shield - Can use a shield in any class C-Ability --------- Wise Combo - 100 - Mythril Mace - Use all JP to do a combination attack Equippable Weapons ================== Battle Mace Cactus Stick Druid Mace Energy Mace Life Crosier Lotus Mace Mandragora Morning Star Mythril Mace Sage Crosier Scorpion Tail Vesper Zeus Mace Description =========== Sages are an incredibly good Nu Mou class, with great all-around status growth and some very powerful spells. Drain can be great if your Sage is damaged; it inflicts pretty good damage as well and has better range than the Sage's other spells. Blind isn't as good as Blindshot because of its range, but Blinding is always useful. Water and Aero work like the Bishop spells; they are good for finishing off enemies too weak for Giga Flare. Raise is the most versatile and useful healing spell in the game; it revives all units in its area of effect and also heals for between the power of Cura and Curaga. Giga Flare is the strongest attack spell; it has the damage of Flare but deals it in an area. Bio is much better than the Alchemist's Poison because it also deals surprisingly good damage for only 12 MP. Although the Nu Mou Ultima is slightly weaker because of their low attack power, it can still be very powerful, although you're probably better off sticking with Giga Flare. The Sages can access the Nu Mou's best R-Ability, Reflex, as well as a good S-Ability for Beastmasters and Morphers, Weapon DEF+. Ratings ======= Strength Rating: *** Cunning Rating: **** Mystic Rating: ***** Overall Rating: ***** ------------------------------------------------------------------------------ 12. Viera Jobs - Physical ------------------------------------------------------------------------------ -VPJ- =================================== ARCHER =================================== Required A-Abilities: None Equippable Items: Bows, Hats, Ribbons, Clothing Leads to: Sniper (2 Archer A-Abilities) Stat Growth =========== Movement: 4 Defense: 6 (80%) Jump: 2 HP: 7 (20%) Evade: 50 MP: 1 (60%) Speed: 1 (60%) Magic Power: 7 (20%) Attack: 8 (10%) Magic Resistance: 7 (60%) Aim === A-Abilities ----------- NAME - AP - ITEM - DESCRIPTION Boost - 100 - Longbow - Increases damage of next attack Aim: Legs - 200 - Thorn Bow - Immobilizes target for 3 turns Aim: Arm - 200 - Nail Bow - Disables target for 3 turns Cupid - 200 - Artemis Bow - Charms target Burial - 300 - Silver Bow - Banishes undead Take Aim - 300 - Yoichi Bow - High accuracy but low damage Faster - 300 - Perseus Bow - Ignores R-Abilities Blackout - 200 - Char Bow - Blinds target R-Ability --------- Block Arrows - 300 - Green Beret - Dodges all arrow-based attacks S-Ability --------- Concentrate - 300 - Target Bow - Increases accuracy C-Ability --------- Bow Combo - 100 - Mythril Bow - Use all JP to do a combination attack Equippable Weapons ================== Artemis Bow Char Bow Crescent Bow Longbow Malbow Mythril Bow Nail Bow Perseus Bow Silver Bow Target Bow Thorn Bow Yoichi Bow Description =========== Viera Archers have slightly more attack power and speed than Human Archers, possibly making them a better choice. Their speciality is staying behind your melee units and riddling the enemy with arrows. Their first ability, Boost, more than doubles their next attack's damage. Use it if you can't get within range in one turn. Their two Aim abilities are what make them powerful. Aim: Legs keeps the target from moving for 3 turns, very useful against a tough class like a Warrior. Aim: Arm is universally useful, keeping the target from using any actions. Both are overshadowed, however, by Cupid, which Charms the target to fight on your side for several turns. Burial, despite its low hit rate, is good against zombies, as it destroys them completely. Take Aim is very weak, but useful for finishing weakened enemies off (basically a ranged Blitz). Faster isn't useful in many situations, but is still worth mastering if you have the time (plus it looks cooler than the normal fight command). Blackout is a handy attack, blinding the target to greatly reduce their accuracy. The Archer's R-Ability, Block Arrows, is the type of attack Faster was made for. With it equipped, no arrows will touch your Archer. Concentrate greatly increases the Archer's accuracy from all his actions, making him even more deadly. Ratings ======= Strength Rating: ** Cunning Rating: ***** Mystic Rating: * Overall Rating: **** =================================== FENCER =================================== Required A-Abilities: None Equippable Items: Rapiers, Hats, Ribbons, Clothing, Shields Leads to: Red Mage (1 Fencer A-Ability) Elementalist (1 Fencer A-Ability, 1 White Mage A-Ability) Stat Growth =========== Movement: 4 Defense: 8 (10%) Jump: 2 HP: 7 (60%) Evade: 60 MP: 1 (10%) Speed: 1 (50%) Magic Power: 7 (60%) Attack: 8 (40%) Magic Resistance: 6 (20%) Lunge Tech ========== A-Abilities ----------- NAME - AP - ITEM - DESCRIPTION Swarmstrike - 100 - Stinger - Damages and poisons target Shadowstick - 200 - Silver Rapier - Lowers target's speed Checkmate - 300 - Gupti Aga - Dooms target Featherblow - 200 - Estoc - High accuracy but low damage Swallowtail - 300 - Djinn Flyssa - Damages on all sides Manastrike - 300 - Mage Masher - Deals MP damage Piercethrough - 200 - Flamberge - Damages 2 squares in front of user Nighthawk - 200 - Joyeuse - Damages from up to 4 tiles away R-Ability --------- Reflex - 300 - Mirage Vest - Dodge all Fight commands S-Ability --------- Shieldbearer - 300 - Bronze/Round Shield - Equip a shield in any job C-Ability --------- Lunge Combo - 100 - Mythril Rapier - Use all JP to do a combination attack Equippable Weapons ================== Aerial Hole Colichemarde Diabolique Djinn Flyssa Epeprism Estoc Femme Fatale Flamberge Fleuret Gupti Aga Joyeuse Last Letter Madu Mage Masher Mythril Rapier Scarlette Silver Rapier Stinger Description =========== Fast and powerful, Fencers are the Viera's basic fighter class. They have the usual high physical stat and speed growth, but