=============================================================================== In-Depth FAQ on Moogle Jobs for Final Fantasy Tactics Advance =============================================================================== For Gaameboy Advance =============================================================================== Written by Supafly27 =============================================================================== ------------------------------------------------------------------------------- Table Of Contents: ------------------------------------------------------------------------------- I.introduction II.Moogle Jobs 1.Black Mage 2.Animist 3.Thief 4.Time Mage 5.Gunner 6.Mog Knight 7.Juggler 8.Gadgeteer III.Legal Stuff & Version History ------------------------------------------------------------------------------- Introduction: ------------------------------------------------------------------------------- This is an In-Depth FAQ for the Moogle Jobs. This FAQ will help with knowing what is needed to change to better jobs and what weapons are needed to learn certain abilities. I hope it helps! ------------------------------------------------------------------------------- Moogle Jobs ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ---Black Mage--- ------------------------------------------------------------------------------- Introduction- Black Mages focus mainly on offensive magic. They have weak physical attacks and are useless with weapons, so keep them at the back of the battlefield. ---Physical Attributes--- Move:3 Jump:2 Evade:35 ---Equipment--- Weapon:Rod head:hat Body:Clothing, robe Shield:none ---Abilites--- ---Fire--- Type: Action Effect: Deals Fire damage MP Use: 6 Range: 4 Required Item to Learn: Rod AP: 100 ---Fira--- Type: Action Effect: Deals a great amount of Fire damage MP Use: 12 Range: 4 Required Item to Learn: Firewheel Rod AP: 200 ---Firaga--- Type: Action Effect: Deals an incredible amount of Fire damage MP Use: 24 Range: 4 Required Item to Learn: Flame Rod AP: 300 ---Thunder--- Type: Action Effect: deals Lightning damage MP Use: 6 Range: 4 Required Item to Learn: AP: 100 ---Thundara--- Type: Action Effect: Deals a great amount of Lightning damage MP Use: 12 Range: 4 Required Item to Learn: Thunder Rod AP: 200 ---Thundaga--- Type: Action Effect: Deals an incredible amount of Lightnig damage MP Use: 24 Range: 4 Required Item to Learn: Thor Rod AP: 300 ---Blizzard--- Type: Action Effect: Deals Ice damage MP Use: 6 Range: 4 Required Item to Learn: Rod AP: 100 ---Blizzara--- Type: Action Effect: Deals a great amount of Ice damage MP Use: 12 Range: 4 Required Item to Learn: Sleet Rod AP: 200 ---Blizzaga--- Type: Action Effect: Deals an incredible amount of Ice damage MP Use: 24 Range: 4 Required Item to Learn: Chill Rod AP: 300 ---return Magic--- Type: Reaction Effect: Counters a magic attack with the same spell MP Use: None Range: None Required Item to Learn: Black Robe AP: 300 ---Geomancy--- Type: Support Effect: Reduces resistance to the elements by one level MP Use: None Range: None Required Item to Learn: Sage robe AP: 300 ---Black Combo--- Type: Combo Effect: A ranged combo for Black Mages MP Use: None Range: Varies Required Item to Learn: Mythril Rod AP: 100 ------------------------------------------------------------------------------- ---Animist--- ------------------------------------------------------------------------------- Introduction- ---Physical Attributes--- Move:4 Jump:2 Evade:55 ---Equipment--- Weapon:Instrument Head:Hat Body:Clothing Shield:None ---Abilities--- ---Sheep Count--- Type: Action Effect: Summons sheep to put enemy to sleep MP Use: 8 Range: 4 Required Item to Learn: Glass Bell AP: 100 ---100% Wool--- Type: Action Effect: Improves Weapon Defense and Magic Resistance MP Use: 8 Range: Self Required Item to Learn: Earth Bell AP: 200 ---Cuisine--- Type: Action Effect: Cooks and serves an animal to completely heal HP MP Use: 32 Range: 1 Required Item to Learn: Heal Chime AP: 300 ---Tail Wag--- Type: Action Effect: Charms a target with a cute wagging tail MP Use: 8 Range: 1 Required Item to Learn: Fairy Harp AP: 200 --Chocobo Rush--- Type: Action Effect: Deals damage with a stampede of Chocobos MP Use: 12 Range: Line Required Item to Learn: Satyr Flute AP: 300 ---Frogsong--- Type: Action Effect: Turns a target into a frog with a lilting refrain MP Use: 18 Range: 4 Required