--------------------------------------------- Final Fantasy Tactics FAQ 1.08 (Final) by Angelus Phoenix phoenixreborn98@hotmail.com http://www.bigfoot.com/~phoenix.reborn --------------------------------------------- Contents There should be three different files: Part One: Game Walkthrough Part Two: Jobs and Abilities Part Three: Secrets and other Info This file contains Part Two. --------------------------------------------- i. Revision History 1.08 -- This is the final revision of this FAQ. No more information will be added. I am still taking e-mails, however, and you can still host it. 1.07 -- I have added plenty of stuff, including monster info in the Jobs section, and added to the appendix in the Secrets section. I've also corrected some errors that were around. This will probably be the last update for a while. 1.06 -- A complete item list (to the best of my knowledge) is in the Secrets section. I think I will work on spell quotes and monster data next. 1.05 -- I am adding a lot more info to the Jobs section, and now have locations for the items of the Deep Dungeon. I am now working on a detailed item list. 1.04 -- Added some Deep Dungeon info, changed my e-mail address, and various other minor changes. 1.03a -- Nothing added to the actual FAQ, but I removed my ICQ# and corrected my e-mail address and web page URL. They have been changed. 1.03 -- Added a section on the Deep Dungeon in the Secrets section. 1.02 -- Added a poaching list, edited the Cloud section. 1.01 -- Corrected a couple of typos (the jobs section is actually legible), added the "Where to find these files" section, and the Special Thanks section. 1.00 -- First draft. --------------------------------------------- ii. Where to find these files I have authorized the following sites for the hosting of these files. I'm sure you can find them useful if you like RPGs or are looking for extra assistance. Gamefaqs: http://www.gamefaqs.com My page, Station Omega: http://www.bigfoot.com/~phoenix.reborn RPG Dreamer: http://www.rpgdreamer.com --------------------------------------------- iii. Introduction Welcome. Over the past couple of years, I have gathered information about Final Fantasy Tactics. That information, my love of the game and a bit of insanity produced what you now see here. A notice to players: these files contain many "spoilers" of the storyline, so be cautious. The walkthrough section is in the order of the game, but the other sections have potential spoilers from various portions of the game. If you have a question about a specific issue, don't hesitate to ask me via e-mail. If you wish to use any information contained in any of these files for a webpage, publication, or any other form of media, you must contact me first. --------------------------------------------- iv. Special Thanks First, I would like to give a big "thank you" to all of my friends, who helped me immensely with the statistics and many other things. Thanks to Sergio Lopez, (bo20@iona.edu) for correcting some of my data in the jobs section. Thanks to Matt Hobbs (YelseyKing@aol.com) and Kevin McCullough (Bluelion10@aol.com) for submitting their poaching list. And, thanks goes to Square, who has made another incredible game! --------------------------------------------- Table of Contents Jobs of Final Fantasy Tactics i. Revision History ii. Where to find these files iii. Introduction iv. Special Thanks 1. How To Get The Job Classes 2. Job Classes and Abilities 2.1. Squire Classes 2.1.1. Squire 2.1.2. Knight 2.1.3. Archer 2.1.4. Monk 2.1.5. Thief 2.1.6. Geomancer 2.1.7. Lancer 2.1.8. Dancer 2.2. Chemist Classes 2.2.1. Chemist 2.2.2. Priest 2.2.3. Wizard 2.2.4. Oracle 2.2.5. Time Mage 2.2.6. Mediator 2.2.7. Summoner 2.2.8. Bard 2.3. Mixed Classes 2.3.1. Samurai 2.3.2. Ninja 2.3.3. Calculator 2.3.4. Mime 2.4. Special Classes 2.4.1. Squire 2.4.2. Holy Knight 2.4.3. Dark Knight 2.4.4. Engineer 2.4.5. Heaven and Hell Knights 2.4.6. Divine Knight 2.4.7. Holy Swordsman 2.4.8. Temple Knight 2.4.9. Dragoner 2.4.10. Soldier 3. Monsters 3.1. Chocobos 3.2. Goblins 3.3. Red Panthers 3.4. Bomb 3.5. Skeletons 3.6. Ghouls 3.7. Ahrimans 3.8. Pisco Demons 3.9. Juravis 3.10. Bull Demons 3.11. Morbols 3.12. Woodmen 3.13. Dragons 3.14. Behemoths 3.15. Hyudras 3.16. Uribo --------------------------------------------- 1. How To Get The Job Classes --------------------------------------------- Each advanced class is derived from either the Squire or Chemist class. The Squire class leads you toward stronger warrior classes, while the Chemist class will take you more towards magic and other forms of battle. Here is a quick reference for jobs and their prerequisites: Name Prerequisites Squire None Knight Lv. 2 Squire Archer Lv. 2 Squire Monk Lv. 2 Knight Thief Lv. 2 Archer Geomancer Lv. 3 Monk Lancer Lv. 3 Thief Dancer (females only) Lv. 4 Geomancer, Lv. 4 Lancer Chemist None Priest Lv. 2 Chemist Wizard Lv. 2 Chemist Oracle Lv. 2 Priest Time Mage Lv. 2 Wizard Mediator Lv. 2 Oracle Summoner Lv. 2 Time Mage Bard (males only) Lv. 4 Mediator, Lv. 4 Summoner Samurai Lv. 3 Knight, Lv. 4 Monk, Lv. 2 Lancer Ninja Lv. 3 Archer, Lv. 4 Thief, Lv. 2 Geomancer Calculator Lv. 4 Priest, Lv. 4 Wizard, Lv. 3 Time Mage, Lv. 3 Oracle Mime Lv. 8 Squire, Lv. 8 Chemist, Lv. 4 Geomancer, Lv. 4 Lancer, Lv. 4 Mediator, Lv. 4 Summoner --------------------------------------------- 2. Job Classes and Abilities --------------------------------------------- I will include, for each character's skills, the name, a description, amount of MP used, speed factor, and Job Points required. I will also rate each on a scale of 1 to 5, 1 being bad and 5 being very good. Here is a guide to the tables. Name: The skill's name. Description: What the skill does, and the range, speed, effects, etc. - Range: This number indicates how far away the skill can be used. Auto means that the ability is centered on the user. The first number indicates how many squares away the skill can be executed, and the height indicates the maximum difference in height between user and target for the skill to be able to be used. If no height is indicated, than there is no height restriction. - Effect: The numbers are the same as with range, only this time it indicates how many squares around the target that are also affected. 1 means that only the target is affected, 2 means that the four squares around the target are affected, and so forth. - Reflect: This means that the skill can be reflected. - Calc: This means that the skill can be used by a Calculator using Math Skill. - Add: This means that the skill adds the listed status effects are added to the target(s). In general, when a long list of status effects are possible, only a few from the list are added. - Cancel: This means that the skill removes the indicated status effects from the target(s). Usually, all of the status effects on the list, (as long as target has them) will be removed. - Ground type: In Geomancy, this refers to the ability that is used when the Geomancer is standing on the specified ground types. - Trigger: This indicates what type of action triggers a reaction ability. - SP: The speed at which the skill will be executed. Higher numbers are faster. - MP: How many magic points the skill normally uses up. - Speed: How quickly the skill is executed (higher numbers are faster). - JP: How many job points are required to learn the skill. - Elemental: This means that the skill has the indicated element. - I may add some comments, they will be in brackets [ ] . ---------------------------------- 2.1. Squire Classes All of these classes' abilities consume no MP. They are all generally based on physical attacks, with the exception of the Thief, Geomancer, and Dancer. ---------------------------------- 2.1.1. Squire No conditions for job change. Weapons: Knife, Sword, Axe, Flail Helmet: Hat Armor: Clothes Basic job for all units. The starting point to becoming a fine warrior. Move: 4 Jump: 3 Physical Evasion Rate: 5% --------------------------------------------- Basic Skill --------------------------------------------- Name Description Speed JP Rating Accumulate Charge up one's power to raise physical Now 300 4 attack power. Range: Auto Effect: 1 [physical attack +1] Dash Run into enemy with body. Now 80 2 Range: 1, Vertical 1 Effect: 1 [can knock target back one square] Throw Stone Throw stones at a distant enemy. Now 90 3 Range: 4 Effect: 1 [can knock target back one square] Heal Recover from abnormal status effects. Now 150 2 Range: 1, Vertical 2 Effect: 1 Cancel: Darkness, Silence, Poison --------------------------------------------- Reaction ability: JP Rating Counter Tackle Counter with dash attack. 180 2 --------------------------------------------- Support Abilities: Equip Axe Equip axe regardless of job. 170 1 Monster Skill Target friendly monster within a 200 3 range of 3 acquires new abilities. Defend Defend and prepare for attack. Select 50 2 act command, 'Defend.' Gained JP UP Amound of JP earned in battle is 200 5 increased. --------------------------------------------- Move Ability: Move +1 Increase movement range by 1. 200 4 --------------------------------------------- Comments: The Squire's Basic Skill ability should be equipped as a secondary whenever you desire to build your character's job levels. Accumulate is a skill that will get you "free" job points, without any condition, because you can always get more strength. Other abilities require you to do damage, or heal someone, etc. Also, Gained JP UP is definitely a Squire ability you want on your warriors when level building. Move +1 is also very useful as a move ability, to start. --------------------------------------------- 2.1.2. Knight Prerequisite: Lv. 2 Squire Weapons: Sword, Knight Sword Can use shield. Helmet: Armored Helmet Armor: Armor, Robe Fine warriors, bold and brave with etiquette. Draws 'Battle Skill' with the powerful knight sword. Move: 3 Jump: 3 Physical Evasion Rate: 10% --------------------------------------------- Battle Skill --------------------------------------------- Name Description Speed JP Rating Head Break Used to destroy item equipped on Now 300 3 enemy's head. Range: depends on weapon Effect: 0 Armor Break Used to destroy item equipped on Now 400 4 enemy's chest. Range: depends on weapon Effect: 0 Shield Break Used to destroy equipped shield of Now 300 3 enemy. Range: depends on weapon Effect: 0 Weapon Break Used to destoy equipped weapon of Now 400 5 enemy. Range: depends on weapon Effect: 0 Magic Break Diminishes enemy's MP. Now 250 2 Range: depends on weapon Effect: 0 Speed Break Diminishes enemy's speed level. Now 250 3 Range: depends on weapon Effect: 0 Power Break Diminishes enemy's attack power. Now 250 3 Range: depends on weapon Effect: 0 Mind Break Diminishes enemy's magic attack power. Now 250 3 Range: depends on weapon Effect: 0 --------------------------------------------- Reaction Ability: JP Rating Weapon Guard Parry attacks with equipped weapon. 200 3 Trigger: Weapon attack. --------------------------------------------- Support Abilities: Equip Armor Equip armor regardless of Job. 500 3 Equip Shield Equip shield regardless of Job. 250 2 Equip Sword Equip sword regardless of Job. 400 3 --------------------------------------------- [The Knight does not have move abilities] --------------------------------------------- Comments: The Knight is a well-rounded character. The class has a few weaknesses, but many strengths. The abilities are not what you should consider; it's the equipment and reaction ability. If a Knight is wearing a good shield, mantle, and has Weapon Guard equipped, you have a powerhouse that can hardly be hit. The Knight's only weakness would be magic, and you can lower his/her Faith for that possibility. The Battle Skill abilities aren't very useful, but can come in handy. Keep in mind that the Knight is only useful when he/she is right next to the target. --------------------------------------------- 2.1.3. Archer Prerequisite: Lv. 2 Squire Weapons: Bow, Crossbow Can use shield, but only with crossbow. Helmet: Hat Armor: Clothes Useful in preemptive attacks, the Archer is best utilized in high locations to extend arrow range. Move: 3 Jump: 3 Physical Evasion Rate: 10% --------------------------------------------- Charge --------------------------------------------- Name Description JP Rating Charge +1 Attack requires charging. The more you 100 2 charge, the stronger attack power will be. Charge +2 150 2 Charge +3 200 3 Charge +4 250 4 Charge +5 300 4 Charge +7 400 3 Charge +10 600 1 Charge +20 1000 1 --------------------------------------------- Reaction Abilities: Speed Save Raise Speed. 800 4 Trigger: HP Damage. [Raises Speed by 1] Arrow Guard Evade bow/crossbow attack. 450 2 Trigger: Bow/crossbow attack. --------------------------------------------- Support Abilities: Equip Crossbow Equip crossbow regardless of job. 350 1 Concentrate Cannot evade your attacks. If enemy 400 5 is in targeted panel, attack is sure to succeed. --------------------------------------------- Move Ability: Jump +1 Increase jump elevation by 1. 200 2 --------------------------------------------- Comments: The Archer is a good job class to use in the beginning, but becomes more and more obsolete as the game goes on. Eventually, the bows just aren't as powerful as the other weapons. There are some better bows in the Deep Dungeon, however. However, the range on the Archer can become devastating as height increases. The Charge and Concentrate abilities are definitely useful in other job classes. --------------------------------------------- 2.1.4. Monk Prerequisite: Lv. 2 Knight Weapon: None Helmet: Females can equip a ribbon, males can't equip a helmet. Armor: Clothes Monks are warriors who train their bodies in the ways of martial arts. Their battle ability 'Punch Art' drives enemies away. Move: 3 Jump: 4 Physical Evasion Rate: 20% --------------------------------------------- Punch Art --------------------------------------------- Name Description Speed JP Rating Spin Fist Attacks with spinning fists. Now 150 2 Range: Auto Effect: 2, Vertical 0 Repeating Fist Punch repeatedly with one's fist. Now 300 3 Range: 1, Vertical 1 Effect: 1 Wave Fist Attacks from afar by emitting battle Now 300 5 spirits. Range: 3, Vertical 3 Effect: 1 Earth Slash Unleashes a spirit in a straight line, Now 600 5 splitting the earth along its path. Range: 4 directions Effect: 8, Vertical 2 Earth elemental Secret Fist Causes death gradually, striking Now 300 2 vital points and blood vessels. Range: 1, Vertical 0 Effect: 1 Add: Death Sentence Stigma Magic Recovers abnormal status by emitting Now 200 4 the yin spirit. Range: Auto Effect: 2, Vertical 0 Cancel: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don't Move, Don't Act Chakra Restore HP and MP by focusing one's Now 350 5 mind on vital pressure points and blood vessels. Range: Auto Effect: 2, Vertical 0 Revive Calls back dead units with a loud cry. Now 500 5 Range: 1, Vertical 0 Effect: 1 Cancel: Dead -------------------------------------------- Reaction Abilities: JP Rating HP Restore Restore HP when terminal. 