terrible magic growth. On to the moves... Swarmstrike doesn't deal as much damage as a normal attack, but it will probably poison the target. It's great for dealing with Flans if you don't have a Black Mage. Shadowstick is basically Speedbreak with a different name. It's good for disabling a powerful enemy. Checkmate, like all Doom attacks, is very powerful. Use it on an incapacitated foe to make them die helplessly. Featherblow, like its cousin Blitz, is mainly good for finishing weakened enemies off. Swallowtail is like Whirlwind and good in the same places. Manastrike is great for disabling Mages; 2 or 3 can run through an entire mana supply. Piercethrough is basically a Fight command with a spear. It's great for enemies 1 tile away or lined up enemies. Nighthawk is a much cooler-looking version of Air Render, and should be used often. Fencers are the only Viera class with access to their best R-Ability, Reflex. It goes great with almost any class. Ratings ======= Strength Rating: **** Cunning Rating: *** Mystic Rating: * Overall Rating: **** =================================== ASSASSIN =================================== Required A-Abilities: 1 Sniper, 2 Elementalist Equippable Items: Katanas, Greatbows, Hats, Ribbons, Clothing Leads to: N/A Stat Growth =========== Movement: 4 Defense: 6 (80%) Jump: 4 HP: 5 (20%) Evade: 65 MP: 5 (10%) Speed: 2 (30%) Magic Power: 9 (30%) Attack: 8 (80%) Magic Resistance: 7 (10%) Corner ====== A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Shadowbind - 200 - 12 - Fey Bow - Stops adjacent unit Last Breath - 300 - 32 - Petalchaser - KOs adjacent unit automatically Aphonia - 200 - 12 - Murasame - Silences adjacent unit Nightmare - 300 - 18 - Kikuichimonji - Puts target to sleep, may Doom them Aque - 200 - 12 - Ranger Bow - Slows adjacent unit Rockseal - 300 - 32 - Kotetsu - Petrifies adjacent unit Oblivion - 300 - 24 - Masamune - Addles adjacent unit Ultima Masher - 999 - 60 - Zanmato - Triple damage attack R-Ability --------- Return Fire - 300 - Power Sash - Catch arrows and throw them back C-Ability --------- Killer Combo - 100 - Mythril Epee - Use all JP to do a combination attack Equippable Weapons ================== Arbalest Ashura Charfire Cranequin Fey Bow Gastra Bow Hades Bow Heaven's Cloud Hunt Bow Kikuichimonji Kotetsu Marduk Bow Masamune Masamune 100 Master Bow Max's Oathbow Murasame Mythril Epee Mythril Shot Nike Bow Ninja Knife Nosada Osafune Petalchaser Ranger Bow Seventh Heaven Silkmoon Twin Bow Windslash Bow Zanmoto Description =========== Assassins are definitely the best Viera class, and possibly the best class in the game. They can equip Katanas or Greatbows, have incredibly good stat growth (including the highest speed of any job), and have abilities that inflict some of the deadliest status afflictions in the game. Shadowbind isn't as good as Ring for stopping enemies, but it still works great as a precursor to a low- accuracy attack. The Assassin's best move, Last Breath, KOs an adjacent unit instantly. Can you say "broken?" Aphonia is a cheaper way to get rid of dangerous spellcasters for a few turns. Think of Nightmare as a cheaper, slower Last Breath. If both status effects work, the helpless unit will eventually die in its sleep. Ague is another great way to make powerful units less harmful. Although Last Breath may seem preferable to Rockseal, petrified units are still counted as dead. Go ahead and make your own statue garden! Oblivion works the same as the Ninja ability, but it doesn't work as well as Aphonia for hosing spellcasters. The Viera Ultima is just as strong as the other race's, good for units immune to Last Breath and Rockseal. For the deadliest Assassin possible, give her the Reflex and Concentrate abilities. Ratings ======= Strength Rating: *** Cunning Rating: ***** Mystic Rating: **** Overall Rating: ***** =================================== SNIPER =================================== Required A-Abilities: 2 Archer Equippable Items: Greatbows, Hats, Ribbons, Clothing Leads to: Assassin (2 Elementalist A-Abilities, 1 Sniper A-Ability) Stat Growth =========== Movement: 3 Defense: 7 (30%) Jump: 2 HP: 6 (10%) Evade: 40 MP: 4 (80%) Speed: 1 (20%) Magic Power: 8 (40%) Attack: 6 (20%) Magic Resistance: 8 (20%) Sharpshoot ========== A-Abilities ----------- NAME - AP - ITEM - DESCRIPTION Doubleshot - 300 - Twin Bow - Attack with 2 half damage attacks Beso Toxico - 200 - Cranequin - Damages and poison target Death Sickle - 300 - Hades Bow - Dooms target Conceal - 100 - Windslash Bow - Become invisible until next action Doom Archer - 300 - Max's Oathbow - Deals HP and MP damage equal to lost HP Aim: Armor - 300 - Fey Bow - Break's target's armor Aim: Weapon - 300 - Master Bow - Breaks target's weapon Aim: Wallet - 200 - Hunt Bow - Steals Gil from target R-Ability --------- Auto-Regen - 300 - Gaia Gear - Casts Regen on self when damaged C-Ability --------- Sniper Combo - 100 - Mythril Shot - Use all JP to do a combination attack Equippable Weapons ================== Arbalest Cranequin Fey Bow Gastra Bow Hades Bow Hunt Bow Marduk Bow Master Bow Max's Oathbow Mythril Shot Nike Bow Ranger Bow Seventh Heaven Twin Bow Windslash Bow Description =========== Snipers are the Viera's advanced ranged class, capable of hurting the enemy from a distance with powerful bow attacks. They are best when combined with Archer or Assassin abilities, and should be comboed with a class with high attack power to make them stronger. Their Doubleshot attack fires 2 half-damage shots. This seems just like a normal fight command, but it may also deal half damage instead of missing entirely. Beso Toxico deals the same damage as fight and may poison the target; you'll never normally attack again with it. Death Sickle, like all Doom attacks, is great for incapacitated targets. It's better than Checkmate because of its range. Conceal is a very unique attack. It allows your Sniper to sneak behind enemy lines undetected, and fire shots into their backs. It also fits well with Assassins. Doom