Item to Learn: Aona Flute AP: 200 ---Friend--- Type: Action Effect: Summons a rondom creature from the spirit world MP Use: 12 Range: 4 Required Item to Learn: Blood Strings AP: 300 ---Catnip--- Type: Action Effect: Drives the target berserk MP Use: 12 Range: 1 Required Item to Learn: War Trumpet AP: 100 ---Block Arrows--- Type: Reaction Effect: Catches an approaching arrow and shoots it back MP Use: None Range: None Required Item to Learn: Green Beret AP: 300 ---Animal Combo--- Type: Combo Effect: A failproof combo for Animists MP Use: None Range: Varies Required Item to Learn: Mythril Bell AP: 100 ------------------------------------------------------------------------------- ---Thief--- ------------------------------------------------------------------------------- Introduction- Thieves are really good. try to teach thief abilities (especially Steal: Armor and Steal: Weapon) to everyone in your clan. Stealing is a good way to get rare items. ---Physical Attributes--- Move:4 Jump:3 Evade:70 ---Equipment--- Weapon:Knife Head:Hat Body:Clothing Shield:None ---Abilities--- ---Steal: Armor--- Type: Action Effect: Steals armor worn by an enemy MP Use: None Range: 1 Required Item to Learn: Rondell Dagger AP: 300 ---Steal: Shield--- Type: Action Effect: Steals a shield held by an enemy MP Use: None Range: 1 Required Item to Learn: Scramsax AP: 200 ---Steal: Access--- Type: Action Effect: Steals an accessory worn by an enemy MP Use: None Range: 1 Required Item to Learn: Jambiya AP: 300 ---Steal: Helm--- Type: Action Effect: Steals headwear worn by an enemy MP Use: None Range: 1 Required Item to Learn: Kard AP: 300 ---Steal: Weapon--- Type: Action Effect: Steals a weapon held by an enemy MP Use: None Range: 1 Required Item to Learn: Sword Breaker AP: 300 ---Steal: Gil--- Type: Action Effect: Steals gil from an enemy MP Use: None Range: 1 Required Item to Learn: Jack Knife AP: 100 ---Steal: EXP--- Type: Action Effect: Steals Experience Points from an enemy MP Use: None Range: 1 Required Item to Learn: Khukuri AP: 100 ---Steal: JP--- Type: Action Effect: Steals Judge Points from an enemy MP Use: None Range: 1 Required Item to Learn: Orichalcum AP: 200 ---Steal: Ability--- Type: Action Effect: Steal an enemy's A-ability for your use MP Use: None Range: 1 Required Item to Learn: Cinquedea AP: 300 ---Counter--- Type: Reaction Effect: Follows up an enemy's attack with a counterattack MP Use: None Range: None Required Item to Learn: Brigandine AP: 300 ---Maintenance--- Type: Support Effect: Ensures equipped items are not destroyed or stolen MP Use: None Range: None Required Item to Learn: Adaman Vest AP: 300 ---Thief Combo--- Type: Combo Effect: A failproof combo for thieves MP Use: None Range: Varies Required Item to Learn: Mythril Knife AP: 100 ------------------------------------------------------------------------------- ---Time Mage--- ------------------------------------------------------------------------------- Introduction- Time Mages are vital supporting players in the later rounds because they have the ability to speed, slow, or even stop time. You must master five Blakc Mage A-Abilities to become a Time Mage. ---Physical Attributes--- Move:3 Jump:2 Evade:30 ---Equipment--- Weapon:Rod Head:Hat Body:Clothing, Robe Shield:None ---Abilities--- ---Haste--- Type: Action Effect: Increases the target's speed MP Use: 24 Range: 3 Required Item to Learn: Firewheel Rod AP: 200 ---Quicken--- Type: Action Effect: Lets the target take the next turn MP Use: 24 Range: 3 Required Item to Learn: Thor Rod AP: 300 ---Slow--- Type: Action Effect: Reduces a target's speed MP Use: 12 Range: 3 Required Item to Learn: Terre Rod AP: 200 ---Reflect--- Type: Action Effect: Reflects White, Red, Black and Time Magic MP Use: 8 Range: 3 Required Item to Learn: Thunder Rod AP: 300 ---Stop--- Type: Action Effect: Stops time for a target, rendering it unable to act MP Use: 24 Range: 3 Required Item to Learn: Chill Rod AP: 300 ---Silence--- Type: Action Effect: Silences a target by stealing its voice MP Use: 8 Range: 3 Required Item to Learn: Sleet Rod AP: 200 ---Quarter--- Type: Action Effect: Saps one-quarter of a target's HP with a gravity field MP Use: 10 Range: 3 Required Item to Learn: Force Rod AP: 200 ---Demi--- Type: Action Effect: Saps one-half of a target's HP with a gravity field MP Use: 24 Range: 3 Required Item to Learn: Stardust Rod AP: 300 ---Last Quicken--- Type: Reaction Effect: Allows you to take the next turn when severly wounded MP Use: None Range: None Required Item to Learn: Lordly Robe AP: 300 ---Time Combo--- Type: Combo Effect: A ranged combo for Time Mages MP Use: None Range: Varies Required Item to Learn: Mythril Rod AP: 100 ------------------------------------------------------------------------------- ---Gunner--- ------------------------------------------------------------------------------- Introduction- Gunners have the longest range of any job in the game so place them in the back of the battlefield. You must master one Animist A-ability to become a Gunnner. ---Physical Attributes--- Move:3 Jump:2 Evade:65 ---Equipment--- Weapon:Gun Head:Hat Body:Clothing Shield:None ---Abilities--- ---Fireshot--- Type: Action Effect: Shoots a bullet of fire MP Use: None Range: Varies Required Item to Learn: Aiot Gun AP: 100 ---Boltshot--- Type: Action Effect: Shoots a bullet of lightning MP Use: None Range: Varies Required Item to Learn: Riot Gun AP: 100 ---Iceshot--- Type: Action Effect: Shoots a bullet of ice MP Use: None Range: Varies Required Item to Learn: Giot Gun AP: 100 ---Confushot--- Type: Action Effect: Damages and confuses a target MP Use: None Range: Varies Required Item to Learn: Chaos Rifle AP: 200 ---Charmshot--- Type: Action Effect: Damages and charms a target MP Use: None Range: Varies Required Item to Learn: Peacemaker AP: 300 ---Blindshot--- Type: Action Effect: Damages and blinds a target MP Use: None Range: Varies Required Item to Learn: Silver Cannon AP: 100 ---Silenshot--- Type: Action Effect: Damages and silences a target MP Use: None Range: Varies Required Item to Learn: Lost Gun AP: 200 ---Stopshot--- Type: Action Effect: Damages and stops a target MP Use: None Range: Varies Required Item to Learn: Outsider AP: 300 ---Concentrate--- Type: Support Effect: Focuses your mind to increase the hit rate of the attacks MP Use: None Range: Varies Required Item to Learn: Longbarrel AP: 300 ---Gun Combo--- Type: Combo Effect: A long-range combo for Gunners MP Use: None Range: Varies Required Item to Learn: Mythril Gun AP: 100 ------------------------------------------------------------------------------- ---Mog Knight--- ------------------------------------------------------------------------------- Introduction- Mog Knight is the best offensive job for Moogles, and the high weapon defense make for great bodyguards. You must master one Animist A-ability to become a Mog Knight. ---Physical Attributes--- Move:3 Jump:2 Evade:45 ---Equipment--- Weapon:Blade Head:Halmet, Hat Body:Armor, Clothing Shield:Any ---Abilities--- ---Mog Attack--- Type: Action Effect: Damages and knocks back a target MP Use: None Range: Varies Required Item to Learn: Flametongue AP: 100 ---Mog Guard--- Type: Action Effect: Improves Weapon Defense and Magic Resistance MP Use: None Range: Self Required Item to Learn: Kwigon Blade AP: 200 ---Mog Lance--- Type: Action Effect: Hit far-off enemies with a lunge MP Use: None Range: 3 Required Item to Learn: Atmos Blade AP: 200 ---Mog Rush--- Type: Action Effect: Strikes with a full-force attack-high damage but lwo hit rate MP Use: None Range: Varies Required Item to Learn: Shadow Blade AP: 200 ---Mog Shield--- Type: Action Effect: Prevents one status ailment MP Use: None Range: 4 Required Item to Learn: Pearl Blade AP: 300 ---Mog Peek--- Type: Action Effect: Detects rare items held by an enemy unit MP Use: None Range: 4 Required Item to Learn: Paraiba Blade AP: 300 ---Mog Aid--- Type: Action Effect: Heal's a unit's own HP and cures status ailments MP Use: None Range: Self Required Item to Learn: Icebrand AP: 300 ---Ultima Charge--- Type: Action Effect: Attacks with Ultima magic MP Use: 60 Range: Varies Required Item to Learn: Materia Blade AP: 999 ---Last Haste--- Type: Reaction Effect: Automatically becomes Hasted when severely wounded MP Use: None Range: None Required Item to Learn: Gold Armor AP: 300 ---Shieldbearer--- Type: Support Effect: Enables Sheild-wielding, regardless of job MP Use: None Range: None Required Item to Learn: Round shield/Opal Shield AP: 300 ---Charge Combo--- Type: Combo Effect: An easily chained combo for Mog Knights MP Use: None Range: Varies Required Item to Learn: Mythril Blade AP: 100 ------------------------------------------------------------------------------- ---Juggler--- ------------------------------------------------------------------------------- Introduction- The