500 5 Trigger: Critical. Counter Counter with physical attack. 300 5 Trigger: Physical attack. Hamedo Attack before being attacked. 1200 3 Trigger: Physical attack. --------------------------------------------- Support Ability: Martial Arts Gain the bare-handed fighting strength 200 2 of a monk. --------------------------------------------- Move Ability: Move-HP Up Recover HP as you move. 300 2 --------------------------------------------- Comments: The Monk has some of the most useful abilities of any job. There's long-ranged attack, healing, status remedies, even a resurrection ability. However, the Monk does not have a lot of hit points due to the limited amount of armor. Remember to keep your Brave level up as a Monk so that he/she will be stronger and have the Reaction Abilities triggered more. Also, I recommend Counter for any of the Squire Job classes. --------------------------------------------- 2.1.5. Thief Prerequisite: Lv. 2 Archer Weapon: Knife Helmet: Hat Armor: Clothes Warriors who can steal anything from anyone. Their skill and boldness are legendary. Move: 4 Jump: 4 Physical Evasion Rate: 25% --------------------------------------------- Steal --------------------------------------------- Name Description Speed JP Rating Gil Taking Steals gil. Now 10 1 Range: 1, Vertical 1 Effect: 1 enemy Steal Heart Charms an enemy that is of the Now 150 4 opposite sex. Range: 3 Effect: 1 enemy Add: Charm Steal Helmet Used to steal equipped helmets. Now 350 3 Range: 1, Vertical 1 Effect: 1 enemy Steal Armor Used to steal equipped armor. Now 450 3 Range: 1, Vertical 1 Effect: 1 enemy Steal Shield Used to steal equipped shield. Now 350 3 Range: 1, Vertical 1 Effect: 1 enemy Steal Weapon Used to steal equipped weapons. Now 600 4 Range: 1, Vertical 1 Effect: 1 enemy Steal Accessry Used to steal equipped accessories. Now 500 3 Range: 1, Vertical 1 Effect: 1 enemy Steal Exp Used to steal Exp from an enemy. Now 250 2 Range: 1, Vertical 1 Effect: 1 --------------------------------------------- Reaction Abilities: JP Rating Caution Take defensive position. 200 2 Add: Defense Trigger: HP Damage. Gilgame Heart Receive gil in the amount of damage you 200 1 received. Trigger: HP Damage. Catch Catch thrown item and keep it. 200 3 Trigger: Throw. --------------------------------------------- Support Ability: Secret Hunt If you beat a monster, you can take it 200 5 to a fur shop. --------------------------------------------- Move Abilities: Move +2 Increase movement range by 2. 520 5 Jump +2 Increase jump elevation by 2. 480 3 --------------------------------------------- Comments: The Thief's abilities are the only way to get some items that you can't normally find elsewhere (Elmdor's Genji equipment, Meliadoul's Defender, etc.). Also, Secret Hunt and Move +2 are useful abilities to have. The advantage to Secret Hunt is that not only can you get great items from the furs, but you can also remove an enemy from the battlefield, like those pesky reviving Skeletons and Ghouls. However, the Thief has low attack power and low hit points due to the weak armor that he/she can only wear. --------------------------------------------- 2.1.6. Geomancer Prerequisite: Lv. 3 Monk Weapons: Sword, Axe Can use shield with sword Helmet: Hat Armor: Clothes, Robe Warrior who knows of good and bad luck, from the earth. Uses 'Elemental', which brings mysterious geographical powers. Move: 4 Jump: 3 Physical Evasion Rate: 10% --------------------------------------------- Elemental --------------------------------------------- Name Description Speed JP Rating Pitfall Elemental that damages with a warp in Now 150 4 space-time. Ground type: Natural Surface, Wasteland, Road Range: 5 Effect: 2, Vertical 0 Add: Don't Move. Water Ball Elemental that damages with the Now 150 3 mysterious power of water. Ground type: Waterway, River, Lake, Sea, Waterfall Range: 5 Effect: 2, Vertical 0 Water elemental Add: Frog Hell Ivy Elemental that damages with the Now 150 4 mysterious power of plants. Ground type: Grassland, Thicket, Water plant, Ivy Range: 5 Effect: 2, Vertical 0 Add: Stop Carve Model Elemental that damages with the Now 150 4 mysterious power of stones. Ground type: Gravel, Stone floor, Stone wall, Mud wall, Tombstone Range: 5 Effect: 2, Vertical 0 Add: Petrify Local Quake Elemental that damages with the Now 150 4 mysterious power of rocks. Ground type: Rocky cliff, Lava rocks Range: 5 Effect: 2, Vertical 0 Earth elemental Add: Confusion Kamaitachi Elemental that damages with atmospheric Now 150 4 power. Ground type: Book, Tree, Brick, Bridge, Furniture, Iron plate, Moss, Coffin Range: 5 Effect: 2, Vertical 0 Wind elemental Add: Don't Act Demon Fire Elemental that damages with mysterious Now 150 4 powers within the place. Ground type: Wooden floor, Rug, Box, Stairs, Deck Range: 5 Effect: 2, Vertical 0 Fire elemental Add: Sleep Quicksand Elemental that damages with the Now 150 4 mysterious power of water. Ground type: Swamp, Marsh, Poisoned marsh Range: 5 Effect: 2, Vertical 0 Water elemental Add: Death Sentence Sand Storm Elemental that damages with the Now 150 3 mysterious power of dust. Ground type: Sand area, Stalactite, Salt Range: 5 Effect: 2, Vertical 0 Wind elemental Add: Darkness Blizzard Elemental that damages with the Now 150 3 mysterious power of snow. Ground type: Snow, Ice Range: 5 Effect: 2, Vertical 0 Ice elemental Add: Silence Gusty Wind Elemental that damages with the Now 150 3 mysterious power of wind. Ground type: Roof, Sky, Chimney Range: 5 Effect: 2, Vertical 0 Wind elemental Adds: Slow Lava Ball Elemental that damages with atmospheric Now 150 4 power. Ground type: Lava, Machine Range: 5 Effect: 2, Vertical 0 Fire elemental Add: Dead --------------------------------------------- Reaction Ability: JP Rating Counter Flood Counter with geomancy. 300 3 Trigger: Physical attack, geomancy. --------------------------------------------- Support Ability: Attack UP Can cause great damage with physical 400 4 attack. --------------------------------------------- Move Abilities: Any Ground Walk easily over waterlands like rivers. 220 2 Move on Lava Move and stop over rocks. 150 2 --------------------------------------------- Comments: What's nice about the Geomancer is that he/she can have a good physical attack and decent defense, while having useful special abilities. Geomancy is magic based on the current ground the Geomancer is standing on. It does a little bit of damage (some attacks have elements) and they all add a status anomaly. The status anomaly doesn't work often, but it is nice when it does. I wouldn't recommend Elemental as a second ability, unless you're fighting on some of the more useful ground types. --------------------------------------------- 2.1.7. Lancer Prerequisite: Lv. 3 Thief Weapon: Spear Can use shield. Helmet: Armored Helmet Armor: Armor, Robe Warrior 'Jumps' high and attacks enemies despite heavy arms and weapons. An expert with spears. Move: 3 Jump: 4 Physical Evasion Rate: 15% --------------------------------------------- Jump --------------------------------------------- Name Description JP Rating Level Jump2 Allows you to jump 3 panels horizontally. 150 2 Level Jump3 Allows you to jump 3 panels horizontally. 300 2 Level Jump4 Allows you to jump 4 panels horizontally. 450 1 Level Jump5 Allows you to jump 5 panels horizontally. 600 1 Level Jump8 Allows you to jump 8 panels horizontally. 900 5 Vertical Jump2 Allows you to jump 2 panels vertically. 100 2 Vertical Jump3 Allows you to jump 3 panels vertically. 200 2 Vertical Jump4 Allows you to jump 4 panels vertically. 300 1 Vertical Jump5 Allows you to jump 5 panels vertically. 400 1 Vertical Jump6 Allows you to jump 6 panels vertically. 500 1 Vertical Jump7 Allows you to jump 7 panels vertically. 600 1 Vertical Jump8 Allows you to jump 8 spaces vertically. 900 5 --------------------------------------------- Reaction Ability: Dragon Spirit Protection from death. 560 4 Add: Raise Trigger: Physical attack --------------------------------------------- Support Ability: Equip Spear Equip spear regardless of Job. 400 2 -------------------------------------------- Move Ability: Ignore Height Jump to any height regardless of jumping 700 4 ability. --------------------------------------------- Comments: The Lancer is much like a Knight in equipment (although the attack for a Lancer is better). The Jump ability has a few flaws, however. First, when you are learning the Jump skills, you only need to learn Level Jump8 and Vertical Jump8. If you learn those two, you will be able to jump at maximum range, and every square inside that range. Also, there is no specified time when the Jump will complete. If that enemy moves out of the way, the Jump will be unsuccessful. As for the other abilities, Ignore Height will allow you to jump skyscrapers in a single bound (literally). In any case, a Lancer is probably better than a Knight. --------------------------------------------- 2.1.7. Dancer Female units only. Prerequisites: Lv. 4 Geomancer, Lv. 4 Lancer Weapon: Knife, Cloth Helmet: Hat Armor: Clothes Warrior who dances in battle in charming costumes. Can 'Dance' and disturb enemies. Move: 3 Jump: 4 Physical Evasion Rate: 5% --------------------------------------------- Dance --------------------------------------------- Name Description Speed JP Rating Witch Hunt Dance causes MP damage with a 17 100 1 mysterious costume. Range: Auto Effect: all enemies SP: 17 [Small amount of damage] Wiznaibus Dance causes HP damage with powerful 17 100 2 dance steps. Range: Auto Effect: all enemies SP: 17 [Small amount of damage] Slow Dance Dance lowers enemies' Speed level by 13 100 3 confusing them with slow dance movements. Range: Auto Effect: all enemies SP: 13 [Reduces Speed by 1] Polka Polka Dance with vivacious moves. Lowers 13 100 3 physical attack power. Range: Auto Effect: all enemies SP: 13 [Reduces physical attack power by 1] Disillusion Dance lowers enemies' magic attack power 10 100 3 by distracting them with a mysterious costume. Range: Auto Effect: all enemies SP: 10 Nameless Dance Dance with unexplainable moves. Causes 10 100 4 various abnormal status. Range: Auto Effect: all enemies SP: 10 Add: Darkness, Confusion, Silence, Frog, Poison, Slow, Stop, Sleep Last Dance Ultimate dance. Turns enemies' CT count 5 100 4 to 0. Range: Auto Effect: all enemies SP: 5 --------------------------------------------- Reaction Abilities: JP Rating A Save Raise physical attack power. 550 4 Trigger: HP Damage. [Raises physical attack by 1] Brave Up Raise Brave. 500 4 Trigger: Physical Attack. --------------------------------------------- [The Dancer has no Support Abilities] --------------------------------------------- Move Abilities: Jump +3 Increase jump elevation by 3. 1000 3 Fly Leap over enemies and obstacles. 1200 4 --------------------------------------------- Comments: The Dancer's dances aren't very good at all. The MP and HP damage dances hardly do any damage, and the other dances often don't work. The only thing really useful about this class is the other abilities. Only women can change into this job class. --------------------------------------------- 2.2. Chemist Classes The Chemist classes focus more on magic and alternate forms of battle than weaponry. Also, these classes can't equip armor, so they will be weaker than the others, but their magic can make them more powerful than their Squire counterparts. --------------------------------------------- 2.2.1. Chemist No conditions for job change. Weapons: Knife, Gun Helmet: Hat Armor: Clothes Chemist who perscribes items to restore HP and treat abnormal status. Item throw ability. Move: 3 Jump: 3 Physical Evasion Rate: 5% --------------------------------------------- Item --------------------------------------------- Name Description JP Rating Potion Potion recovers HP. It damages when used 30 3 on undead. HP restore 30 Hi-Potion Hi-Potion's stronger than Potion. 200 3 HP restore 70 X-Potion X-Potion can be used to recover HP. It's 300 4 the strongest existing potion. HP restore 150 Ether Ether restores MP. MP restore 20 300 2 Hi-Ether High Ether is stronger than Ether. 400 3 MP restore 50. Elixir Elixir restores all HP and MP. 900 5 Antidote Antidote neutralizes all poisons. 70 3 Cancel: Poison Eye Drop Eye drops restore sight. 80 2 Cancel: Darkness Echo Grass Echo Grass lets you cast magic again. 120 3 Cancel: Silence Maiden's Kiss Maiden's Kiss restores you to your 200 3 original shape from Frog. Cancel: Frog Soft Tool to cure petrified state. It breaks 250 3 after one use. Cancel: Petrify Holy Water This water restores life to undead. 400 3 Cancel: Undead, Blood Suck Remedy Cures many types of abnormal status. 700 5 Cancel: Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison, Sleep Phoenix Down This feather revives dead units. 90 5 Cancel: Dead --------------------------------------------- Reaction Ability: Auto Potion Use lowest available potion when attacked. 