Archer looks and sounds cool, but it's only useful if your Sniper is critical. It works great on Mages and warriors. The Sniper's 3 Aim attacks are possibly better than the Archer's. Aim: Weapon is a ranged Drop Weapon, making physical enemies completely useless. Aim: Armor isn't as good as Steal: Armor, but can still soften up touch enemies. Aim: Wallet not only steals more Gil than Steal: Gil, but is ranged. It still isn't too good; it only steals enough to buy a Cureall. Ratings ======= Strength Rating: ** Cunning Rating: ***** Mystic Rating: ** Overall Rating: **** ------------------------------------------------------------------------------ 13. Viera Jobs - Magic ------------------------------------------------------------------------------ -VMJ- =================================== WHITE MAGE =================================== Required A-Abilities: None Equippable Items: Staves, Hats, Ribbons, Clothing, Robes Leads to: Elementalist (1 White Mage A-Ability, 1 Fencer A-Ability) Summoner (2 White Mage A-Abilities, 2 Elementalist A-Abilities) Stat Growth =========== Movement: 3 Defense: 7 (20%) Jump: 2 HP: 6 (20%) Evade: 40 MP: 4 (80%) Speed: 1 (20%) Magic Power: 8 (80%) Attack: 6 (20%) Magic Resistance: 7 (60%) White Magic =========== A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Cure - 100 - 6 - White Staff - Area heals small amount of HP Cura - 200 - 10 - Cure Staff - Area heals medium amount of HP Curaga - 300 - 16 - Spring Staff - Area heals large amount of HP Esuna - 200 - 18 - Pure Staff - Area recovers status Life - 200 - 10 - Bless Staff - Revives target Full-Life - 300 - 20 - Nirvana Staff - Revives target with full HP Auto-Life - 200 - 16 - Cheer Staff - Auto-Revives target when KOed Shell - 100 - 6 - Judge Staff - Area increases magic resistance Protect - 100 - 6 - Guard Staff - Area increases weapon defense S-Ability --------- Turbo MP - 300 - White Robe - Doubles MP for double magic power and accuracy C-Ability --------- White Combo - 100 - Mythril Staff - Use all JP to do a combination attack Equippable Weapons ================== Bless Staff Cheer Staff Cure Staff Dreamwatcher Garnet Staff Guard Staff Judge Staff Mythril Staff Nirvana Staff Power Staff Pure Staff Snake Staff Spring Staff White Staff Description =========== Simply put, White Magi are THE best support units in the game. Their life- giving spells keep your units healthy, and they can also shield your units from harm. The Cure series of spells all restores HP to up to 5 units in an X pattern. Their use is obvious; keeping your units alive. If they fail at that, Life and Full-Life can revive KOed units, while Auto-Life can safeguard against KOs ahead of time. Esuna is incredibly valuable, curing almost any status ailment on up to 5 units. Shell and Protect can shield your units from harm if you can find the time to cast them. Finally, Turbo MP can superpower your Mage's spells if you have the MP to use it. Viera White Magi have a slightly higher magic power than Humans, but still don't stack up against Nu Mou. They're still great however. Ratings ======= Strength Rating: * Cunning Rating: *** Mystic Rating: **** Overall Rating: ***** =================================== ELEMENTALIST =================================== Required A-Abilities: 1 White Mage, 1 Fencer Equippable Items: Rapiers, Hats, Ribbons, Clothing, Robes Leads to: Summoner (2 Elementalist A-Abilities, 2 White Mage A-Abilities) Assassin (2 Elementalist A-Abilities, 1 Sniper A-Ability) Stat Growth =========== Movement: 4 Defense: 6 (70%) Jump: 2 HP: 7 (00%) Evade: 60 MP: 1 (20%) Speed: 1 (90%) Magic Power: 7 (70%) Attack: 8 (40%) Magic Resistance: 7 (60%) Spirit Magic ============ A-Abilities ----------- NAME - AP - MP - ITEM - DECRIPTION Fire Whip - 100 - 12 - Scarlette - Fire damage and disables Earth Heal - 200 - 12 - Fleuret - Heals HP White Flame - 100 - 24 - Flamberge - Area heals HP Shining Air - 200 - 12 - Djinn Flyssa - Wind damage and blinds Evil Gaze - 300 - 12 - Joyeuse - Dark damages and confuses Heavy Dust - 200 - 12 - Estoc - Earth damage and immobilizes Sliprain - 200 - 12 - Silver Rapier - Water damages and slows Elementalshift - 300 - 6 - Epeprism - Shifts target's elemental weakness R-Ability --------- Absorb MP - 300 - Lordly Robe - Restores HP from spells cast on self C-Ability --------- Spirit Combo - 100 - Mythril Rapier - Use all JP to do a combination attack Equippable Weapons ================== Aerial Hole Colichemarde Diabolique Djinn Flyssa Epeprism Estoc Femme Fatale Flamberge Fleuret Gupti Aga Joyeuse Last Letter Madu Mage Masher Mythril Rapier Scarlette Silver Rapier Stinger Description =========== The mysterious Elementalists use the powers of nature to attack and spread status effects among the enemy party. Though they are a Magical class, they have bad Magic stat growth, so it's recommended to level up your Viera as Red Magi or Summoners. Their spells work like the Ninja's Veils, only they deal much better damage. Fire Whip is one of their best spells; Disabling enemies is always good. Earth Heal is a concentrated healing ability, great for tight situations. White Flame is a very powerful healing spell; it is not only stronger than Curaga but also looks much cooler. Shining Air is great; Blinding a unit makes it nearly useless. Confusion with Evil Gaze isn't too good; Confused units may still attack your party and it's better to use Charm attacks. Heavy Dust is almost as good as Fire Whip, mainly on melee fighters. Sliprain is also useful on powerful units. Elementalshift isn't too useful unless you use lots of Black Magic and the like. You'll have to use trial and error to find what the enemy's weakness is. Ratings ======= Strength Rating: *** Cunning Rating: **** Mystic Rating: *** Overall Rating: **** =================================== RED MAGE =================================== Required A-Abilities: 1 Fencer Equippable Items: Rapiers, Hats, Ribbons, Clothing, Robes Leads to: N/A Stat Growth =========== Movement: 4 Defense: 7 (70%) Jump: 2 HP: 6 (80%) Evade: 50 MP: 2 (50%) Speed: 1 (20%) Magic Power: 8 (60%) Attack: 8 (10%) Magic Resistance: 7 (80%) Red Magic ========= A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Barrier - 300 - 10 - Mage Masher - Casts Shell and Protect on target Fire - 100 - 10 - Scarlette - Area fire damage Thunder - 100 - 10 - Stinger - Area electric damage Blizzard - 100 - 10 - Flamberge - Area ice damage Cure - 100 - 6 - Fleuret - Area heals HP Sleep - 200 - 10 - Estoc - Area sleeps units Poison - 100 - 10 - Silver Rapier - Area poisons units Doublecast - 999 - - Madu - Cast two spells in one turn R-Ability --------- Catch - 300 - Chain Plate - Catch and keep thrown items S-Ability --------- Magic POW+ - 300 - Colichmarde - Increases power of spells C-Ability --------- Red Combo - 100 - Mythril Rapier - Use all JP to do a combination attack Equippable Weapons ================== Aerial Hole Colichemarde Diabolique Djinn Flyssa Epeprism Estoc Femme Fatale Flamberge Fleuret Gupti Aga Joyeuse Last Letter Madu Mage Masher Mythril Rapier Scarlette Silver Rapier Stinger Description =========== Red Magi are some of the most versatile spellcasters around. They have balanced stat growth and a very wide array of spells from Black and White Magi, Bishops, Alchemists, and Animists. Though their spells are relatively weak compared to the ones from the base classes, their final ability is what makes them great. With Doublecast, Red Magi can heal your party with Cure, then go on the offensive with Blizzard. They can attempt to put multiple enemies to sleep or poison them, or cast Barrier on 2 weak units. Even better, Doublecast doesn't just work on Red Magic. Combine it with Summon magic for a dirty punch (Doublecasting Madeen is just unfair). Magic POW+ can help make their spells stronger, especially with Doublecast. Ratings ======= Strength Rating: 2/5 Cunning Rating: 4/5 Mystic Rating: 5/5 Overall Rating: 5/5 =================================== SUMMONER =================================== Required A-Abilities: 2 White Mage, 2 Elementalist Equippable Items: Staves, Hats, Ribbons, Clothing, Robes Leads to: N/A Stat Growth =========== Movement: 3 Defense: 6 (30%) Jump: 2 HP: 5 (50%) Evade: 30 MP: 6 (30%) Speed: 0 (90%) Magic Power: 10 (10%) Attack: 6 (50%) Magic Resistance: 8 (40%) Summon Magic ============ A-Abilities ----------- NAME - AP - MP - ITEM - DESCRIPTION Unicorn - 200 - 12 - Pure Staff - Area heals HP and recovers status Ifrit - 200 - 18 - Guard Staff - Area fire damage Ramuh - 200 - 18 - Judge Staff - Area electric damage Shiva - 200 - 18 - Snake Staff - Area ice damage Kirin - 200 - 24 - Cure Staff - Area casts Regen Carbuncle - 300 - 12 - Garnet Staff - Area casts Reflect on units Phoenix - 300 - 24 - Nirvana Staff - Area fully Revives KOed units Madeen - 300 - 36 - Cheer Staff - Area Holy damage S-Ability --------- Half MP - 300 - Light Robe - Use half as much MP for spells C-Ability --------- Summon Combo - 100 - Mythril Staff - Use all JP to do a combination attack Equippable Weapons ================== Bless Staff Cheer Staff Cure Staff Dreamwatcher Garnet Staff Guard Staff Judge Staff Mythril Staff Nirvana Staff Power Staff Pure Staff Snake Staff Spring Staff White Staff Description =========== Summoners can be some of the strongest, best spellcasters in the game. They have exceptional magic stat growth, making their spells, extremely powerful. Their spells combine lots of useful effect spells with a huge area of effect (2 squares out from the target square, and also 1 square diagonally). This area is a great advantage most of the time, but it can make things tough in tight battles. Unicorn is a great Healing spell, combining powerful Healing magic (about as strong as Cura) with Esuna. Its range allows of to heal your entire party. Ifrit, Ramuh, and Shiva are about as strong as the corresponding level 2 or 3 Black Mage spells. Kirin is a nifty spell to bless your party with if you have nothing else to use. Carbuncle, like Reflect, is only good if your opponent has lots of mages; Reflected units can't be healed. Phoenix is simply THE revival spell to have. It fully revives all units in the Summoner's large range. Assuming enemy KOed units don't get in the way, this spell can be as game-winning as a Totema. It also KOs all Undead within its area of effect with 100% accuracy. Madeen takes twice the MP of the other 3 attack spells, but its Holy shockwave deals incredible damage, second only to Flare/Giga Flare. Half MP is a great ability to give low MP Summoners to help them use their MP- intensive spells. Ratings ======= Strength Rating: * Cunning Rating: **** Mystic Rating: ***** Overall Rating: ***** ------------------------------------------------------------------------------ 14. Weapon List ------------------------------------------------------------------------------ =================================== Bows =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Artemis Bow - 27 - N/A - 500 - Cupid - N/A Char Bow - 21 - 700 - 350 - Blackout - N/A Crescent Bow - 45 - N/A - 500 - N/A - N/A Longbow - 19 - 300 - 150 - Boost - N/A Malbow - 55 - N/A - 500 - N/A - N/A Mythril Bow - 32 - N/A - 2000 - Bow Combo - Jmp +1 Nail Bow - 29 - 4000 - 2000 - Aim: Arm - N/A Perseus Bow - 42 - N/A - 5000 - Faster - Eva +2 Silver Bow - 23 - 2500 - 1250 - Burial - N/A Target Bow - 35 - N/A - 3000 - Concentrate - Eva +5 Thorn Bow - 25 - 1500 - 750 - Aim: Legs - N/A Yoichi Bow - 33 - N/A - 1500 - Take Aim - N/A =================================== Blades =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Adaman Blade - 35 - N/A - 500 - N/A - Def +15 Air Blade - 40 - 7000 - 3500 - Air Blast - N/A - Bolt Sword Atmos Blade - 36 - 4000 - 2000 - Air Render - N/A - Mog Lance Avuiyr Blue - 51 - N/A - 500 - N/A - Res +10, Eva +2 Avuiyr Red - 62 - N/A - 500 - N/A - Def +10, Spd +2 Ebon Blade - 84 - N/A - 500 - N/A - Def +5 Flametongue - 38 - 5000 - 2500 - Backdraft - N/A - Fire Sword - Mog Attack Ice Brand - 42 - 8000 - 4000 - Ice Sword - N/A - Mog Aid Kwigon Blade - 40 - 10000 - 5000 - Far Fist - Def +3, Res +3 - Mog Guard Mythril Blade - 32 - N/A - 2000 - Charge Combo - Jmp +2 - Fight Combo - Sword Combo Ogun Blade - 42 - 15000 - 7500 - Wild Swing - Mag +2 Paraiba Blade - 33 - 22000 - 11000 - Mog Peek - Mag +20, Eva +2 Pearl Blade - 46 - N/A - 2000 - Mog Shield - N/A Shadow Blade - 32 - 2500 - 1250 - Beatdown - Eva +2 - Mog Rush Sun Blade - 37 - 3000 - 1500 - Blitz - Spd +2 Sweep Blade - 28 - 1500 - 750 - Rush - N/A Venus Blade - 45 - N/A - 11000 - Doublehand - Mag +2, Spd +2 =================================== Broadswords =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Beastsword - 50 - N/A - 500 - N/A - Def +5 Claymore - 49 - N/A - 3000 - Monkey Grip - Def +5 Eclipse - 76 - N/A - 500 - N/A - Def +5, Mag +5 El Cid Sword - 47 - N/A - 800 - Tremor - Def +10 EstrelEdge - 77 - N/A - 500 - N/A - Def +5, Res +5 Falchion - 27 - 1200 - 600 - Magicbreak - Def +5 Predator - 37 - 4000 - 2000 - Last Beserk - Def +5 Rhomphia - 57 - N/A - 500 - N/A - Def +5 Samson Sword - 32 - 2500 - 1250 - Powerbreak - Def +5 Striborg - 33 - 5000 - 2500 - Body Slam - Def +5 - Mow Down Tabarise - 47 - N/A - 500 - N/A - Def +5, Eva +2, Spd +2 Vajra - 45 - N/A - 500 - Meltdown - Def +5, Res +5 =================================== Greatbows =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Arbalest - 42 - N/A - 500 - N/A - N/A Cranequin - 29 - 5000 - 2500 - Sonic Boom - N/A - Poison Baise Fey Bow - 31 - N/A - 2000 - Aim: Vitals - N/A - Aim: Armour - Shadow Stitch Gastra Bow - 51 - N/A - 500 - N/A - N/A Hades Bow - 33 - N/A - 5000 - Sidewinder - N/A - Death Sickle Hunt Bow - 33 - N/A - 500 - Hunting - N/A - Aim: Wallet Marduk Bow - 39 - N/A - 500 - N/A - N/A Master Bow - 41 - N/A - 10000 - Addle - Eva +2 - Aim: Weapon Max's Oathbow - 61 - N/A - 500 - Magic Bullets - Mag +2 Mythril Shot - 32 - N/A - 2000 - Hunt Combo - Jmp +1 - Sniper Combo Nike Bow - 37 - N/A - 7000 - Weapon ATk+ - Def +5 Ranger Bow - 23 - 2000 - 1000 - Capture - N/A - Bad Cold Seventh Heaven - 15 - N/A - 500 - Ultima Shot - Eva +5 Twin Bow - 31 - 8000 - 4000 - Advice - N/A - Rapid-Fire Windslash Bow - 25 - 3000 - 1500 - Oust - Eva +2 - Ambush =================================== Greatswords =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Ancient Sword - 32 - 2000 - 1000 - Magicbreak - N/A - Subdue Barong - 30 - 900 - 450 - Powerbreak - N/A - Parley Diamond Sword - 32 - N/A - 600 - Mug - N/A Hardedge - 42 - N/A - 1200 - N/A - N/A Iceprism - 45 - N/A - 500 - N/A - N/A Lurebreaker - 51 - N/A - 500 - N/A - N/A Master Sword - 59 - N/A - 500 - N/A - N/A Oblige - 48 - N/A - 500 - N/A - N/A Vigilante - 37 - N/A - 2000 - Monkey Grip - N/A Zankplus - 49 - N/A - 500 - N/A - N/A =================================== Guns =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Aiot Gun - 27 - 2000 - 1000 - Fire Shot - N/A Blindsnipe - 47 - N/A - 500 - N/A - N/A Calling Gun - 59 - N/A - 500 - N/A - N/A Chaos Rifle - 33 - 8000 - 4000 - Confuse Shot - N/A Giot Gun - 37 - N/A - 3000 - Blizzard Shot - N/A Longbarrel - 39 - N/A - 6000 - Concentrate - N/A Lost Gun - 31 - N/A - 1200 - Silence Shot - N/A Mythril Gun - 32 - N/A - 2000 - Shooting Combo - Jmp +1 Outsider - 41 - N/A - 8000 - Stop Shot - N/A Peace Maker - 33 - N/A - 2000 - Charm Shot - N/A Riot Gun - 31 - 5000 - 2500 - Thunder Shot - N/A Silver Cannon - 31 - 3000 - 1500 - Blind Shot - N/A =================================== Instruments =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Aona Flute - 32 - N/A - 4000 - Malboro - Res +2 - Bomb - Frog Song Black Quena - 33 - 7000 - 3500 - Floateye - Def +2 - Undead Blood Strings - 22 - N/A - 10000 - Tonberry - Eva +1 - Meet My Friends Conch Shell - 31 - 3000 - 1500 - Rockbeast - Def +2 Dark Fiddle - 45 - N/A - 500 - N/A - N/A Demon Bell - 22 - 400 - 200 - Goblin - N/A - Flan - Bomb Earth Bell - 31 - 5000 - 2500 - Dragon - Def +3 - 100% Wool Fairy Harp - 29 - N/A - 1000 - Fairy - Mag +2 - Bug - Tail Wag Fell Castanets - 47 - N/A - 500 - N/A - N/A Glass Bell - 25 - 1000 - 500 - Lamia - Res +1 - Flan - Sheep Count Heal Chime - 39 - N/A - 800 - Cook Away - Eva +1 Mythril Bell - 32 - N/A - 2000 - Beast Combo - Jmp +1 - Animal Combo Satyr Flute - 35 - 10000 - 5000 - Chocobo Stampede - Eva +1 War Trumpet - 25 - 1700 - 850 - Panther - Eva +1 - Goblin - Catnip =================================== Katanas =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Ashura - 33 - 7000 - 3500 - Fire Veil - N/A Charfire - 47 - N/A - 500 - N/A - Spd +2 Heaven's Cloud - 39 - 15000 - 7500 - Unspell - Res +5 Kikuichimonji - 40 - 12000 - 6000 - Metal Veil - Res +5 - Nightmare Kotetsu - 37 - 10000 - 5000 - Wood Veil - N/A - Rockseal Masamune - 65 - N/A - 500 - Oblivion - N/A Masamune 100 - 79 - N/A - 500 - N/A - Mag +5 Murasame - 31 - 5000 - 2500 - Water Veil - N/A - Aphonia Mythril Epeé - 32 - N/A - 2000 - Ninja Combo - Jmp +1 - Killer Combo Ninja Knife - 31 - 2000 - 1000 - Throw - N/A Nosada - 42 - N/A - 8000 - Double Sword - N/A Osafune - 35 - 8000 - 4000 - Earth Veil - Def +5 Petal Chaser - 34 - N/A - 3000 - Last Breath - N/A Silkmoon - 55 - N/A - 500 - N/A - Eva +2 Zanmoto - 22 - N/A - 500 - Ultima Masher - Mag +2 =================================== Knightswords =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Apocalypse - 32 - 3000 - 1500 - Rasp - N/A Arch Sword - 48 - N/A - 4000 - Saint Cross - N/A - Soul Sphere Defender - 37 - 5000 - 2500 - Nurse - N/A - Hibernate Excalibur - 47 - N/A - 7000 - Holy Blade - Eva +5, Mag +2, Spd +1 Excalibur2 - 87 - N/A - 500 - N/A - Eva +5, Mag +3, Spd +4 Lionheart - 34 - 4000 - 2000 - Defence - Def +2, Res +1 Lohengrin - 46 - 12000 - 6000 - Aura - N/A - Haste Mythril Brand - 32 - N/A - 2000 - Knight Combo - Jmp +1 - Defend Combo - Sacred Combo Nagrarok - 75 - N/A - 500 - N/A - Mov +1, Spd +6 Ragnarok - 36 - 7000 - 3500 - Drop Weapon - Mag +5 - Silence SaveTheQueen - 45 - N/A - 2000 - Cover - Def +3, Eva +5, - Expert Guard - Res +3 - Astra Sequence - 32 - N/A - 500 - N/A - Def +2, Eva +2, Jmp +1, Mag +5, Mov +1, Res +2, Spd +2 =================================== Knives =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Cinquedea - 57 - N/A - 3000 - Steal: Ability - Eva +2, Spd +5 Jack Knife - 22 - 200 - 100 - Steal: Gil - Eva +1 - Gil Toss Jambiya - 31 - 1700 - 850 - Steal: Access. - Eva +1, Mag +2 - Dagger Kard - 35 - 7000 - 3500 - Steal: Helm - Eva +2 Khukuri - 37 - 5000 - 2500 - Steal: EXP - Eva +1, Spd +2 - Firebomb Kris Knife - 30 - 3000 - 1500 - Hurl - Eva +1, Res +5 Mythril Knife - 32 - N/A - 2000 - Thief Combo - Eva +1, Jmp +1 - Juggle Combo Orihalcum - 60 - N/A - 4000 - Steal: JP - Eva +1, Mag +2 - Smile Rondell Dagger - 33 - 10000 - 5000 - Steal: Armour - Eva +1 - Ring Scramasax - 29 - 900 - 450 - Steal: Shield - Eva +1 - Ball Sword Breaker - 39 - N/A - 2000 - Steal: Weapon - Eva +2 Tiptaptoe - 35 - N/A - 500 - N/A - Spd +15 Tonberrian - 37 - N/A - 500 - N/A - Spd +10 Zorlin Shape - 38 - N/A - 1000 - N/A - Eva +1, SPd +1 =================================== Knuckles =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Cat Claws - 35 - N/A - 1500 - Chakra - Eva +1, Spd +2 - Golden Battery Death Claws - 43 - N/A - 10000 - Black Chip - Eva +1 Dream Claws - 39 - 3000 - 1500 - Rainbow Magnet - Eva +1 Godhand - 39 - N/A - 6000 - Far Fist - Eva +5, Mag +3, - Spd +1 Greasebust - 59 - N/A - 500 - N/A - Eva +1 Hard Knuckles - 29 - 500 - 250 - Whirlwind - Eva +1 - Silver Disc Kaiser Knuckles - 42 - 5700 - 2850 - Air Render - Eva +1 Magic Hands - 52 - N/A - 500 - N/A - Eva +1 Mythril Claws - 32 - N/A - 2000 - Monk Combo - Eva +1, Jmp +1 - Gadget Combo Rising Sun - 31 - 1000 - 500 - Exorcise - Eva +1 - Red Spring Sick Knuckles - 35 - 1000 - 500 - Green Gear - Eva +1 Survivor - 37 - N/A - 2000 - Revive - Def +2, Eva +1 - Yellow Coil Tiger Fangs - 41 - N/A - 8000 - Earth Render - Eva +1 White Fang - 39 - N/A - 4000 - Holy Sign - Eva +1 - Blue Screw =================================== Maces =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Battle Mace - 31 - 2000 - 1000 - Water - N/A - Aero Cactus Stick - 62 - N/A - 500 - N/A - Mag +2, Res +5 Druid Mace - 33 - 6000 - 3000 - Blind - Mag +3, Res +5 - Poison Energy Mace - 29 - 3500 - 1750 - Drain - Mag +2, Res +5 - Rasp Life Crosier - 35 - N/A - 6000 - Raise - Mag +2, Res +10 - Death Lotus Mace - 37 - N/A - 8000 - Giga Flare - Mag +2, Res +5 - Flare Mandragora - 37 - N/A - 2000 - Bio - Mag +2, Res +5 - Toad Morning Star - 32 - N/A - 1300 - Magic Pow+ - Mag +2, Res +5 Mythril Mace - 32 - N/A - 2000 - Gold Combo - Jmp +1, Mag +2, - Wise Combo - Res +5 Sage Crosier - 31 - 9000 - 4500 - Astra - Mag +8, Res +5 Scorpion Tail - 38 - N/A - 10000 - Meteor - Mag +2, Res +5 Vesper - 39 - N/A - 500 - N/A - Mag +2, Res +5 Zeus Mace - 15 - N/A - 500 - Ultima Blow - Mag +5, Res +5 =================================== Rapiers =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Aerial Hole - 43 - N/A - 500 - N/A - Mag +6, Spd +2 Colichemarde - 36 - N/A - 3000 - Magic Pow+ - Spd +2 Diabolique - 41 - N/A - 500 - N/A - Res +5, Spd +2 Djinn Flyssa - 34 - N/A - 1000 - Swallow Tail - Eva +2, Res +2, - Shining Air - Spd +2 Epeprism - 37 - N/A - 7000 - Property Shift - Spd +2 Estoc - 32 - 3000 - 1500 - Thrust Feather - Spd +2 - Sleep - Heavy Dust Femme Fatale - 49 - N/A - 500 - N/A - Spd +2 Flamberge - 35 - 5000 - 2500 - Hard Impulse - Def +5, Spd +2 - Blizzard - White Flame Fleuret - 27 - 800 - 400 - Cure - Spd +2 - Earth Heal Gupti Aga - 38 - N/A - 5000 - Check Mate - Spd +2 Joyeuse - 37 - N/A - 2000 - Night Hawk - Res +5, Spd +2 - Gazing Evil Last Letter - 45 - N/A - 500 - N/A - Eva +3, Spd +2 Madu - 33 - N/A - 500 - Chain Magic - Spd +2 Mage Masher - 34 - 8000 - 4000 - Blue Passion - Mag +5, Res +10, - Barrier - Spd +2 Mythril Rapier - 32 - N/A - 500 - Thrust Combo - Jmp +1, Spd +2 - Spirit Combo - Red Combo Scarlette - 27 - 1500 - 750 - Fire - Mag +2, Spd +2 - Fire Whip Silver Rapier - 35 - N/A - 500 - Stuck Shadow - Spd +2 - Slippy Rain - Poison Stinger - 25 - 400 - 200 - Tiny Bugs - Spd +2 - Thunder =================================== Rods =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Chill Rod - 27 - N/A - 4000 - Blizzaga - Mag +2 - Stop - Deluge Firewheel Rod - 21 - 1500 - 750 - Fira - Mag +2 - Haste - Prominence Flame Rod - 27 - N/A - 1500 - Firaga - Mag +2 Force Rod - 25 - 5000 - 2500 - Quarter - Mag +5 Heretic Rod - 31 - N/A - 500 - N/A - Mag +20 Mythril Rod - 32 - N/A - 2000 - Black Combo - Jmp +1, Mag +2 - Time Combo - Spell Combo Princess Rod - 35 - N/A - 500 - Star Cross - Def +5, Eva +2, - Mag +2, Res +5 Rod - 18 - 600 - 300 - Fire - Mag +2 - Thunder - Blizzard Sapere Aude - 18 - N/A - 500 - N/A - Def +2, Eva +2, - Jmp +1, Mag +5, - Mov +1, Res +2, - Spd +2 Sleet Rod - 21 - 1500 - 750 - Blizzara - Mag +2 - Silence - Freezeblink Stardust Rod - 29 - N/A - 7000 - Demi - Mag +5 - Stardust Terre Rod - 23 - 2700 - 1350 - Slow - Mag +2 - Soil Evidence Thor Rod - 27 - N/A - 2000 - Thundaga - Mag +2 - Quicken - Wild Tornado Thunder Rod - 21 - 1500 - 750 - Thundara - Mag +2 - Reflect - Tempest =================================== Sabers =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Aqua Saber - 36 - 3700 - 1850 - N/A - Eva +6 Blue Saber - 25 - 1000 - 500 - Learning - Spd +2 Harpe - 42 - N/A - 1000 - N/A - Def +5 Manganese - 47 - N/A - 500 - N/A - Eva +5 Mythril Saber - 32 - N/A - 2000 - Blue Combo - Jmp +1 Shamshir - 31 - 2200 - 1100 - N/A - Eva +2 SoulSaber - 39 - N/A - 500 - N/A - Res +10 =================================== Souls =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Bomb Soul - 36 - N/A - 1200 - Bomb - Res +2 Bug Soul - 39 - N/A - 1300 - Bug - Def +2, Mag +2 Dragon Soul - 43 - N/A - 2000 - Dragon - Def +5, Mag +2 Dread Soul - 49 - N/A - 500 - N/A - Mag +2 Eye Soul - 45 - N/A - 1200 - Floateye - Mag +2 Flan Soul - 34 - N/A - 1000 - Flan - Def +3, Mag +10, - Res +2 Goblin Soul - 32 - N/A - 700 - Goblin - Eva +1, Mag +2 Lamia Soul - 41 - N/A - 1500 - Lamia - Mag +2 Malboro Soul - 47 - N/A - 3000 - Malboro - Mag +2, Res +2 Mythril Soul - 32 - N/A - 2000 - Morph