Juggler isnt a very powerful offensive force. They relies on a wide variety of items to cause status ailments. You must master two Thief A-abilities to become a Juggler ---Physical Attributes--- Move:4 Jump:2 Evade:40 ---Equipment--- Weapon:Knife Head:Hat Body:Clothing Shield:None ---Abilities--- ---Hurl--- Type: Action Effect: Throws a stocked item to damage a target MP Use: None Range: 4 Required Item to Learn: Kris Knife AP: 100 ---Ring--- Type: Action Effect: Throws a hoop to Stop a target MP Use: None Range: 4 Required Item to Learn: Rondell Dagger AP: 200 ---Firebomb--- Type: Action Effect: Tosses a Molotov cocktail to induce Berserk in a target MP Use: None Range: 4 Required Item to Learn: Khukuri AP: 300 ---Ball--- Type: Action Effect: Causes Confuse by smacking a target's head with a ball MP Use: None Range: 4 Required Item to Learn: Scramasax AP: 200 ---Dagger--- Type: Action Effect: Throws a dagger to deal damage and Disable a target MP Use: None Range: 4 Required Item to Learn: Jambiya AP: 300 ---Smile--- Type: Action Effect: Spreads joy and allows an ally to act immediately MP Use: None Range: 4 Required Item to Learn: Orichalcum AP: 300 ---Gil Toss--- Type: Action Effect: Throws Gil to danage a target-thrown Gil is lost MP Use: None Range: 4 Required Item to Learn: Jack Knife AP: 100 ---Catch--- Type: Reaction Effect: Catches a thrown item and places it in stock MP Use: None Range: None Required Item to Learn: Chain Plate AP: 300 ---Return Fire--- Type: Reaction Effect: Catches an incoming arrow and shoots it back MP Use: None Range: None Required Item to Learn: Power Sash AP: 300 ---Juggle Combo--- Type: Combo Effect: An easily chained combo for a juggler MP Use: None Range: Varies Required Item to Learn: Mythril Knife AP: 100 ------------------------------------------------------------------------------- ---Gadgeteer--- ------------------------------------------------------------------------------- Introduction- The Gadgeter is a job of luck. They have many powerful abilities-all of which have an equal chance of hitting the enemy or your clan. You must master two Thief A-abilities to become a Gadgeteer. ---Physical Attributes--- Move:3 Jump:2 Evade:50 ---Equipment--- Weapon:Knuckle Head:Hat Body:Clothing Shield:None ---Abilities--- ---Red Spring--- Type: Action Effect: Casts Haste on either friends or foe MP Use: 12 Range: All Required Item to Learn: Rising Sun AP: 200 ---Blue Screw--- Type: Action Effect: Casts Dispel on either friends or foe MP Use: 12 Range: All Required Item to Learn: White Fangs AP: 200 ---Green Gear--- Type: Action Effect: Casts Poison on either friends or foe MP Use: 12 Range: All Required Item to Learn: Sick Knuckles AP: 200 ---Silver Disc--- Type: Action Effect: Casts Dispel on either friends or foe MP Use: 12 Range: All Required Item to Learn: Hard Knuckles AP: 200 ---Gold Battery--- Type: Action Effect: Heals HP on either friends or foe MP Use: 12 Range: All Required Item to Learn: Cat Claws AP: 200 ---Black Ignot--- Type: Action Effect: Casts Doom on either friends or foe MP Use: 12 Range: All Required Item to Learn: Death Claws AP: 200 ---Chroma Gem--- Type: Action Effect: Casts Sleep on either friends or foe MP Use: 12 Range: All Required Item to Learn: Dream Claws AP: 200 ---Yellow Spring--- Type: Action Effect: Casts Barrier on either friends or foe MP Use: 12 Range: All Required Item to Learn: Survivor AP: 200 ---Auto-Regen--- Type: Reaction Effect: Regenerates HP automatically once you take damage MP Use: None Range: None Required Item to Learn: Gaia Gear AP: 300 ---Damage>MP--- Type: Reaction Effect: Converts HP damage to MP damage-doesnn't work if MP is zero MP Use: None Range: None Required Item to Learn: Judo Uniform AP: 300 ---Gadget Combo--- Type: Combo Effect: A long-range combo for Gadgeteers MP Use: None Range: Varies Required Item to Learn: Mythril Claws AP: 100 ------------------------------------------------------------------------------- Legal Stuff & Version History ------------------------------------------------------------------------------- Copyright, 2005, Supafly272. If you post this In-Depth FAQ on any other website, you will be persecuted. You can print this In-depth FAQ out for your own personal use. Thank you. Version History- Version 1.7(Finish)- Whole In-Depth FAQ completed!