400 3 Trigger: HP Damage. --------------------------------------------- Support Abilities: Throw Item Be able to throw items and expand range, 350 2 even if not a Chemist. Maintenance Equipped items are immune to break 250 3 techniques. Equip Change Change equipment even in battle. Select 0 2 act command, 'Equip Change.' --------------------------------------------- Move Ability: Move-Find Item Find any hidden items at your destination. 100 5 --------------------------------------------- Comments: The Chemist is a job class that just about all of your warriors should spend some time in. The items are all useful in battle, and you could definitely use healing or a Phoenix Down during the course of battle. The other abilities aren't as useful, although Move-Find Item is what you will need to get all of the good stuff in the Deep Dungeon. A note about Move-Find Item: The lower your brave level, the better your chances are of finding a good item. This is explained more in the Deep Dungeon section in the secrets file. --------------------------------------------- 2.2.2. Priest Prerequisite: Lv. 2 Chemist Weapon: Staff Helmet: Hat Armor: Clothes, Robe The Priest controls holy magic by borrowing soul power. Often uses recuperative and support magic, 'White Magic.' Move: 3 Jump: 3 Physical Evasion Rate: 5% --------------------------------------------- White Magic --------------------------------------------- Name Description MP Speed JP Rating Cure White magic cures physical injuries 6 25 50 4 and restores HP. Range: 4 Effect: 2, Vertical 1 MP: 6 SP: 25 Reflect, Calc Cure 2 White magic cures physical injuries 10 20 180 4 and restores HP. Range: 4 Effect: 2, Vertical 1 MP: 10 SP: 20 Reflect, Calc Cure 3 White magic cures physical injuries 16 15 400 5 and restores HP. Range: 4 Effect: 2, Vertical 2 MP: 16 SP: 15 Reflect, Calc Cure 4 White magic cures physical injuries 20 10 700 3 and restores HP. Range: 4 Effect: 2, Vertical 3 MP: 20 SP: 10 Raise White magic revives dead units from 10 25 180 4 abyss. Range: 4 Effect: 1 MP: 10 SP: 25 Cancel: Dead Reflect, Calc Raise 2 White magic revives dead units from 20 10 500 5 abyss. Range: 4 Effect: 1 MP: 20 SP: 10 Cancel: Dead Reflect, Calc [Revives dead unit, and restores full HP.] Reraise Divine protection. Once cast, will 16 15 800 2 raise units automatically upon death. Range: 3 Effect: 1 MP: 16 SP: 15 Add: Reraise Reflect, Calc Regen White magic restores a unit by 8 25 300 2 gradually replenishing its HP. Range: 3 Effect: 2, Vertical 0 MP: 8 SP: 25 Add: Regen Reflect, Calc Protect White magic protects units from 6 25 70 2 physical attacks by covering them with invisible armor. Range: 3 Effect: 2, Vertical 0 MP: 6 SP: 25 Add: Protect Reflect, Calc Protect 2 White magic protects units from 24 15 500 2 physical attacks by covering them with invisible armor. Range: 3 Effect: 2, Vertical 3 MP: 24 SP: 15 Add: Protect Shell White magic protects units from 6 25 70 2 magic attacks by covering them with an invisible magic veil. Range: 3 Effect: 2, Vertical 0 MP: 6 SP: 25 Add: Shell Reflect, Calc Shell 2 White magic protects units from 20 25 500 2 magic attacks by covering them with an invisible magic veil. Range: 3 Effect: 2, Vertical 3 MP: 20 SP: 15 Add: Shell Wall White magic protects units from 24 25 380 3 physical and magic attacks by covering them with an invisible barrier. Range: 3 Effect: 1 MP: 24 SP: 25 Add: Protect, Shell Reflect, Calc Esuna White magic cancels abnormal status 18 34 280 5 with its purifying light. Range: 3 Effect: 2, Vertical 2 MP: 18 SP: 34 Cancel: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don't Move, Don't Act Reflect, Calc Holy White magic attacks by enveloping 56 17 600 5 enemy within a holy light. Range: 5 Effect: 1 MP: 56 SP: 17 Holy elemental Reflect, Calc --------------------------------------------- Reaction Ability: JP Rating Regenerator Receive Regen when attacked. 400 3 --------------------------------------------- Support Ability: Magic DefendUP Magic attack damage is lessened. 400 3 --------------------------------------------- [The Priest has no Move Abilities.] --------------------------------------------- Comments: The Priest is excellent for healing and defense. Also, the Priest has a great attack spell as well, which works well on Undead. You can use White Magic as an alternative to Items for healing, and you'll get a good attack spell out of it as well. Learn all but Cure 4, Protect 2, and Shell 2 for training a Calculator. However, if you're looking for a good magic attack unit, the Wizard, Summoner, and Time Mage are better. --------------------------------------------- 2.2.3. Wizard Prerequisite: Lv. 2 Chemist Weapon: Rod Helmet: Hat Armor: Clothes, Robe The Wizard controls the elements which make up this world. Often uses attack magic, 'Black Magic.' Move: 3 Jump: 3 Physical Evasion Rate: 5% --------------------------------------------- Black Magic --------------------------------------------- Name Description MP Speed JP Rating Fire Black magic erupts in a blazing 6 25 50 4 inferno. Range: 4 Effect: 2, Vertical 1 MP: 6 SP: 25 Fire elemental Reflect, Calc Fire 2 Black magic erupts in a blazing 12 20 200 3 inferno. Range: 4 Effect: 2, Vertical 2 MP: 12 SP: 20 Fire elemental Reflect, Calc Fire 3 Black magic erupts in a blazing 24 15 480 3 inferno. Range: 4 Effect: 2, Vertical 3 MP: 24 SP: 15 Fire elemental Reflect, Calc Fire 4 Black magic erupts in a blazing 48 10 850 3 inferno. Range: 4 Effect: 3, Vertical 3 MP: 48 SP: 10 Fire elemental Bolt Black magic stikes down in a flash 6 25 50 4 of lightning. Range: 4 Effect: 2, Vertical 1 MP: 6 SP: 25 Lightning elemental Reflect, Calc Bolt 2 Black magic strikes down in a flash 10 20 200 3 of lightning. Range: 4 Effect: 2, Vertical 2 MP: 10 SP: 20 Lightning elemental Reflect, Calc Bolt 3 Black magic strikes down in a flash 24 15 480 3 of lightning. Range: 4 Effect: 2, Vertical 3 MP: 24 SP: 15 Lighting elemental Reflect, Calc Bolt 4 Black magic strikes down in a flash 48 10 850 3 of lightning. Range: 4 Effect: 3, Vertical 3 MP: 48 SP: 10 Lightning elemental Ice Black magic releases falling ice 6 25 50 4 shards. Range: 4 Effect: 2, Vertical 1 MP: 6 SP: 25 Ice elemental Reflect, Calc Ice 2 Black magic releases falling ice 12 20 200 3 shards. Range: 4 Effect: 2, Vertical 2 MP: 12 SP: 20 Ice elemental Reflect, Calc Ice 3 Black magic releases falling ice 24 15 480 3 shards. Range: 4 Effect: 2, Vertical 3 MP: 24 SP: 15 Ice elemental Reflect, calc Ice 4 Black magic releases falling ice 48 10 850 3 shards. Range: 4 Effect: 3, Vertical 3 MP: 48 SP: 10 Ice elemental Poison Black magic creates poison inside 6 34 150 2 one's body, gradually lowering HP as the body is consumed from inside. Range: 4 Effect: 2, Vertical 2 MP: 6 SP: 34 Add: Poison Reflect, Calc Frog Black magic turns target into a frog. 12 20 500 3 Can also be used to reverse the effects of this spell. Range: 3 Effect: 1 MP: 12 SP: 20 Add: Frog Reflect, Calc Death Black magic slays target instantly by 24 10 600 3 removing its soul. Range: 4 Effect: 1 MP: 24 SP: 10 Add: Dead Reflect, Calc Flare Black magic burns an entire area by 60 15 900 5 converting ultra-energy to heat. Range: 5 Effect: 1 MP: 60 SP: 15 Reflect, Calc --------------------------------------------- Reaction Ability: JP Rating Counter Magic When attacked by magic, counter with same. 800 5 Trigger: Magic Effect --------------------------------------------- Support Ability: Magic AttackUP Can cause great damage with magic attack. 400 4 --------------------------------------------- [The Wizard has no movement abilities.] --------------------------------------------- Comments: The Wizard is a strong addition to any army. All of his abilities are useful, but they are all offensive spells. These spells don't have the variety that some of the other classes do; they are purely for attack. The Wizard does have the highest magic attack rating of any of the jobs, so when you finish learning the Calculator skills, change the Calculator to a Wizard, and give him/her a Wizard Rod, Flash Hat, Magic Gauntlet, etc., and use Magic AttackUP. You'll see some powerful results. --------------------------------------------- 2.2.4. Oracle Prerequisite: Lv. 2 Priest Weapons: Stick, Rod, Staff, Dictionary Helmet: Hat Armor: Clothes, Robe The Oracle has control over elements of life itself, through the manipulation of Yin and Yang. Move: 3 Jump: 3 Physical Evasion Rate: 5% --------------------------------------------- Yin-Yang Magic --------------------------------------------- Name Description MP Speed JP Rating Blind Yin Yang magic blinds enemy and lowers the 4 50 100 2 rate of physical attacks. Range: 4 Effect: 2, Vertical 1 MP: 4 SP: 50 Reflect, Calc Add: Darkness Spell Absorb Yin Yang magic absorbs enemy's MP, restoring 2 50 200 3 one's own MP. Range: 4 Effect: 1 MP: 2 SP: 50 Life Drain Yin Yang magic absorbs enemy's HP, restoring 16 50 350 3 one's own HP. Range: 4 Effect: 1 MP: 16 SP: 50 Pray Faith Yin Yang magic fills soul with faith. 6 25 400 4 Range: 4 Effect: 1 MP: 6 SP: 25 Reflect, Calc Add: Faith Doubt Faith Yin Yang magic makes targets lose their faith, 6 25 400 3 reducing their faith level. Range: 4 Effect: 1 MP: 6 SP: 25 Reflect, Calc Add: Innocent Zombie Yin Yang magic brings bodily death. 20 20 300 1 Range: 4 Effect: 1 MP: 20 SP: 20 Reflect, Calc Add: Undead Silence Song Yin Yang magic mutes enemy, making it impossible 16 34 170 3 to cast spells. Range: 4 Effect: 2, Vertical 1 MP: 16 SP: 34 Reflect, Calc Add: Silence Blind Rage Yin Yang magic releases desire to destroy, makes 16 20 400 2 enemy turn wild. Range: 4 Effect: 1 MP: 16 SP: 20 Reflect, Calc Add: Berserk Foxbird Yin Yang magic lowers brave level. 20 25 200 4 Range: 4 Effect: 1 MP: 20 SP: 25 Reflect, Calc Confusion Song Yin Yang magic makes enemy lose rationality and 20 20 400 3 act confused. Range: 4 Effect: 1 MP: 20 SP: 20 Reflect, Calc Add: Confusion Dispel Magic Yin Yang magic cancels positive status effect by 34 34 700 3 neutralizing Yin and Yang. Range: 4 Effect: 1 MP: 34 SP: 34 Calc Cancel: Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Reflect Paralyze Yin Yang magic doesn't allow enemy to take 10 20 100 5 action. Range: 4 Effect: 2, Vertical 0 MP: 10 SP: 20 Reflect, Calc Add: Don't Act Sleep Yin Yang magic immediately puts enemy to sleep. 24 17 350 3 Range: 4 Effect: 2, Vertical 1 MP: 24 SP: 17 Reflect, Calc Add: Sleep Petrify Yin Yang magic immediately turns enemy's body to 16 12 600 3 stone. Range: 4 Effect: 1 MP: 16 SP: 12 Reflect, Calc Add: Petrify --------------------------------------------- Reaction Ability: JP Rating Absorb Used MP Restore your MP by the same amount your enemy used. 250 2 Trigger: MP Effect. --------------------------------------------- Support Ability: Defense UP Physical attack damage is lessened. 400 3 --------------------------------------------- Move Ability: Any Weather Walk easily over swamps, marshes, poison marshes, 200 2 regardless of climate. Move-MP Up Recover MP as you move. 350 2 --------------------------------------------- Comments: The Oracle is an excellent support wizard. He or she will have to rely on others to defeat the enemies, but Yin Yang Magic makes it an easier task. There are a number of beneficial spells such as Paralyze, Sleep and Petrify that will stop your enemies in their tracks. All but the HP and MP draining spells can be implemented in calculation, and are extremely useful in that regard. --------------------------------------------- 2.2.5. Time Mage Prerequisite: Lv. 2 Wizard Weapon: Staff Helmet: Hat Armor: Clothes, Robe The Time Mage controls time and space. This sorceror toys with the laws of the universe. Move: 3 Jump: 3 Physical Evasion Rate: 5% --------------------------------------------- Time Magic --------------------------------------------- Name Description MP Speed JP Rating Haste Time Magic increases speed by accelerating time. 8 50 100 5 Range: 3 Effect: 2, Vertical 0 MP: 8 SP: 50 Reflect, Calc Add: Haste Haste 2 Time Magic increases speed by accelerating time. 30 15 550 3 Range: 3 Effect: 2, Vertical 3 MP: 30 SP: 15 Add: Haste Slow Time Magic decreases speed by slowing the passage 8 50 80 5 of time. Range: 3 Effect: 2, Vertical 0 MP: 8 SP: 50 Reflect, Calc Add: Slow Slow 2 Time Magic decreases speed by slowing the passage 30 15 520 3 of time. Range: 3 Effect: 2, Vertical 3 MP: 30 SP: 15 Add: Slow Stop Time Magic puts target in stasis, preventing its AT 14 15 330 4 from occurring. Range: 3 Effect: 2, Vertical 0 MP: 14 SP: 15 Reflect, Calc Add: Stop Don't Move Time Magic breaks space apart, making it impossible 10 34 100 4 to move. Range: 3 Effect: 2, Vertical 1 MP: 10 SP: 34 Reflect, Calc Add: Don't Move Float Time Magic distorts space, let's one float 1h above 8 50 200 1 the ground. Range: 4 Effect: 2, Vertical 1 MP: 8 SP: 50 Reflect, Calc Add: Float Reflect Time Magic creates are that reflects magic by 12 50 300 2 inverting magic space. Range: 4 Effect: 1 MP: 12 SP: 50 Reflect, Calc Add: Reflect Quick Time Magic vastly increases the speed of time 24 25 800 4 passage, hastening AT. Range: 4 Effect: 1 MP: 24 SP: 25 Reflect Demi Time Magic damages with the powerful pull of gravity 24 17 250 2 by creating ultra high-density space. Range: 4 Effect: 2, Vertical 1 MP: 24 SP: 17 Reflect, Calc Demi 2 Time Magic damages with the powerful pull of gravity 50 12 550 2 by creating ultra high-density space. Range: 4 Effect: 2, Vertical 3 MP: 50 SP: 12 Reflect, Calc Meteor Time Magic unleashes a huge meteor from the heavens, 70 8 1500 3 devastating its target. Range: 4 Effect: 4, Vertical 3 MP: 70 SP: 8 --------------------------------------------- Reaction Abilities: JP Rating Critical Quick When HP level is lessened, your AT is executed next. 700 3 MP Switch Physical damage is converted into magic damage. MP is lost 400 4 instead of HP. --------------------------------------------- Support Ability: Short Charge CT is shortened. 800 5 --------------------------------------------- Move Abilities: Teleport Distort time, moving immediately to your destination. 