Combo - Jmp +1, Mag +2 Panther Soul - 39 - N/A - 2000 - Panther - Eva +2, Mag +2 Rukavi Soul - 67 - N/A - 500 - N/A - Mag +2 =================================== Spears =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Bangaa Spike - 53 - N/A - 500 - N/A - Def +5, Mag +2, - Res +5 Beastspear - 51 - N/A - 500 - N/A - Def +10 Dragon Whisker - 45 - 18000 - 9000 - Bangaa Cry - Jmp +1 Gae Bolg - 39 - 14000 - 7000 - Bolt Breath - N/A Ice Lance - 35 - 8000 - 4000 - Ice Breath - N/A Javelin - 31 - 3000 - 1500 - Warcry - N/A - Jump Kain's Lance - 47 - N/A - 3000 - Lifebreak - Jmp +1 Lava Spear - 33 - 5000 - 2500 - Fire Breath - N/A Mythril Spear - 32 - N/A - 2000 - Dragoon Combo - Jmp +2 Odin Lance - 55 - N/A - 500 - N/A - N/A Partisan - 42 - 10000 - 5000 - Cheer - Jmp +1 Trident - 50 - N/A - 6000 - Weapon Atk+ - Jmp +1, Mag +2 =================================== Staves =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Bless Staff - 23 - 4000 - 2000 - Life - Res +5 - Dispel Cheer Staff - 32 - N/A - 4000 - Auto-Life - Def +5, Eva +2 - Judge - Madeen Cure Staff - 29 - 7000 - 3500 - Cura - Res +5 - Kirin Dreamwatcher - 43 - N/A - 500 - N/A - Mag +10, Res +15 Garnet Staff - 31 - 9000 - 4500 - Barrier - Def +5, Res +5 - Carbunkle Guard Staff - 21 - 800 - 400 - Protect - Def +5, Res +5 - Ifrit Judge Staff - 21 - 1500 - 750 - Shell - Mag +3, Res +5 - Aero - Ramuh Mythril Staff - 32 - N/A - 2000 - White Combo - Jmp +1, Res +5 - Pray Combo - Summon Combo Nirvana Staff - 34 - N/A - 6000 - Full-Life - Res +10 - Holy - Phoenix Power Staff - 45 - N/A - 500 - N/A - Def +6, Res +5 Pure Staff - 23 - 3000 - 1500 - Esuna - Res +5 - Unicorn Snake Staff - 29 - N/A - 600 - Break - Res +5 - Shiva Spring Staff - 28 - N/A - 1000 - Curaga - Res +5 - Water White Staff - 19 - 500 - 250 - Cure - Res +5 =================================== Swords =================================== Weapon - AtkPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Blood Sword - 18 - N/A - 1000 - Provoke - N/A - Wyrmkiller Burglar Sword - 39 - 3000 - 1500 - Sensor - N/A Buster Sword - 35 - 1600 - 800 - Mindbreak - Def +5 - Wyrmtamer Chirijiraden - 65 - N/A - 500 - N/A - N/A Gale Sword - 36 - N/A - 500 - Greased Bolt - Spd +1 Leglace Sword - 41 - N/A - 500 - N/A - Mag +5 Mythril Sword - 33 - N/A - 2000 - Combat Combo - N/A Onion - 29 - N/A - 500 - N/A - Def +5, Res +5, Eva +5 Restorer - 40 - N/A - 2000 - Downsize - Mag +5, Res +5 - Lancet Shortsword - 25 - 300 - 150 - First Aid - N/A Silver Sword - 30 - 900 - 450 - Speedbreak - Spd +2, Eva +2 Victor Sword - 33 - N/A - 500 - N/A - Def +10, Res +10 Vitanova - 38 - N/A - 4000 - Dragonheart - Mag +2, Eva +2 ------------------------------------------------------------------------------ 15. Armour List ------------------------------------------------------------------------------ -AMR- =================================== Armour =================================== Armour - DefPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Adamant Armour - 58 - N/A - 500 - N/A - Res +3 Bronze Armour - 30 - 1000 - 500 - N/A - Res +6 Carabini Mail - 38 - N/A - 4000 - Bonecrusher - Res +8 Cuirass - 28 - 400 - 200 - N/A - Res +2 Diamond Armour - 40 - N/A - 2000 - Weapon Def+ - Res +3 Dragon Mail - 40 - N/A - 8000 - N/A - Res +10 Genji Armour - 46 - N/A - 500 - Reflex - Res +12 Gold Armour - 42 - 6000 - 3000 - Last Haste - Res +6 Iron Armour - 34 - 1500 - 750 - N/A - Res +3 Materia Armour - 52 - N/A - 10000 - N/A - Res +16 Maximillian - 46 - N/A - 10000 - N/A - Res +10 Mirror Mail - 36 - N/A - 6000 - N/A - Res +6 Opal Armour - 42 - N/A - 3000 - N/A - Res +3 Peytral - 28 - N/A - 500 - N/A - Res +2, Eva +5, - Jmp +1, Mov +1, - Mag +5, Spd +2 Platemail - 38 - 3000 - 1500 - N/A - Res +3 =================================== Clothes =================================== Armour - DefPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Adamant Vest - 30 - 2000 - 1000 - Maintenance - Res +3 Bone Plate - 42 - N/A - 10000 - N/A - Res +8 Brigandine - 37 - 3700 - 1850 - Counter - Res +6 Brint Set - 28 - N/A - 500 - N/A - Res +6 Chain Plate - 28 - 900 - 450 - Catch - Res +4 Dark Gear - 32 - N/A - 3000 - Weapon Def+ - Res +3, Eva +1, - Spd +2 Gaia Gear - 24 - N/A - 500 - Auto-Regen - Res +12 Galia Set - 26 - N/A - 500 - N/A - Res +18 Judge Coat - 38 - N/A - 500 - N/A - Res +28 Judo Uniform - 34 - 6000 - 3000 - Damage > MP - Res +8 Leather Garb - 18 - 300 - 150 - N/A - Res +4 Minerva Plate - 28 - 1500 - 750 - N/A - Res +14 Mirage Vest - 32 - N/A - 500 - Reflex - Res +16 Ninja Gear - 30 - N/A - 2500 - Laste Haste - Res +6, Eva +2, - Bonecrusher - Spd +1 Onlyone - 34 - N/A - 500 - N/A - Res +24 Power Sash - 34 - 7000 - 3500 - Arrow Return - Res +10 Rubber Suit - 28 - N/A - 7000 - N/A - Res +16 Survival Vest - 34 - 2500 - 1250 - Immunity - Res +6 Temple Cloth - 36 - N/A - 500 - N/A - Res +16, Mag +2 Wygar - 35 - N/A - 4000 - Strikeback - Res +10 =================================== Robes =================================== Armour - DefPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Black Robe - 21 - N/A - 3000 - Return Magic - Res +36, Mag +2 Blaze Robe - 19 - N/A - 1000 - N/A - Res +30 Flurry Robe - 19 - N/A - 1000 - N/A - Res +30 Hempen Robe - 15 - 400 - 200 - N/A - Res +22 Light Robe - 25 - N/A - 4000 - Half-MP - Res +40 Lordly Robe - 28 - N/A - 7000 - Absorb MP - Res +42 - Last Quicken Magic Robe - 24 - N/A - 8000 - N/A - Res +36, Mag +4 Magus Robe - 15 - 3000 - 1500 - N/A - Res +30 Mistle Robe - 19 - 5000 - 2500 - N/A - Res +30 Reaper Cloak - 32 - N/A - 500 - N/A - Res +36 Red Robe - 22 - N/A - 4000 - N/A - Res +31 Sage Robe - 24 - N/A - 500 - Geomancy - Res +52 Silken Robe - 15 - 1000 - 500 - N/A - Res +28 Silver Coat - 30 - N/A - 10000 - N/A - Res +38 Thunder Robe - 19 - N/A - 1000 - N/A - Res +30 White Robe - 21 - N/A - 3000 - Turbo MP - Res +38 ------------------------------------------------------------------------------ 16. Helmet List ------------------------------------------------------------------------------ -HAT- =================================== Helms =================================== Helmet - DefPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Bangaa Helm - 16 - N/A - 500 - N/A - Res +6 Bronze Helm - 4 - 500 - 250 - N/A - Res +2 Cross Helm - 9 - N/A - 2000 - N/A - Res +4 Diamond Helm - 11 - N/A - 5000 - N/A - Res +5 Genji Helmet - 15 - N/A - 500 - N/A - Res +6 Hanya Helm - 12 - N/A - 500 - N/A - Res +8 Iron Helm - 5 - 1200 - 600 - N/A - Res +3 Parade Helm - 13 - N/A - 500 - N/A - Res +4 =================================== Ribbons =================================== Helmet - DefPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Barette - 2 - N/A - 2000 - N/A - Res +5 Cachusha - 2 - N/A - 1000 - N/A - Res +5 Ribbon - 2 - N/A - 20000 - N/A - Res +5 =================================== Hats =================================== Helmet - DefPwr - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Acacia Hat - 2 - N/A - 500 - N/A - Res +2, Eva +5, - Jmp +1, Mag +5, - Mov +1, Spd +2 Black Hat - 4 - N/A - 4000 - N/A - Res +16, Mag +4 Circlet - 3 - 1800 - 900 - N/A - Res +3 Feather Cap - 2 - 350 - 175 - N/A - Res +4 Gold Hairpin - 4 - N/A - 2000 - N/A - Res +12, Mag +2 Green Beret - 2 - 800 - 400 - Block Arrows - Res +2, Eva +2 Headband - 6 - 3000 - 1500 - N/A - Res +2, Atk +5 Thief Hat - 8 - N/A - 3000 - N/A - Res +6, Eva +7 Tiara - 8 - N/A - 500 - N/A - Res +20 White Hat - 4 - N/A - 4000 - N/A - Res +14 Wizard Hat - 3 - N/A - 1000 - N/A - Res +10, Mag +1 ------------------------------------------------------------------------------ 17. Shield List ------------------------------------------------------------------------------ -SHD- =================================== Shields =================================== Shield - Def - Eva - Res - Buy - Sell - Abilities ----------------------------------------------------------------------------- Aegis Shield - 5 - 10 - 5 - N/A - 3000 - N/A Bronze Shield - 0 - 4 - 2 - 400 - 200 - Shieldbearer Choco Shield - 0 - 10 - 0 - N/A - 500 - N/A Flame Shield - 0 - 9 - 6 - N/A - 1500 - N/A Genji Shield - 10 - 10 - 7 - N/A - 500 - N/A Ice Shield - 0 - 9 - 6 - N/A - 1500 - N/A La Seraphica - 0 - 15 - 5 - N/A - 500 - N/A Opal Shield - 2 - 7 - 6 - 2000 - 1000 - Shieldbearer Reverie Shield - 5 - 10 - 10 - N/A - 500 - N/A Round Shield - 0 - 5 - 4 - 1000 - 500 - Shieldbearer Sacri Shield - 5 - 10 - 5 - N/A - 6000 - N/A Shijin Shield - 0 - 7 - 10 - N/A - 500 - N/A ------------------------------------------------------------------------------ 18. Accessory List ------------------------------------------------------------------------------ -ACS- =================================== Accessories =================================== Accessory - Def - Res - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Angel Ring - 0 - 0 - N/A - 1700 - N/A - Auto-Life Fortune Ring - 3 - 5 - 10000 - 5000 - N/A - N/A Magic Ring - 0 - 10 - N/A - 1200 - N/A - Mag +3 Mindu Gem - 3 - 3 - N/A - 500 - N/A - N/A Ruby Earring - 3 - 6 - N/A - 3000 - N/A - N/A Scarab - 2 - 8 - 10000 - 5000 - N/A - N/A Star Armlet - 4 - 4 - 15000 - 500 - N/A - Mag +2, Spd +2 =================================== Boots =================================== Boot - Def - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Battle Boots - 7 - 1000 - 500 - N/A - N/A Caligula - 7 - N/A - 500 - N/A - Atk +3 Dash Boots - 2 - 2000 - 1000 - N/A - Mov +1 Fairy Shoes - 3 - N/A - 6000 - N/A - Res +2 Feather Boots - 3 - N/A - 6000 - N/A - N/A Galmia Shoes - 3 - N/A - 4500 - N/A - N/A Germinas - 3 - N/A - 4000 - N/A - Jmp +2 Ninja Tabi - 3 - N/A - 500 - N/A - Mov +2 Red Boots - 3 - N/A - 5000 - N/A - Eva +2, Res +5 Spiked Boots - 4 - 1500 - 750 - N/A - Jmp +1 =================================== Gloves =================================== Glove - Atk - Def - Buy - Sell - Abilities - Other ----------------------------------------------------------------------------- Bone Armlets - 3 - 6 - N/A - 500 - N/A - Eva +5, Res +8 Bracers - 5 - 12 - 15000 - 500 - N/A - N/A Fire Mitts - 0 - 10 - N/A - 500 - N/A - Res +10 Gauntlets - 5 - 5 - 2000 - 1000 - N/A - N/A Genji Armlets - 5 - 10 - N/A - 500 - N/A - Res +5 Thief Armlets - 3 - 3 - N/A - 1500 - N/A - N/A ------------------------------------------------------------------------------ 19. Version History ------------------------------------------------------------------------------ -VRH- Version 1.5 (Final) =========== -Armour List Complete -Helmet List Complete -Shield List Complete -Accessories List Complete Version 1.4 =========== -Job Lists Complete -Weapons List Complete -Armour: Armour Complete Version 1.3 =========== AlaskaFox came on-board -Entire guide reformatted -'Leads to' and Weapon sections added to Job List -Weapons List added -Race List Added -Lots of "To Dos" added Version 1.0 - 1.2 ================= -Job Lists added -Most of the information in the Jobs sections added ------------------------------------------------------------------------------ 20. Legal Information ------------------------------------------------------------------------------ -LGL- Copyright 2003-2004 This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without our permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Although you may find this FAQ elsewhere, it was originally posted on www.gameFAQs.com, so check it out! ------------------------------------------------------------------------------ 21. Credits ------------------------------------------------------------------------------ -CRD- Credit for some the information in this Guide goes to K1n90Fp0rTu9aL, for finding the stat growth info: Terence/TFergusson for the Moogle Job Stat Growths Credit also to James for providing some Weapon Info If you helped with my guide but don't see your name here, let me know! If you need to contact Darth, E-mail me at dpitch40@cs.com. Though I don't have time to make a full FAQ, I'll still answer any questions on FFTA you send. If you need to contact Alaska, don't bother emailing him as the ignorant bastard won't reply to you anyway. Thanks for reading our guide. And enjoy FFTA!