600 5 Moving too far will end in failure. Float Float 1h over land. 540 1 --------------------------------------------- Comments: The Time Mage's magic is quite powerful. Haste, Slow, and Don't Move can easily turn the tide of a battle. However, like the Oracle, the Time Mage does not have much damaging power, with the exception of Meteor, which is nice if you can pull it off due to its long casting time. However, the other abilities is where the Time Mage is really good. MP Switch is excellent for use on non-magic using jobs, such as Knights or Monks. Short Charge is an excellent (almost necessary) support ability for Summoners, and is also very useful on Wizards. Teleport is also excellent, if you know its limits. --------------------------------------------- 2.2.6. Mediator Prerequisite: Lv. 2 Oracle Weapons: Knife, Gun Helmet: Hat Armor: Clothes, Robe Warrior who joins battles by talking to the enemy. Uses clever 'Talk Skill.' Monster talk ability Move: 3 Jump: 4 Physical Evasion Rate: 5% --------------------------------------------- Talk Skill --------------------------------------------- Name Description Speed JP Rating Invitation Word skill tricks enemy into becoming an ally. Now 100 5 Range: 3, Vertical 3 Effect: 1 enemy Add: Invitation Persuade Word skill used to ask enemy to wait its turn to act. Now 100 2 Resets the CT count. Range: 3, Vertical 3 Effect: 1 Praise Word skill raises Brave level by complimenting the target Now 200 3 and raising their confidence. Range: 3, Vertical 3 Effect: 1 Threaten Word skill lowers Brave level by frightening target. Now 200 5 Range: 3, Vertical 3 Effect: 1 Preach Word skill used to raise Faith by preaching the miracles Now 200 5 of God. Range: 3, Vertical 3 Effect: 1 Solution Word skill used to lower Faith by preaching about other Now 200 3 secular theories. Range: 3, Vertical 3 Effect: 1 Death Sentence Word skill foretells the enemy's death. Now 500 3 Range: 3, Vertical 3 Effect: 1 Add: Death Sentence Negotiate Word skill used to negotiate with enemy and receive gil. Now 100 1 Range: 3, Vertical 3 Effect: 1 enemy Insult Word skill used to upset enemy with curses and abuse. Now 300 2 Range: 3, Vertical 3 Effect: 1 enemy Add: Berserk Mimic Daravon Word skill used to put enemy asleep with boring stories. Now 300 3 Range: 3, Vertical 3 Effect: 2 Add: Sleep --------------------------------------------- Reaction Ability: JP Rating Finger Guard Evade word attacks. 300 1 Trigger: word skills. --------------------------------------------- Support Abilities: Equip Gun Equip gun regardless of Job. 750 4 Train When enemy becomes terminal, force them into becoming 450 2 allies. Monster Talk Speak with monsters and use 'Word Skill' even if not a 100 1 Mediator. --------------------------------------------- [The Mediator does not have Move Abilities.] --------------------------------------------- Comments: The Mediator is useful in a couple of ways. First, Invite is the only way to get some monsters in your party, and the only way to get some of those very rare items for poaching. Second, it is another clsss that equip guns, which is very useful once you get some of the elemental guns. As for the abilities, several of them have a low success rate (40-55%, depending on Zodiac compatibility). The only useful ones are Invite, Preach, Threaten, and Solution. Praise is easily outdone by Ramza's Cheer Up ability, which has a 100% success rate. Solution is the only way I am aware of to raise Faith, and it's success rate is 40-55% as well. --------------------------------------------- 2.2.7. Summoner Prerequisite: Lv. 2 Time Mage Weapons: Rod, Staff Helmet: Hat Armor: Clothes, Robe Warrior who can call illusionary monsters, spirits of the highest rank. Uses 'Summon Magic', a special contract with the spirits. Move: 3 Jump: 3 Physical Evasion Rate: 5% --------------------------------------------- Summon Magic --------------------------------------------- Name Description MP Speed JP Rating Moogle Summon monster cures target's wounds with pure wind and 8 50 110 3 restores HP. Range: 4 Effect: 3, Vertical 2 ally MP: 8 SP: 50 Shiva Summon monster breathes on the enemy with extremely cold 24 25 200 3 breath. Range: 4 Effect: 3, Vertical 2 enemy MP: 24 SP: 25 Ice elemental Ramuh Summon monster mercilessly pours lightning shower on 24 25 200 3 enemy. Range: 4 Effect: 3, Vertical 2 enemy MP: 24 SP: 25 Lightning elemental Ifrit Summon monster rains a blazing inferno down upon the 24 25 200 3 enemy. Range: 4 Effect: 3, Vertical 2 enemy MP: 24 SP: 25 Fire elemental Titan Summon monster overturns the earth by striking it with a 30 20 220 4 powerful blow. Range: 4 Effect: 3, Vertical 2 enemy MP: 30 SP: 20 Earth elemental Golem Summon monster shares part of ally's damage. Evades 40 34 500 5 physical weapon damage. Range: Auto Effect: all allies MP: 40 SP: 34 Carbunkle Summon monster protects allies by reflecting magic attacks 30 25 350 1 with ruby light. Range: 4 Effect: 3, Vertical 2 ally MP: 30 SP: 25 Add: Reflect Bahamut Summon monster unleashes a devastating breath attack. 60 10 1200 4 Range: 4 Effect: 4, Vertical 3 enemy MP: 60 SP: 10 Odin Summon monster charges through enemies on the back of a 50 12 900 4 dragon-horse. Range: 4 Effect: 4, Vertical 3 enemy MP: 50 SP: 12 Leviathan Summon monster engulfs the battlefield with a huge water 48 12 850 4 swell. Range: 4 Effect: 4, Vertical 3 enemy MP: 48 SP: 12 Water elemental Salamander Summon monster burns battlefield with scorching red flame. 48 12 820 3 Range: 4 Effect: 3, Vertical 2 enemy MP: 48 SP: 12 Fire elemental Silf Summon monster mutes enemy with the spirit of leaves in 26 20 400 2 the wind. Range: 4 Effect: 3, Vertical 2 enemy MP: 26 SP: 20 Add: Silence Fairy Summon monster restores ally's HP. 28 25 460 4 Range: 4 Effect: 3, Vertical 2 ally MP: 28 SP: 25 Lich Summon monster born from darkness, dwells in the bowels 40 12 600 2 of hell. Range: 4 Effect: 3, Vertical 2 enemy MP: 40 SP: 12 Darkness elemental Cyclops Summon monster sunders the battlefield in the wake of its 62 12 1000 3 catastrophic onslaught. Range: 4 Effect: 3, Vertical 2 enemy MP: 62 SP: 12 Zodiac Summon monster focuses star light energy, and unleashes 99 10 -- 4 it in a blazing beam of destruction. Range: 4 Effect: 4, Vertical 3 enemy MP: 99 SP: 10 --------------------------------------------- Reaction Ability: JP Rating MP Restore Restore MP when terminal. 400 5 Trigger: Critical. --------------------------------------------- Support Ability: Half of MP MP used when casting magic is half. 900 5 --------------------------------------------- [The Summoner has no Move Abilities.] --------------------------------------------- Comments: The Summoner has some of the best magic spells around, and with good variety. There are several heavily damaging magics along with some good support magic, Golem and Fairy. There is even a spell that provides Reflect and Silence for several allies or enemies, although your need for these spells will be minimal. The reaction and support abilities will have excellent uses for any of your magic using characters. --------------------------------------------- 2.2.8. Bard Male units only. Prerequisite: Lv. 4 Mediator, Lv. 4 Summoner Weapon: Harp Helmet: Hat Armor: Clothes Warrior who uses his voice as a weapon. Can 'Sing' songs that protect allies. Move: 3 Jump: 3 Physical Evasion Rate: 5% --------------------------------------------- Sing --------------------------------------------- Name Description Speed JP Rating Angel Song Song for divine protection of an angel. Restores MP. 17 100 2 Range: Auto Effect: all allies SP: 17 Life Song Song about the greatness of life. Restore HP. 17 100 3 Range: Auto Effect: all allies SP: 17 Cheer Song Song about encouraging and cheering up someone. Raises 13 100 4 Speed level. Range: Auto Effect: all allies SP: 13 Battle Song Song about battle. Raises physical attack power. 13 100 4 Range: Auto Effect: all allies SP: 13 Magic Song Song about laws of sorcery and origins of magic. Raises 10 100 3 magic attack power. Range: Auto Effect: all allies SP: 10 Nameless Song Unknown song which has been handed down for generations. 10 100 3 Various divine protection. Range: Auto Effect: all allies SP: 10 Add: Reraise, Regen, Protect, Shell, Haste Last Song Ultimate song. Raises ally's CT count to 100. 5 100 4 Range: Auto Effect: all allies SP: 5 ---------------------------------------------- Reaction Abilities: JP Rating MA Save Raise Magic attack power. 450 3 Trigger: HP damage. Face Up Raise Faith. 500 3 Trigger: Magic Effect. ---------------------------------------------- [The Bard has no support abilities.] ---------------------------------------------- Move Abilities: Move+3 Increase movement range by 3. 1000 5 Fly Leap over enemies and obstacles. 1200 4 ---------------------------------------------- Comments: The Bard is probably just as useful as the Dancer, if not more. The Dancer's attacks are as weak as the support for your allies is with the Bard. However, Nameless Song, Last Song, and possibly Magic Song are useful, but I'd say the only good thing about the Bard is Move+3. ---------------------------------------------- 2.3. Mixed Classes The Mixed Classes have better strengths and abilities than those in the regular jobs. These classes include the Samurai, Ninja, Calculator, and Mime. ---------------------------------------------- 2.3.1. Samurai Prerequisite: Lv. 3 Knight, Lv. 4 Monk, Lv. 2 Lancer Weapon: Katana Helmet: Armored Helmet Armor: Armor, Robe Foreign warrior who forges their soul by improving swordsmanship. Uses skill that 'Draw Out' the spirit of the sword. Move: 3 Jump: 4 Physical Evasion Rate: 20% --------------------------------------------- Draw Out --------------------------------------------- Name Description Speed JP Rating Asura Knife Releases spirit of the katana. An invisible blade Now 100 3 slashes the enemy. Range: Auto Effect: 3, Vertical 3 enemy Koutetsu Releases spirit of the katana. The cry of the Banshee, Now 180 3 released in a brutal wave. Range: Auto Effect: 3, Vertical 3 enemy Bizen Boat Releases spirit of the katana. Ghost's whisper causes Now 260 1 MP damage. Range: Auto Effect: 3, Vertical 3 enemy Murasame Releases spirit of the katana. Released spirit's tears Now 340 4 restore HP. Range: Auto Effect: 3, Vertical 3 ally Heaven's Cloud Releases spirit of the katana. Ethereal spirit flows Now 420 3 out and attacks. Range: Auto Effect: 3, Vertical 3 enemy Add: Slow Kiyomori Releases spirit of the katana. Spiritual essence engulfs Now 500 3 allies in a protective veil. Range: Auto Effect: 3, Vertical 3 ally Add: Protect, Shell Muramasa Releases spirit of the katana. Vengeful wraiths Now 580 4 gradually remove the soul of the enemy. Range: Auto Effect: 3, Vertical 3 enemy Add: Confusion, Death Sentence Kikuichimoji Releases spirit of the katana. Vengeful spirit charges Now 660 4 the enemy in rage. Range: 4 directions Effect: 8, Vertical 3 enemy Masamune Releases spirit of the katana. Benevolent spirits Now 740 4 enhance the strength and agility of allies. Range: Auto Effect: 3, Vertical 3 ally Add: Regen, Haste Chirijiraden Releases spirit of the katana. Spirits become blue Now 820 4 flame and attack living beings. Range: Auto Effect: 3, Vertical 3 enemy --------------------------------------------- Reaction Abilities: JP Rating Meatbone Slash When terminal, give damage in the amount of your max HP. 200 3 Trigger: Critcal. Blade Grasp Evade physical attack. 700 5 Trigger: Physical Attacks other than Bow/Crossbow. --------------------------------------------- Support Abilities: Equip Knife Equip Katana regardless of Job. 400 2 Two Hands Hold weapon in both hands raising destructive power. 900 5 --------------------------------------------- Move Ability: Walk on Water Move or stop over the surface of the water. 300 2 --------------------------------------------- Comments: The Samurai is a warrior with excellent strength and good defense. The Draw Out abilities give a lot of versatility to this Job class, and the Blade Grasp and Two Hands abilities will make your Samurai very tough to defeat. The Draw Out ability will only work if you have extra Katanas in stock, and there is always a chance of that Katana breaking. So, I would suggest keeping 3 or 4 of the more useful Katanas around. --------------------------------------------- 2.3.2. Ninja Prerequisite: Lv. 3 Archer, Lv. 4 Thief, Lv. 2 Geomancer Weapons: Knife, Ninja Sword, Flail Helmet: Hat Armor: Clothes Combatant who hides as a means of battle. Can 'Throw' weapons at distant enemies. 2-sword ability Move: 4 Jump: 5 Physical Evasion Rate: 30% --------------------------------------------- Throw --------------------------------------------- Name Description Speed JP Rating Shuriken Allows to you throw shuriken. Now 50 5 Ball Allows you to throw a Ball. Now 70 5 Knife Allows you to throw a knife. Now 100 2 Sword Allows you to throw a sword. Now 100 2 Hammer Allows you to throw a flail. Now 100 2 Katana Allows you to throw a Katana. Now 100 3 Ninja Sword Allows you to throw a Ninja sword. Now 100 2 Axe Allows you to throw an axe. Now 120 2 Spear Allows you to throw a spear. Now 100 2 Stick Allows you to throw a stick. Now 100 2 Knight Sword Allows you to throw a Knight sword. Now 100 1 Dictionary Allows you to throw a Dictionary. Now 100 2 --------------------------------------------- Reaction Abilities: JP Rating Sunken State Hide by become invisible. 900 4 Add: Invisible Trigger: HP damage. Abandon Evade % rises and it becomes easier to dodge attacks. 400 3 Trigger: Physical attacks and some Magic attacks. --------------------------------------------- Support Ability: Two Swords Use a weapon in each hand even if not a Ninja. 900 5 --------------------------------------------- Move Ability: Move in Water Move or stop on water. 420 2 --------------------------------------------- Comments: The Ninja's attack power is very high. Complemented with a high speed rating and good initial movement values, the Ninja can be a very useful character. However, it is probably best to keep your distance if possible. The Ninja's weak armor gives a low HP amount, and so the Ninja can easily be taken down by Magic or an accurate hit. With a high physical evasion rate, the Ninja relies on dodging attacks rather than taking them, so you should probably equip your Ninjas with mantles. --------------------------------------------- 2.3.3. Calculator Prerequisite: Lv. 4 Priest, Lv. 4 Wizard, Lv. 3 Oracle, Lv. 3 Time Mage Weapons: Stick, Dictionary Helmet: Hat Armor: Clothes, Robe Scholarly warrior creates phenomenon through math. Uses 'Math Skill' to drive away the target. Move: 3 Jump: 3 Physical Evasion Rate: 5% --------------------------------------------- Math Skill --------------------------------------------- Name Description Speed JP Rating CT Math skill to calculate CT. -- 250 4 Level Math skill to calculate level. -- 350 5 Exp Math skill to calculate Exp. -- 200 5 Height Math skill to calculate height. -- 250 4 Prime Number Math skill that guides selected item in prime -- 300 4 number. (A Prime Number is any number that is only divisible by 1 or itself.) Below is a list of prime numbers under 100: 2 3 5 7 11 13 17 19 23 29 31 37 41 43 47 53 59 61 67 71 73 79 83 89 97 5 Math skill that guides items in multiples of 5. -- 200 4 4 Math skill that guides items in multiples of 4. -- 400 4 3 Math skill that guides items in multiples of 3. -- 600 5 --------------------------------------------- Reaction Abilities: JP Rating Distribute When HP is maxed, excess HP is shared with party. 200 4 Trigger: HP restore. Damage Split Shift damage received from yourself to your enemy. 300 5 --------------------------------------------- Support Ability: Gained Exp UP Spirit is heightened. Gain more Exp. from the same 350 4 experiences. --------------------------------------------- Move Abilities: Move-Get Exp Gain Exp. as you move. 400 3 Move-Get JP Gain JP as you move. 360 2 --------------------------------------------- Comments: The Calculator is hands down the best job class. However, to get a fully strong Calculator, you will need to spend many hours getting spells and the Math Skill abilities. The way the Calculator works is that you are able to cast any spell from the large group of spells that have "Calc" in their description. Then, you pick either CT, Level, Exp, or Height, and divide that number by either a Prime Number, 5, 4, or 3. Then, the spell targets all in that calculation. This is explained in detail in my Calculator Strategy section in the Secrets file. As for the other abilities, they are excellent. Damage Split is probably one of the best reaction abilities: it takes half the damage that you took from an attack, and deals it to the enemy, and heals you in that same amount. Gained Exp UP doubles the amount of experience you receive, a skill ideal for Cloud. --------------------------------------------- 2.3.4. Mime Prerequisite: Lv. 8 Squire, Lv. 8 Chemist, Lv. 4 Geomancer, Lv. 4 Lancer, Lv. 4 Mediator, Lv. 4 Summoner Weapon: None Helmet: None Armor: None Warrior who can 'Mimic' others. When an ally takes action, he mimics it. Move: 4 Jump: 4 Physical Evasion Rate: 5% This character has no abilities, it mimics the actions your other units perform. --------------------------------------------- 2.4. Special Classes These are the classes that have special abilities that you can't find in normal characters. This includes the special Squires, Holy Knight, Engineer, etc. All of these classes have the typical Squire abilities for their Reaction, Support, and Move abilities. 2.4.1. Squire Examples: Ramza, Delita (Chapter 1), Algus Weapons: Knife, Sword, Knight Sword, Flail Can use shield. Helmet: Armored Helmet, Hat Armor: Armor, Clothes, Robe Unlike other Squires, he can equip robes, shields, helmets, armor, and knight swords, but not axes. Move: 4 Jump: 3 Physical Evasion Rate: 10% --------------------------------------------- Guts --------------------------------------------- Name Description MP Speed JP Rating Accumulate Charge up one's power to raise physical -- Now 300 4 attack power. Range: Auto Effect: 1 [physical attack +1] Dash Run into enemy with body. -- Now 80 2 Range: 1, Vertical 1 Effect: 1 [can knock target back one square] Throw Stone Throw stones at a distant enemy. -- Now 90 3 Range: 4 Effect: 1 [can knock target back one square] Heal Recover from abnormal status effects. -- Now 150 2 Range: 1, Vertical 2 Effect: 1 Cancel: Darkness, Silence, Poison Yell Raise speed level by yelling. -- Now 200 3 Range: 3 Effect: 1 Wish Offer one's own HP to the spirits, wishing -- Now -- 2 to restore the target's HP by double that amount. Range: 1, Vertical 3 Effect: 1 Cheer Up Raise Brave level by encouraging. -- Now 200 5 Range: 3 Effect: 1 Scream Raise one's Brave level, Speed level, and -- Now 500 4 physical/magic attack powers by shouting. Range: Auto Effect: 1 Ultima Magic damages with absolute energy. 10 20 -- 4 Range: 4 Effect; 2, Vertical 1 MP: 10 SP: 20 --------------------------------------------- Comments: The special Squire class is definitely better than the regular Squire class. Ramza can become quite the powerhouse later on in the game with either a Defender or Save the Queen, and heavy armor. I've had blocking rates of higher than 70% from any side with some powerful equipment and abilities. Ultima isn't a great spell, but since his only ranged attack is Throw Stone, it's certainly better than nothing. It does around 100 damage at normal magic levels. --------------------------------------------- 2.4.2. Holy Knight Examples: Agrias, Delita (Chapters 2 and 4) Weapons: Sword, Knight Sword Can equip shield. Helmet: Armored Helmet Armor: Armor, Robe Devoted knight baptized by the church. Draws 'Holy Sword' skill from the weapon under divine protection of God. Move: 3 Jump: 3 Physical Evasion Rate: 25% --------------------------------------------- Holy Sword (Sword or Knight Sword required) --------------------------------------------- Name Description Speed JP Rating Stasis Sword Damages with holy sword spirit. Now -- 3 Range: 2 Effect: 2, Vertical 0 Holy elemental Add: Stop Split Punch Damages with holy sword spirit. Now 400 4 Range: 3, Vertical 2 Effect: 1 Holy elemental Add: Death Sentence Crush Punch Damages with holy sword spirit. Now 500 4 Range: 3, Vertical 1 Effect: 1 Holy elemental Add: Dead Lightning Stab Damages with holy sword spirit. Now 700 5 Range: 3 Effect: 2, Vertical 1 Lightning elemental Add: Silence Holy Explosion Damages with holy sword spirit. Now 800 4 Range: 4 directions Effect: 5, Vertical 2 Holy elemental Add: Confusion --------------------------------------------- Comments: The Holy Knight is a very useful job class once you get the longer range abilities: Lightning Stab and Holy Explosion. With a good sword, you can do a lot of damage with these strikes. The variety of status anomalies associated with these attacks occur very infrequently. Keep in mind that all but Lightning Stab are holy elemental, so they are more effective against undead, and can heal your characters that are equipped with Chameleon Robes or Excaliburs. --------------------------------------------- 2.4.3. Dark Knight Example: Gafgarion Weapon: Sword Can equip shield. Helmet: Armored Helmet Armor: Armor Knight of darkness who lives without facing the light of God. His 'Dark Sword' absorbs enemies' spirits. Move: 3 Jump: 3 Physical Evasion Rate: 15% --------------------------------------------- Dark Sword (Sword or Knight Sword required) --------------------------------------------- Name Description Speed JP Rating Dark Sword Absorbs MP with the power of darkness. Now 500 2 Range: 3 Effect: 1 Darkness elemental Night Sword Absorbs MP with the power of darkness. Now 100 5 Range: 3 Effect: 1 Darkness elemental --------------------------------------------- Comments: While Gafgarion's job class is relatively simple, it's quite powerful. Since he can draw health from his enemies while depleting it, killing him is difficult. His physical evasion rate is only a bit higher than that on a normal Knight's, so depending on the shield and accessory equipped, he can be approached physically. His Dark Sword attack is more for depleting the MP of enemies rather that absorbing it; it does enough damage to totally deplete an opponent's MP in a single use. --------------------------------------------- 2.4.4. Engineer Example: Mustadio Weapon: Gun Helmet: Hat Armor: Clothes Technician who works for a revival of a lost civilization. His best skill is 'Snipe', using the ancient legendary 'Gun'. Move: 4 Jump: 4 Physical Evasion Rate: 18% --------------------------------------------- Snipe --------------------------------------------- Name Description Speed JP Rating Leg Aim Damages enemy's legs making it impossible to move. Now 200 5 Range: depends on weapon Effect: 1 Add: Don't Move Arm Aim Damages enemy's arms making it impossible to use weapons Now 300 5 or cast spells. Range: depends on weapon Effect: 1 Add: Don't Act Seal Evil Petrifies the cursed Undead, turning it into stone. Now 200 4 Range: depends on weapon Effect: 1 Add: Petrify --------------------------------------------- Comments: The ability to use a gun is a very useful skill in any job class, but the Engineer takes it one step further by having three excellent abilities. Leg Aim and Arm Aim are long range attacks that, while having a success rate of around 50%, can immobilize or paralyze your enemy. Seal Evil only works on undead, but has a higher success rate. --------------------------------------------- 2.4.5. Heaven and Hell Knights Example: Rafa (Heaven Knight), Malak (Hell Knight) Weapons: Staff, Stick Helmet: Hat Armor: Clothes, Robe Heaven Knight: Assassin who controls the laws of nature. Buries his enemies with the forbidden spell 'Truth'. Hell Knight: Assassin who controls the laws of nature. His 'Un-Truth' has the opposite effect of the Heaven Knight's 'Truth.' Move: 4 Jump: 3 Physical Evasion Rate: 10% (Heaven), 8% (Hell) The Untruth skills for the Hell Knight are the same, only named differently. --------------------------------------------- Truth (Heaven Knight) --------------------------------------------- Name Description Speed JP Rating Heaven Thunder Spell attacks with philosophy. Randomly attacks in 34 -- 4 effect range. Range: 4 Effect: 2, Vertical 3 SP: 34 Lightning elemental Asura Spell attacks with philosophy. Randomly attacks in 25 200 4 effect range. Range: 4 Effect: 2, Vertical 3 SP: 25 Fire elemental Diamond Sword Spell attacks with philosophy. Randomly attacks in 20 300 3 effect range. Range: 4 Effect: 2, Vertical 3 SP: 20 Wind elemental Hydragon Pit Spell attacks with philosophy. Randomly attacks in 17 400 3 effect range. Range: 4 Effect: 2, Vertical 3 SP: 17 Water elemental Space Storage Spell causes abnormal status with philosophies. 20 500 2 Randomly attacks in its effective range. Range: 4 Effect: 2, Vertical 3 SP: 20 Add: Darkness, Confusion, Silence, Frog, Poison, Slow, Sleep Sky Demon Spell attacks with philosophy. Randomly attacks in 15 600 3 effect range. Range: 4 Effect: 2, Vertical 3 SP: 15 Earth elemental --------------------------------------------- Comments: The Heaven and Hell Knights' abilities are not all that useful. They only do around 70-200 damage a hit, and hit randomly in the effect radius. For example, if you cast Asura, the game will first randomly select how many times the spell is cast (up to a maximum of six times, I believe), and the spell is cast in a random location in the five square panel (effect 2). So, if you are targeting a single enemy with it, there is only a 20% chance of actually hitting the enemy per casting. It's better to use when there are multiple enemies, or when you can eliminate a square from the effect range by casting it up against a wall, or on a cliff. --------------------------------------------- 2.4.6. Divine Knight Example: Meliadoul Weapons: Sword, Knight Sword, Crossbow, Spear Can equip Shield. Helmet: Armored Helmet Armor: Armor, Clothes, Robe Holy knight who pledges his loyalty and devotion to God. He takes holy orders with his sword. Move: 4 Jump: 3 Physical Evasion Rate: 12% --------------------------------------------- Mighty Sword --------------------------------------------- Name Description Speed JP Rating Shellbust Stab Destroys the target's equipped armor. Now 200 3 Range: 3 Effect: 1 Blastar Punch Destroys the target's equipped helmet. Now 400 2 Range: 3 Effect: 1 Hellcry Punch Destroys the target's equipped weapon. Now 500 5 Range: 3 Effect: 1 Icewolf Bite Destroys the target's equipped accessory. Now 800 3 Range: 3 Effect: 1 --------------------------------------------- Comments: The 'Mighty Sword' abilities can destroy any piece of equipment, except for the shield. These attacks are 100% effective, like the Holy Sword attacks. These attacks also do quite a bit of damage, 150+ damage, depending on the strength of the sword that is used. Divine Knights aren't as good as Holy Knights, but the advantages of Hellcry Punch and Icewolf Bite are significant. --------------------------------------------- 2.4.7. Holy Swordsman Example: Orlandu Weapon: Ninja Sword, Sword, Knight Sword, Katana Can equip shield. Helmet: Armored Helmet, Hat Armor: Armor, Clothes, Robe Martial art expert who is one of the best knights. His swordsmanship has no match. Move: 5 Jump: 3 Physical Evasion Rate: 20% --------------------------------------------- All Swordskill (Sword or Knight Sword required) --------------------------------------------- Name Description Speed JP Rating Stasis Sword Damages with holy sword spirit. Now -- 3 Range: 2 Effect: 2, Vertical 0 Holy elemental Add: Stop Split Punch Damages with holy sword spirit. Now 400 4 Range: 3, Vertical 2 Effect: 1 Holy elemental Add: Death Sentence Crush Punch Damages with holy sword spirit. Now 500 4 Range: 3, Vertical 1 Effect: 1 Holy elemental Add: Dead Lightning Stab Damages with holy sword spirit. Now 700 5 Range: 3 Effect: 2, Vertical 1 Lightning elemental Add: Silence Holy Explosion Damages with holy sword spirit. Now 800 4 Range: 4 directions Effect: 5, Vertical 2 Holy elemental Add: Confusion Shellbust Stab Destroys the target's equipped armor. Now 200 3 Range: 3 Effect: 1 Blastar Punch Destroys the target's equipped helmet. Now 400 2 Range: 3 Effect: 1 Hellcry Punch Destroys the target's equipped weapon. Now 500 5 Range: 3 Effect: 1 Icewolf Bite Destroys the target's equipped accessory. Now 800 3 Range: 3 Effect: 1 Dark Sword Absorbs MP with the power of darkness. Now 500 2 Range: 3 Effect: 1 Darkness elemental Night Sword Absorbs MP with the power of darkness. Now 100 5 Range: 3 Effect: 1 Darkness elemental --------------------------------------------- Comments: The Holy Swordsman is the ultimate attack unit. Orlandu comes equipped with an Excalibur, which not only gives Haste, but also strengthens holy elemental attacks, absorbs holy elemental attacks, and has an attack power of 21! All of these factors can cause Orlandu to do 200+ damage with his basic Holy Sword abilities, and more for the other abilities. He has all of the abilities for Holy Sword, Mighty Sword, and Dark Sword. In fact, the game becomes incredibly easy after you get Orlandu because he is so powerful. --------------------------------------------- 2.4.8. Temple Knight Example: Beowulf Weapon: Knife, Sword, Knight Sword Can equip shield. Helmet: Armored Helmet Armor: Armor, Robe Holy knight who protects the church from heathens. Uses 'Magic Sword' to drive away hostile enemies. Move: 4 Jump: 3 Physical Evasion Rate: 14% --------------------------------------------- Magic Sword (Sword or Knight Sword required) --------------------------------------------- Name Description MP Speed JP Rating Blind Magic sword blind enemy with darkness, lowering 6 Now 50 2 success % of direct attacks. Range: 4 Effect: 1 MP: 6 Add: Darkness Aspel Magic sword absorbs enemy's MP, restoring its own. 2 Now 100 4 Range: 4 Effect: 1 MP: 2 Drain Magic sword absorbs enemy's HP, restoring its own. 12 Now 180 4 Range: 4 Effect: 1 MP: 12 Faith Magic sword fills the soul with a huge amount of faith. 10 Now 200 3 Range: 4 Effect: 1 MP: 10 Add: Faith Innocent Magic sword makes enemy disrespectful and not believe 10 Now 200 3 in God. Range: 4 Effect: 1 MP: 10 Add: Innocent Zombie Magic sword brings bodily death. Unable to restore HP. 14 Now 150 2 Range: 4 Effect: 1 MP: 14 Add: Undead Silence Magic sword mutes enemy, making it impossible to cast 16 Now 90 3 spells. Range: 4 Effect: 1 MP: 16 Add: Silence Berserk Magic sword releases desire to destroy, making enemy 16 Now 200 2 wild. Range: 4 Effect: 1 MP: 16 Add: Berserk Chicken Magic sword strikes fear and cowardice into the enemy, 12 Now 500 5 lowering their Brave level. Range: 4 Effect: 1 MP: 12 Confuse Magic sword makes enemy irrational and act disorderly. 14 Now 200 3 Range: 4 Effect: 1 MP: 14 Add: Confusion Despair Magic sword neutralizes magic power and cancels the 20 Now 300 2 effective status. Range: 4 Effect: 1 MP: 20 Cancel: Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Reflect Don't Act Magic sword limits movements making enemy unable to act. 14 Now 50 5 Range: 4 Effect: 1 MP: 14 Add: Don't Act Sleep Magic sword disrupts heartbeat, immediately putting 20 Now 170 4 enemy asleep. Range: 4 Effect: 1 MP: 20 Add: Sleep Break Magic sword alters body turning enemy to stone. 24 Now 300 4 Range: 4 Effect: 1 MP: 24 Add: Petrify Shock! The more damage you receive, the more damage you can 20 Now 600 4 inflict. Range: 8 Effect: 1 MP: 20 --------------------------------------------- Comments: Temple Knight is an interesting job class. Think of it as an Oracle mixed with a Knight. Beowulf also has some abilities that the Oracle doesn't even have. The combination of heavy armor and a sword with magical abilities turns out to be a rather good advantage. A Light Robe is fine for armor, as he will need MP for spells. However, his starting Brave level is low, so he will need some training with Ramza before he becomes an effective physical fighter. --------------------------------------------- 2.4.9. Dragoner Example: Reis Weapon: Fists, Bag Helmet: Ribbon Armor: None Has a human appearance, but is a dragon. The blood of the holy dragon running through him can work miracles. Move: 3 Jump: 3 Physical Evasion Rate: 7% --------------------------------------------- Dragon --------------------------------------------- Name Description Speed JP Rating Ice Bracelet Attacks enemy with arctic breath. Now -- 4 Range: 2 (4 directions) Effect: 1 Ice elemental Fire Bracelet Attacks enemy with fire breath. Now -- 4 Range: 2 (4 directions) Effect: 1 Fire elemental Thnder Bracelet Attacks enemy with thunder breath. Now -- 4 Range: 2 (4 directions) Effect: 1 Lightning elemental Dragon Tame Charms enemy and gets them to join your party. Now 300 4 Range: 2, Vertical 2 Effect: 1 enemy Add: Invitation Dragon Care Restores party member's HP and status by sacrificing Now 300 3 own HP. Range: 2, Vertical 2 Effect: 1 Cancel: Darkness, Confusion, Silence, Oil, Berserk, Frog, Poison, Stop, Sleep, Don't Move, Don't Act Dragon PowerUp Raises Brave, Speed, Physical/Magic attack power with Now 400 3 dragon energy. Range: 2, Vertical 2 Effect: 1 Dragon LevelUp Disrupts time with unusual energy, raising CT and Now 400 2 allowing AT turn to occur sooner. Range: 2, Vertical 2 Effect: 1 Holy Bracelet Attacks enemy with holy breath. Now 900 4 Range: 4 Effect: 3, Vertical 3 Holy elemental [Attacks randomly in effect range] --------------------------------------------- Comments: The Dragoner can't equip any armor, but still has a good HP rating. Reis will do a two-hit attack with her fists if she does not have a bag equipped, and can wear a ribbon for a helmet. The Dragon abilities (Dragon Tame, Dragon Care, Dragon PowerUp, Dragon LevelUp) only work on dragons. Also, Holy Bracelet does quite a bit of damage, but rarely hits as it strikes randomly in a large effect range. --------------------------------------------- 2.4.10. Soldier Example: Cloud Weapon: Sword, Knight Sword Can use shield. Helmet: Helmet Armor: Robe, Armor A mysterious foreigner. Uses 'Limit' when his anger peaks. Move: 4 Jump: 3 Physical Evasion Rate: 20% --------------------------------------------- Limit (Materia Blade required) --------------------------------------------- Name Description Speed JP Rating Braver Limit skill that blows enemy away with Samurai spirit. 34 150 3 Range: 2 Effect: 1 SP: 34 Cross-Slash Limit skill slashes enemy 4 times. 25 200 4 Range: 2 Effect: 2, Vertical 0 SP: 25 Blade Beam Limit skill lets you inflict more damage depending on 20 250 2 how damaged you are. Range: 2 Effect: 1 SP: 20 Climhazzard Limit skill lets you inflict more damage depending on 15 450 3 how injured the target is. Range: 2 Effect: 1 SP: 15 Meteorain Limit skill causes meteor to fall on enemies. 10 560 2 Range: 3 Effect: 3, Vertical 0 SP: 10 Finish Touch Limit skill causes abnormal status. 20 670 5 Range: 3 Effect: 2, Vertical 0 SP: 20 Add: Dead, Petrify, Stop Omnislash Another Ultimate Limit skill. 7 900 1 Range: 3 Effect: 3, Vertical 0 SP: 7 Cherry Blossom The most powerful limit skill. 5 1200 1 Range: 3 Effect: 3, Vertical 0 SP: 5 --------------------------------------------- Comments: Cloud is a good Knight with Limit abilities. To use the Limit abilities, Cloud must have his Materia Blade, which can be found with Move-Find Item on the peak of the spire at Bervenia Volcano. Finish Touch is an excellent limit ability that will be useful no matter which status anomaly gets put on the enemy. The others do damage, some more than others. Limit works much in the same way that Charge for the Archer does. If the enemy moves out of the effect range, the attack is forfeit. This makes Omnislash and Cherry Blossom too impractical to use. --------------------------------------------- 3. Monsters --------------------------------------------- Monsters are, in general, not very useful. The fact that they can't progress through the job classes like your characters can make them very limited in their usefulness. Some have specific useful abilities, while others are really not worth getting. However, the monsters you get in the quests are probably the most useful. A note for the abilities: any ability with a star (*) by it denotes that the ability only appears when a character with the support ability "Monster Skill" is nearby. --------------------------------------------- 3.1. Chocobos Chocobos have a number of special properties. First, by moving a human character into the space the Chocobo is occupying, you can have that character ride the Chocobo. However, this prevents the Chocobo from using any of its special abilities. Also, special attacks such as Choco Ball and Choco Meteor are more powerful than you would expect from these monsters. A chocobo feather is left behind upon death. --------------------------------------------- 3.1.1. Chocobo Move: 6 Jump: 5 Physical Evasion Rate: 15% Enormous bird. Cannot fly since its wings have degenerated. Bred for transportation due to its high running power. - Counter ability - Move in water --------------------------------------------- Ability Description Choco Attack Attacks enemies with giant beak. Range: 1, Vertical 2 Effect: 1 Choco Cure Recover HP by flapping wings. Range: Auto Effect: 2, Vertical 2 *Choco Esuna Heals abnormal status with purifying wings. Range: Auto Effect: 2, Vertical 2 Cancel: Petrify, Darkness, Silence, Poison, Stop, Don't Move, Don't Act --------------------------------------------- 3.1.2. Black Chocobo Move: 6 Jump: 5 Physical Evasion Rate: 25% Enormous bird. Bred for transportation due to its high running power. The only Chocobo that can fly. - Counter ability - Fly - Move in water --------------------------------------------- Ability Description Choco Attack Attacks enemies with giant beak. Range: 1, Vertical 2 Effect: 1 Choco Ball Attacks by throwing a hidden ball. Range: 4 Effect: 1 Choco Esuna Heals abnormal status with purifying wings. Range: Auto Effect: 2, Vertical 2 Cancel: Petrify, Darkness, Silence, Poison, Stop, Don't Move, Don't Act *Choco Meteor Attacks enemy with a small meteor. Range: 5 Effect: 1 --------------------------------------------- 3.1.3. Red Chocobo Move: 6 Jump: 5 Physical Evasion Rate: 10% Enormous bird. Cannot fly since its wings have degenerated. Known to be the best kind of transportation Chocobo. - Counter ability - Ignore height - Move in water --------------------------------------------- Ability Description Choco Attack Attacks enemies with giant beak. Range: 1, Vertical 2 Effect: 1 Choco Ball Attacks by throwing a hidden ball. Range: 4 Effect: 1 Choco Meteor Attacks enemy with a small meteor. Range: 5 Effect: 1 *Choco Cure Recover HP by flapping wings. Range: Auto Effect: 2, Vertical 2 --------------------------------------------- 3.2. Goblins Goblins are probably the weakest of the monsters, and they don't move very far. They are limited to short range punching attacks, and a couple of status anomaly attacks. --------------------------------------------- 3.2.1. Goblin Move: 3 Jump: 3 Physical Evasion Rate: 18% Small demon with big ears and an upturned nose. Small body but quite strong. - Counter ability - Ice weakness --------------------------------------------- Ability Description Tackle Attacks enemy by tackling. Range: 1, Vertical 2 Effect: 1 Eye Gouge Blinds the enemy by attacking its eyes. Range: 1, Vertical 2 Effect: 1 Add: Darkness *Goblin Punch Attacks enemy by beating them to death. Range: 1, Vertical 1 Effect: 1 --------------------------------------------- 3.2.2. Black Goblin Move: 3 Jump: 3 Physical Evasion Rate: 19% Same description, properties as Goblin. --------------------------------------------- Ability Description Tackle Attacks enemy by tackling. Range: 1, Vertical 2 Effect: 1 Turn Punch Attacks enemy by punching from 4 directions. Range: Auto Effect: 2, Vertical 1 *Goblin Punch Attacks enemy by beating them to death. Range: 1, Vertical 1 Effect: 1 --------------------------------------------- 3.2.3. Gobbledeguck Move: 3 Jump: 3 Physical Evasion Rate: 20% Same description, properties as Goblin and Black Goblin. --------------------------------------------- Ability Description Tackle Attacks enemy by tackling. Range: 1, Vertical 2 Effect: 1 Eye Gouge Blinds the enemy by attacking its eyes. Range: 1, Vertical 2 Effect: 1 Add: Darkness Goblin Punch Attacks enemy by beating them to death. Range: 1, Vertical 1 Effect: 1 *Mutilate Steals enemy's HP by sucking their blood. Range: 1, Vertical 0 Effect: 1 --------------------------------------------- 3.3. Red Panthers Red Panthers are more mobile than Goblins, but are also generally limited to short range attacks. However, the Vampire's Blaster and Blood Suck abilities can be very useful, and can turn the tide of a battle. A skull is left behind upon death. --------------------------------------------- 3.3.1. Red Panther Move: 4 Jump: 4 Physical Evasion Rate: 23% 4-legged creature who attacks with sharp fangs and quick moves. Causes abnormal status with its venom. - Counter ability - Ignore height - Cannot enter water - Earth weakness --------------------------------------------- Ability Description Scratch Attacks enemy with sharp nails. Range: 1, Vertical 3 Effect: 1 Poison Nail Uses poison to make enemy sick. Range: 1, Vertical 2 Effect: 1 Add: Poison *Cat Kick Attacks enemy by kicking. Range: 1, Vertical 2 Effect: 1 --------------------------------------------- 3.3.2. Cuar Move: 4 Jump: 4 Physical Evasion Rate: 26% Same description, properties as Red Panther. --------------------------------------------- Ability Description Scratch Attacks enemy with sharp nails. Range: 1, Vertical 3 Effect: 1 Cat Kick Attacks enemy by kicking. Range: 1, Vertical 2 Effect: 1 Poison Nail Uses poison to make enemy sick. Range: 1, Vertical 2 Effect: 1 Add: Poison *Blaster Attacks enemy by emitting shining energy. Range: 3 Effect: 1 Add: Petrify, Stop --------------------------------------------- 3.3.3. Vampire Move: 4 Jump: 4 Physical Evasion Rate: 24% Same description, properties as Red Panther and Cuar. --------------------------------------------- Ability Description Scratch Attacks enemy with sharp nails. Range: 1, Vertical 3 Effect: 1 Cat Kick Attacks enemy by kicking. Range: 1, Vertical 2 Effect: 1 Blaster Attacks enemy by emitting shining energy. Range: 3 Effect: 1 Add: Petrify, Stop *Blood Suck Recovers HP by sucking enemy's blood. Range: 1, Vertical 0 Effect: 1 Add: Blood Suck --------------------------------------------- 3.4. Bombs Bombs can be useful in plenty of specific situations. These monsters become certainly devastating at higher levels, particularly when self-destructing. Also, their myriad of elemental properties make them useful against enemies that use elemental attacks. Bombs leave a flaming fragment upon death. --------------------------------------------- 3.4.1. Bomb Move: 3 Jump: 3 Physical Evasion Rate: 10% Monster covered with fire. Its body fluid is highly flammable, like oil. - Counter ability - Float - Cannot enter water - Fire absorb - Earth cancel - Ice half - Water weakness --------------------------------------------- Ability Description Bite Attacks enemy by biting. Range: 1, Vertical 2 Effect: 1 Self Destruct Damages enemies by self-destruction. Range: Auto Effect: 3, Vertical 3 Add: Oil *Small Bomb Attacks enemy by shooting Kobomb. Range: 1, Vertical 0 Effect: 1 --------------------------------------------- 3.4.2. Grenade Move: 3 Jump: 3 Physical Evasion Rate: 11% Same description, properties as Bomb. --------------------------------------------- Ability Description Bite Attacks enemy by biting. Range: 1, Vertical 2 Effect: 1 Small Bomb Attacks enemy by shooting Kobomb. Range: 1, Vertical 0 Effect: 1 Self Destruct Damages enemies by self-destruction. Range: Auto Effect: 3, Vertical 3 Add: Oil *Flame Attack Attacks enemy with flame. Range: 3 Effect: 1 Fire elemental --------------------------------------------- 3.4.3. Explosive Move: 3 Jump: 3 Physical Evasion Rate: 12% Same description, properties as Bomb and Grenade. --------------------------------------------- Ability Description Bite Attacks enemy by biting. Range: 1, Vertical 2 Effect: 1 Self Destruct Damages enemies by self-destruction. Range: Auto Effect: 3, Vertical 3 Add: Oil Spark Attacks enemy by throwing flame. Range: Auto Effect: 3, Vertical 1 Fire elemental *Small Bomb Damages by self-explosion, releases a small bomb. Range: 1, Vertical 0 Effect: 1 --------------------------------------------- 3.5. Skeletons Skeletons are really not very useful. First, they are undead, so they can't be cured or revived by any means. Also, their attacks, while element-based, are still weak and too small in range to be as useful as other abilities found in monsters. Skeletons may recover a little to all of their hit points and revive upon final death, or they may be destroyed. --------------------------------------------- 3.5.1. Skeleton Move: 3 Jump: 4 Physical Evasion Rate: 11% Undead warrior in skeletal form. Recovers periodically even when HP hits 0. - Counter ability - Darkness absorb - Fire, holy weakness --------------------------------------------- Ability Description Knife Hand Chops with bony hands. Range: 1, Vertical 2 Effect: 1 Thunder Soul Attacks enemy by releasing thunder spirit. Range: 3 Effect: 1 Lightning elemental *Aqua Soul Attacks enemy by releasing water spirit. Range: 3 Effect: 1 Water elemental --------------------------------------------- 3.5.2. Bone Snatch Move: 3 Jump: 4 Physical Evasion Rate: 12% Same description, properties as Skeleton. --------------------------------------------- Ability Description Knife Hand Chops with bony hands. Range: 1, Vertical 2 Effect: 1 Aqua Soul Attacks enemy by releasing water spirit. Range: 3 Effect: 1 Water elemental *Ice Soul Attacks enemy by releasing ice spirit. Range: 3 Effect: 1 Ice elemental --------------------------------------------- 3.5.3. Living Bone Move: 3 Jump: 4 Physical Evasion Rate: 13% Same description, properties and Skeleton and Bone Snatch. --------------------------------------------- Ability Description Knife Hand Chops with bony hands. Range: 1, Vertical 2 Effect: 1 Ice Soul Attacks enemy by releasing ice spirit. Range: 3 Effect: 1 Ice elemental *Wind Soul Attacks enemy by releasing wind spirit. Range: 3 Effect: 1 Wind elemental --------------------------------------------- 3.6. Ghouls Like the skeleton, the Ghoul is undead and can't be healed or revived. However, their ability to Teleport and inflict various abnormal status upon your enemies makes them more useful. But, they are still weak and not very practical for battle. Ghouls leave an empty shirt upon death. --------------------------------------------- 3.6.1. Ghoul Move: 4 Jump: 4 Physical Evasion Rate: 26% Floating ghost that never dies. Possesses enemies with its touch, causing abnormal status. - Teleport, counter abilities - Float - Cannot enter water - Darkness absorb - Fire, holy weakness --------------------------------------------- Ability Description Throw Spirit Attack with the core of mystery. Range: 3 Effect: 1 Sleep Touch Possesses enemies by touch, making them fall asleep. Range: 1, Vertical 2 Effect: 1 Add: Sleep *Grease Touch Covers enemies in oil, increasing fire damage. Range: 1, Vertical 2 Effect: 1 Add: Oil --------------------------------------------- 3.6.2. Gust Move: 4 Jump: 4 Physical Evasion Rate: 27% Same description, properties as Ghoul. --------------------------------------------- Ability Description Throw Spirit Attack with the core of mystery. Range: 3 Effect: 1 Grease Touch Covers enemies in oil, increasing fire damage. Range: 1, Vertical 2 Effect: 1 Add: Oil *Drain Touch Possesses enemies by touch, absorbing their energy. Range: 1, Vertical 2 Effect: 1 --------------------------------------------- 3.6.3. Revnant Move: 5 Jump: 4 Physical Evasion Rate: 28% Same description, abilities as Gust and Ghoul. --------------------------------------------- Ability Description Throw Spirit Attack with the core of mystery. Range: 3 Effect: 1 Drain Touch Possesses enemies by touch, absorbing their energy. Range: 1, Vertical 2 Effect: 1 *Zombie Touch Possesses enemies by touch, making them undead. Range: 1, Vertical 2 Effect: 1 Add: Undead --------------------------------------------- 3.7. Ahrimans Ahrimans are physically weak and have little hit points, but they are very mobile and have some debilitating special abilities. These abilities are all based on powers of the eye, and have effects ranging from reduced Bravery to Death Sentence. Ahrimans leave a portion of their wing upon death. --------------------------------------------- 3.7.1. Flotiball Move: 5 Jump: 5 Physical Evasion Rate: 12% Huge cycloptic monster that attacks with strange eye power. - Counter ability - Fly - Cannot enter water - Wind half - Ice weakness --------------------------------------------- Ability Description Wing Attack Attacks enemy with flapping wings. Range: 1, Vertical 2 Effect: 1 *Look of Fright Powerful gaze discourages you. Range: 3 Effect: 1 --------------------------------------------- 3.7.2. Ahriman Move: 5 Jump: 5 Physical Evasion Rate: 13% Same description, properties as Flotiball. --------------------------------------------- Ability Description Wing Attack Attacks enemy with flapping wings. Range: 1, Vertical 2 Effect: 1 Look of Devil Powerful gaze causes abnormal status. Range: 3 Effect: 1 Add: Petrify, Darkness, Silence, Don't Move, Don't Act Look of Fright Powerful gaze discourages you. Range: 3 Effect: 1 *Death Sentence Eye power perceives enemy's life span and hastens death. Range: 3 Effect: 1 Add: Death Sentence --------------------------------------------- 3.7.3. Plague Move: 5 Jump: 5 Physical Evasion Rate: 11% Same description, properties as Flotiball and Ahriman. --------------------------------------------- Ability Description Wing Attack Attacks enemy with flapping wings. Range: 1, Vertical 2 Effect: 1 Look of Devil Powerful gaze causes abnormal status. Range: 3 Effect: 1 Add: Petrify, Darkness, Silence, Don't Move, Don't Act Death Sentence Eye power perceives enemy's life span and hastens death. Range: 3 Effect: 1 Add: Death Sentence *Circle Powerful gaze nullifies your magic, lowering magic attack. Range: 4 Effect: 1 --------------------------------------------- 3.8. Pisco Demons The lower level Pisco Demons are rather useless, since they have limited abilities and are weak physically. However, Mindflares have a couple of rather useful abilities, particularly Mind Blast. This ability is definitely good for controlling multiple enemies. --------------------------------------------- 3.8.1. Pisco Demon Move: 3 Jump: 3 Physical Evasion Rate: 8% Slimy mollusk-like monster with human exterior appearing quite intelligent, but no skeleton. - Counter ability - Move under water - Water absorb - Lightning weakness --------------------------------------------- Ability Description Tentacle Attacks enemies by using tentacles as a whip. Range: 1, Vertical 2 Effect: 1 *Black Ink Blinds enemies by spitting black ink. Range: 2 (4 directions) Effect: 1 Add: Darkness --------------------------------------------- 3.8.2. Squidlarkin Move: 3 Jump: 3 Physical Evasion Rate: 9% Same description, properties as Pisco Demon. --------------------------------------------- Ability Description Tentacle Attacks enemies by using tentacles as a whip. Range: 1, Vertical 2 Effect: 1 Black Ink Blinds enemies by spitting black ink. Range: 2 (4 directions) Effect: 1 Add: Darkness Odd Soundwave Heals abnormal status by emitting mysterious sonic waves. Range: Auto Effect: 3, Vertical 1 Cancel: Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Reflect *Mind Blast Confuses target and destroys its mental health. Range: 3 Effect: 2, Vertical 1 Add: Confusion, Berserk --------------------------------------------- 3.8.3. Mindflare Move: 3 Jump: 3 Physical Evasion Rate: 10% Same description, properties as Pisco Demon and Squidlarkin. --------------------------------------------- Ability Description Tentacle Attacks enemies by using tentacles as a whip. Range: 1, Vertical 2 Effect: 1 Black Ink Blinds enemies by spitting black ink. Range: 2 (4 directions) Effect: 1 Add: Darkness Mind Blast Confuses target and destroys its mental health. Range: 3 Effect: 2, Vertical 1 Add: Confusion, Berserk *Level Blast Steals part of one's soul, decreasing one level. Range: 4 Effect: 1 --------------------------------------------- 3.9. Juravis The Juravis bird is suprisingly strong and mobile. It can fly over enemies and allies alike, and it also has a good range of doing so. Do not underestimate their physical attack power, and beware of the Cocatoris, for it can petrify virtually at will. Juravis leave a few bird feathers upon death. --------------------------------------------- 3.9.1. Juravis Move: 6 Jump: 6 Physical Evasion Rate: 30% Bird monster with sharp beak and huge wings. Flying ability is quite high, but it usually walks. - Counter ability - Fly - Cannot enter water - Wind half - Earth weakness --------------------------------------------- Ability Description Scratch Up Attacks enemy by jumping and scratching with toe nails. Range: 1, Vertical 2 Effect: 1 *Feather Bomb Attacks enemy by dropping feather bomb on their head. Range: 3 Effect: 1 --------------------------------------------- 3.9.2. Steel Hawk Move: 6 Jump: 6 Physical Evasion Rate: 28% Same description, properties as Juravis. --------------------------------------------- Ability Description Scratch Up Attacks enemy by jumping and scratching with toe nails. Range: 1, Vertical 2 Effect: 1 Shine Lover Get some shiny gil. Range: 1, Vertical 1 Effect: 1 enemy *Beak Petrifies enemy by pecking at their weak point. Range: 1, Vertical 0 Effect: 1 Add: Petrify --------------------------------------------- 3.9.3. Cocatoris Move: 6 Jump: 6 Physical Evasion Rate: 33% Same description, properties as Juravis and Steel Hawk. --------------------------------------------- Ability Description Scratch Up Attacks enemy by jumping and scratching with toe nails. Range: 1, Vertical 2 Effect: 1 Beak Petrifies enemy by pecking at their weak point. Range: 1, Vertical 0 Effect: 1 Add: Petrify Feather Bomb Attacks enemy by dropping feather bomb on their head. Range: 3 Effect: 1 *Beaking Uses this special technique to lower physical attack power. Range: 1, Vertical 1 Effect: 1 --------------------------------------------- 3.10. Bull Demons Bull Demons have plenty of hit points and physical attack strength, even at lower levels. They have a pickaxe, which is used for most of their attacks, some of which can be quite powerful. The Minitaurus and Sacred both also have hidden fire elemental abilities. Bull Demons leave a skull with horns upon death. --------------------------------------------- 3.10.1. Bull Demon Move: 3 Jump: 3 Physical Evasion Rate: 11% Monster with a bull's head and a human body. It draws powerful attacks. - Counter ability - Cannot enter water - Water weakness --------------------------------------------- Ability Description Shake Off Attacks enemy with a pickaxe. Range: 1, Vertical 2 Effect: 1 *Gather Power Absorbs energy of the earth, raising physical attack power. Range: Auto Effect: 1 --------------------------------------------- 3.10.2. Minitaurus Move: 4 Jump: 3 Physical Evasion Rate: 15% Same description, properties as Bull Demon. --------------------------------------------- Ability Description Shake Off Attacks enemy with a pickaxe. Range: 1, Vertical 2 Effect: 1 Wave Around Attacks enemy by swinging a pickaxe. Range: Auto Effect: 2, Vertical 1 *Blow Fire Attacks enemy by exhaling fire. Range: 2 (4 directions) Effect: 1 Fire elemental --------------------------------------------- 3.10.3. Sacred Move: 3 Jump: 3 Physical Evasion Rate: 12% Same description, properties as Bull Demon and Minitaurus. --------------------------------------------- Ability Description Shake Off Attacks enemy with a pickaxe. Range: 1, Vertical 2 Effect: 1 Mimic Titan Attacks enemy by stomping and sending shockwaves. Range: Auto Effect: 3, Vertical 1 Earth Elemental Gather Power Absorbs energy of the earth, raising physical attack power. Range: Auto Effect: 1 *Blow Fire Attacks enemy by exhaling fire. Range: 2 (4 directions) Effect: 1 Fire elemental --------------------------------------------- 3.11. Morbols Morbols are disgusting plant-like creatures. They have no evasion rate for physical attacks, but they are rather strong physically, have plenty of HP, and have various other debiliatating attacks. Morbols leave behind some tentacles and goo upon death. --------------------------------------------- 3.11.1. Morbol Move: 3 Jump: 3 Physical Evasion Rate: 0% Monster that eats anything with a huge mouth. Its sticky body fluid emits a foul smell. - Counter ability - Move on water - Ice weakness --------------------------------------------- Ability Description Tentacle Attacks enemy by swinging filthy tentacles. Range: 1, Vertical 1 Effect: 1 Lick Creates invisible wall out of spit to reflect magic. Range: 1, Vertical 0 Effect: 1 Add: Reflect *Bad Bracelet Causes abnormal status with a bad breath. Range: Auto Effect: 3, Vertical 0 Add: Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison, Sleep --------------------------------------------- 3.11.2. Ochu Move: 3 Jump: 3 Physical Evasion Rate: 0% Same description, properties as Morbol. --------------------------------------------- Ability Description Tentacle Attacks enemy by swinging filthy tentacles. Range: 1, Vertical 1 Effect: 1 Goo Spits fluid over enemy to immobilize them. Range: 1, Vertical 1 Effect: 1 Add: Don't Move *Lick Creates invisible wall out of spit to reflect magic. Range: 1, Vertical 0 Effect: 1 Add: Reflect --------------------------------------------- 3.11.3. Great Morbol Move: 3 Jump: 3 Physical Evasion Rate: 0% Same description, properties as Morbol and Ochu. --------------------------------------------- Ability Description Tentacle Attacks enemy by swinging filthy tentacles. Range: 1, Vertical 1 Effect: 1 Bad Bracelet Causes abnormal status with a bad breath. Range: Auto Effect: 3, Vertical 0 Add: Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison, Sleep *Moldball Virus Infects enemy with morbol germ making them a morbol. Range: 1, Vertical 0 Effect: 1 --------------------------------------------- 3.12. Woodmen Woodmen are not very useful. They have a tough time evading physical attack, and they have no really powerful physical attack either. They could only really be effectively used in a support role. Woodmen leave behind a part of a tree trunk upon death. --------------------------------------------- 3.12.1. Woodman Move: 3 Jump: 3 Physical Evasion Rate: 0% Tree with a mind from spiritual powers dwelling in plants. Spirits of the leaves have great powers. - Counter ability - Cannot enter water - Earth absorb - Fire weakness --------------------------------------------- Ability Description Leaf Dance Attacks enemy by dropping tree leaves. Range: Auto Effect: 2, Vertical 0 *Protect Spirit Raise defense level against physical attack with help of tree-spirit. Range: Auto Effect: 2, Vertical 0 Add: Protect --------------------------------------------- 3.12.2. Trent Move: 3 Jump: 3 Physical Evasion Rate: 0% Same description, properties as Woodman. --------------------------------------------- Ability Description Leaf Dance Attacks enemy by dropping tree leaves. Range: Auto Effect: 2, Vertical 0 Spirit of Life Recover HP with help of tree-spirit. Range: Auto Effect: 2, Vertical 0 *Clam Spirit Raise defense level against magic attack with help of tree-spirit. Range: Auto Effect: 2, Vertical 0 Add: Shell --------------------------------------------- 3.12.3. Taiju Move: 3 Jump: 3 Physical Evasion Rate: 0% Same description, properties as Woodman and Trent. --------------------------------------------- Ability Description Leaf Dance Attacks enemy by dropping tree leaves. Range: Auto Effect: 2, Vertical 0 Protect Spirit Raise defense level against physical attack with help of tree-spirit. Range: Auto Effect: 2, Vertical 0 Add: Protect Clam Spirit Raise defense level against magic attack with help of tree-spirit. Range: Auto Effect: 2, Vertical 0 Add: Shell *Magic Spirit Recover MP with help of tree-spirit. Range: Auto Effect: 2, Vertical 0 --------------------------------------------- 3.13. Dragons Dragons are large, scaly creatures with small wings, four legs, and a tail. They have a good movement rate, and are rather powerful physically. An added bonus to the more advanced classes is that they can use elemental attacks. A dragon wing is left upon death. --------------------------------------------- 3.13.1. Dragon Move: 5 Jump: 3 Physical Evasion Rate: 5% Huge monster with a scaly body. It has wings but can't fly. Ferocious, but not intelligent. - Counter ability - Cannot enter water --------------------------------------------- Ability Description Dash Damages enemy by tackling. Range: 1, Vertical 2 Effect: 1 *Tail Swing Attacks enemy with bushy tail. Range: 1, Vertical 2 Effect: 1 --------------------------------------------- 3.13.2. Blue Dragon Move: 5 Jump: 3 Physical Evasion Rate: 9% Same description, properties as Dragon. --------------------------------------------- Ability Description Dash Damages enemy by tackling. Range: 1, Vertical 2 Effect: 1 Ice Bracelet Attacks enemy with arctic breath. Range: 2 (4 directions) Effect: 1 Ice elemental *Thnder Brcelet Attacks enemy with thunder breath. Range: 2 (4 directions) Effect: 1 Lightning elemental --------------------------------------------- 3.13.3. Red Dragon Move: 5 Jump: 3 Physical Evasion Rate: 8% Same description, properties as Dragon and Blue Dragon. --------------------------------------------- Ability Description Dash Damages enemy by tackling. Range: 1, Vertical 2 Effect: 1 Thnder Brcelet Attacks enemy with thunder breath. Range: 2 (4 directions) Effect: 1 Lightning elemental *Fire Bracelet Attacks enemy with fire breath. Range: 2 (4 directions) Effect: 1 Fire elemental --------------------------------------------- 3.14. Behemoths Behemoths may already seem powerful enough, but their hidden powers are brought out by Monster Skill. You may already have seen some of these new abilities used on you by some of the Archaic or Ultima Demons you have fought. Behemoths leave a fragment of their tail upon death. --------------------------------------------- 3.14.1. Behemoth Move: 4 Jump: 3 Physical Evasion Rate: 13% Ferocious hoofed monster with large horns, a brilliant mane, a thick tail, and a strong body. - Counter ability - Cannot enter water --------------------------------------------- Ability Description Stab Up Strikes enemy with horns. Range: 1, Vertical 2 Effect: 1 Sudden Cry Attacks enemy with rushing thrust. Range: 1, Vertical 0 Effect: 1 Add: Dead *Giga Flare Attacks enemies pouring a high-energy stream over them. Range: 4 Effect: 3, Vertical 0 --------------------------------------------- 3.14.2. King Behemoth Move: 4 Jump: 3 Physical Evasion Rate: 13% Same description, properties as Behemoth. --------------------------------------------- Ability Description Stab Up Strikes enemy with horns. Range: 1, Vertical 2 Effect: 1 Sudden Cry Attacks enemy with rushing thrust. Range: 1, Vertical 0 Effect: 1 Add: Dead *Hurricane Damage all enemies with a tornado. Range: 4 Effect: 3, Vertical 2 Wind elemental --------------------------------------------- 3.14.3. Dark Behemoth Move: 4 Jump: 3 Physical Evasion Rate: 18% Same description, properties as Behemoth and King Behemoth. --------------------------------------------- Ability Description Stab Up Strikes enemy with horns. Range: 1, Vertical 2 Effect: 1 Sudden Cry Attacks enemy with rushing thrust. Range: 1, Vertical 0 Effect: 1 Add: Dead *Ulmaguest Damage enemies with time-space mechanism created by the stars. Range: 4 Effect: 3, Vertical 1 --------------------------------------------- 3.15. Hyudras While this class of monster is certainly fearsome to face in battle, they are not quite as useful as the Behemoth or Dragon on your side. The Tiamat's hidden Dark Whisper ability is quite useful, though. Usually, very high level monsters in this class will max out their HP at 999, so if you need some tanks, this is the way to go. Hyudras leave behind three skulls upon death. --------------------------------------------- 3.15.1. Hyudra Move: 4 Jump: 4 Physical Evasion Rate: 0% 3-headed monster. Can fly, despite its massive body. The 3 heads have the same mind. - Counter ability - Fly - Cannot enter water - Ice, wind weakness --------------------------------------------- Ability Description Triple Attack 3 head attack independently. Range: 1 Effect: 3 panels [that the heads are facing] *Triple Brcelet 3 heads attack enemy with various breath. Range: 2 (4 directions) Effect: 2 (3 directions) --------------------------------------------- 3.15.2. Hydra Move: 4 Jump: 4 Physical Evasion Rate: 0% Same description, properties as Hyudra. --------------------------------------------- Ability Description Triple Attack 3 head attack independently. Range: 1 Effect: 3 panels Triple Flame Each of 3 heads attack by summoning fire spirit. Range: 4 Effect: 2, Vertical 0 Fire elemental *Triple Thunder Each of 3 heads attack by summoning thunder spirit. Range: 4 Effect: 2, Vertical 0 Lightning elemental --------------------------------------------- 3.15.3. Tiamat Move: 4 Jump: 4 Physical Evasion Rate: 0% Same description, properties as Hyudra and Hydra. --------------------------------------------- Ability Description Triple Brcelet 3 heads attack enemy with various breath. Range: 2 (4 directions) Effect: 2 (3 directions) Triple Thunder Each of 3 heads attack by summoning thunder spirit. Range: 4 Effect: 2, Vertical 0 Lightning elemental Triple Flame Each of 3 heads attack by summoning fire spirit. Range: 4 Effect: 2, Vertical 0 Fire elemental *Dark Whisper Each of 3 heads attack by summoning spirit of darkness. Range: 4 Effect: 2, Vertical 0 Darkness elemental Add: Dead, Sleep --------------------------------------------- 3.16. Uribo This class of monster is really quite useless; however, a couple of useful abilities are Oink and Nose Bracelet, but the most interesting is the Wildbow's hidden Please Eat skill. Since Wildbows are so hard to come by, it may be too frustrating to use. --------------------------------------------- 3.16.1. Uribo Move: 3 Jump: 3 Physical Evasion Rate: 42% Monster that looks like a cute boar. But, it walks on two legs. - Counter ability - Cannot enter water --------------------------------------------- Ability Description Straight Dash Run like hell and tackle enemy. Range: 1, Vertical 0 Effect: 1 *Oink Raise dead unit with incredible cry and recover HP. Range: 1, Vertical 1 Effect: 1 Cancel: Dead --------------------------------------------- 3.16.2. Porky Move: 3 Jump: 3 Physical Evasion Rate: 36% Same description, properties as Uribo. --------------------------------------------- Ability Description Straight Dash Run like hell and tackle enemy. Range: 1, Vertical 0 Effect: 1 Pooh- Heavy scent causes abnormal status. Range: 1, Vertical 1 Effect: 1 Add: Confusion, Sleep *Nose Bracelet Charm enemy with major nose breathing. Range: 1, Vertical 1 Effect: 1 enemy Add: Charm --------------------------------------------- 3.16.3. Wildbow Move: 3 Jump: 3 Physical Evasion Rate: 39% Same description, properties as Uribo and Porky. --------------------------------------------- Ability Description Straight Dash Run like hell and tackle enemy. Range: 1, Vertical 0 Effect: 1 Nose Bracelet Charm enemy with major nose breathing. Range: 1, Vertical 1 Effect: 1 enemy Add: Charm *Please Eat The ultimate altrustic act. Range: 1, Vertical 1 Effect: 1 Add: [This is blank, but it actually sacrifices the Wildbow, and the target gains a level.] --------------------------------------------- 3.17. Unique monsters You will find these monsters on various side quests in the game. They have unique abilities, but as with the others, they don't have the versatility of humans. --------------------------------------------- 3.17.1. Holy Dragon Example: Reis Holy dragon transformed from a Lancer. Defeats enemies with physical attacks using his massive body and breath. Move: 5 Jump: 3 Physical Evasion Rate: 5% --------------------------------------------- Breath --------------------------------------------- Name Description Speed JP Rating Ice Bracelet Attacks enemy with arctic breath. Now -- 4 Range: 2 (4 directions) Effect: 1 Ice elemental Fire Bracelet Attacks enemy with fire breath. Now -- 4 Range: 2 (4 directions) Effect: 1 Fire elemental Thnder Bracelet Attacks enemy with thunder breath. Now -- 4 Range: 2 (4 directions) Effect: 1 Lightning elemental --------------------------------------------- 3.17.2. Byblos Joins your party at last level of Deep Dungeon, "END" Monster with sharp nails and huge horns. Stands on two legs with a long, slender tail. - Counter ability - Poach - Ignore height - Cannot enter water Move: 3 Jump: 6 Physical Evasion Rate: 33% --------------------------------------------- Byblos --------------------------------------------- Name Description Speed JP Rating Energy Recover twice as much HP as one's own. Now -- 3 Range: 4 Effect: 1 Parasite Negative power causes abnormal status. Now -- 4 Range: 4 Effect: 1 Add: Petrify, Darkness, Confusion, Silence, Oil, Frog Poison, Sleep Shock The more damage taken, the greater the damage dealt. Now -- 3 Range: 5, Vertical 3 Effect: 1 Difference Makes target's MP value become the amount of damage Now -- 4 dealt to enemies. Range: 5, Vertical 3 Effect: 1 --------------------------------------------- 3.17.3. Steel Giant Example: Worker 8 No equipment. A taciturn general operation robot from a lost civilization. Follows commands dutifully. Counter ability Any ground Cannot enter water Any weather Move: 3 Jump: 3 Physical Evasion Rate: 0% Steel Giants always have the status anomaly Innocent. Using Work skills damage the robot. More damage is dealt to the robot when it uses stronger attacks. --------------------------------------------- Work --------------------------------------------- Name Description Speed JP Rating Destroy Top priority command. Destroys its target. Now -- 4 Range: 1, Vertical 2 Effect: 1 Compress Top priority command. Compresses its target. Now -- 4 Range: 1, Vertical 2 Effect: 1 Add: Dead Dispose Team work command. Disposes of all enemies at once. Now -- 4 Range: 8 Effect: 1 Crush Special work command. Crushes target. Now -- 4 -------------------------------------------------------------------------------------------- ©1998-2001 Angelus Phoenix.