Sinkhole : Soil, Wasteland
Torrent : Canal, River, Lake, Ocean, Waterfall
Tanglevine : Grassland, Underbrush, Vines
Contortion : Gravel, Flagstone, Stone Wall, Earthen Wall, Gravestone
Tremor : Stone Outcropping, Basalt
Wind Slash : Book, Tree, Brick, Bridge, Furnishings, Iron, Moss, Coffin
Will-o’-the-Wisp: Wooden Floor, Carpet, Coffer, Stairs, Wooden Deck
Quicksand : Marsh, Swamp, Poisonous Fen
Sandstorm : Sand, Stalactite, Salt Flat
Snowstorm : Snow
Wind Blast : Roof, Chimney
Magma Surge : Lava, Machinery
–Reaction Abilities–
TRIGGER BRV JP EFFECT
———————————————————-
Nature’s Wrath Phys. attack Yes 300 Counter using Geomancy command
or Geomancy
–Support Abilities–
JP EFFECT
———————————————————-
Attack Boost * 400 Raises physical attack damage
–Movement Abilities–
JP EFFECT
———————————————————-
Ignore Terrain 220 Moving through water does not
decrease movement range
Lavawalking 150 Can move across and stop on lava
tiles
JP to master: 2870
–MY THOUGHTS–
Geomancers are sort of a hybrid physical/magick job — they’re pretty decent
fighters, and can also do long-range elemental and status attacks with their
Geomancy. When the Geomancer job first becomes available, it can be quite
useful. Geomancy doesn’t cost any MP and activates instantly, and it can hit a
group of enemies. Unfortunately, as the game progresses, the damage inflicted
by Geomancy doesn’t keep pace with enemy HP, and they quickly become less
useful. Plus, there’s also the disadvantage that you don’t have much choice
over the Geomancy attacks available at any given time — at most, you can
choose between two or three different attacks by moving to tiles with different
terrain. You can’t really choose a specific kind of status condition to
inflict.
Attack Boost, however, is a good support ability throughout the game and can be
useful for any fighting-oriented job (though not as good as Dual Wield). It
increases the power not just of the Attack command, but other "special"
physical attacks like sword techniques.
Lavawalking is the game’s most singularly useless ability, as only a single,
optional map has lava on it, and it’s usually a fairly easy battle anyway.
But, hey, it’s only 150 JP, what a steal!
—DRAGOON———————————————————————
Required jobs : Thief lv. 4
Needed for jobs : Samurai (lv. 2), Dancer (lv. 5), Mime (lv. 5),
Dark Knight (lv. 8)
Equippable weapons: Polearms Movement range : 3
Equippable armor: Shields, helms, armor, robes Jump height : 4
Physical evade : 10%
Stats When Active Job:
HP: **** MP: * Phys. Atk.: **** Mag. Atk.: * Speed: ***
Stat Growth Rates:
HP: **** MP: ** Phys. Atk.: **** Mag. Atk.: * Speed: *
–ABILITIES–
–Action Abilities: Jump–
Damage based on user’s: Physical Attack & Weapon Strength
Attack time based on user’s: Speed
RNG RAD
MP TIC H/V H/V TAR JP EFFECT
—————————————————————
Horizontal Jump 2 * 150 Extends horizontal range of Jump to
2 or fewer tiles
Horizontal Jump 3 350 Extends horizontal range of Jump to
3 or fewer tiles
Horizontal Jump 4 550 Extends horizontal range of Jump to
4 or fewer tiles
Horizontal Jump 5 800 Extends horizontal range of Jump to
5 or fewer tiles
Horizontal Jump 8 * 1100 Extends horizontal range of Jump to
8 or fewer tiles
Vertical Jump 2 * 100 Extends vertical range of Jump to 2
Vertical Jump 3 250 Extends vertical range of Jump to 3
Vertical Jump 4 400 Extends vertical range of Jump to 4
Vertical Jump 5 550 Extends vertical range of Jump to 5
Vertical Jump 6 700 Extends vertical range of Jump to 6
Vertical Jump 7 * 1000 Extends vertical range of Jump to 7
Vertical Jump 8 1500 Extends vertical range of Jump to 8
The Jump command causes the user to temporarily disappear from the battlefield
(by jumping off the screen). On return, the user strikes the targeted unit
with a physical attack, then bounces back to his/her original tile. (Note that
the user’s tile cannot be moved into while s/he is off the screen.) Jump does
NOT require an unobstructed line of fire.
Initially, Jump has a horizontal range of 1 and a vertical range of 1. All the
action abilities simply extend the maximum horizontal range or vertical range of
the Jump command.
Jump cannot be evaded and always has a 100% hit rate, except when the target
has Shirahadori.
While the Jump command can be used with any weapon type, you receive a 50%
BONUS to the damage dealt by Jump if you’re equipped with a polearm.
The number of clock ticks required for a Jump attack to activate is equal to
50 divided by the user’s Speed statistic. If you want to determine for sure
whether or not your Jump will strike before the enemy moves, first calculate the
number of ticks your Jump will take (50 divided by your Speed). Then, look at
the enemy’s current CT and Speed. The number of ticks until the enemy’s next
turn is the number of CT points needed to reach 100, divided by the enemy’s
Speed stat (rounded up). If the number of ticks needed for the Jump attack is
less than or equal to the number of ticks until the enemy’s next turn, the enemy
will have no chance to move away from your Jump and you can land the hit.
Note that the Jump command cannot be used when you are standing directly
underneath a tile at a higher elevation. It also can’t target any enemies who
happen to be standing on a tile like that. (This is only an issue on a very
small number of maps.)
–Reaction Abilities–
TRIGGER BRV JP EFFECT
———————————————————-
Dragonheart * Phys. Attack Yes 600 Cast Reraise on self (return once
from KO automatically)
–Support Abilities–
JP EFFECT
———————————————————-
Equip Polearms + 400 Can equip Polearms regardless of job
–Movement Abilities–
JP EFFECT
———————————————————-
Ignore Elevation * 700 Infinite jump height in movement
JP to master: 9150
–MY THOUGHTS–
Dragoons are sort of a souped-up Knight. They have comparable HP and attack
power, can equip armor, and their polearms have a range of two tiles. Dragoons
also have the Jump attack, which is quite effective. It does a good amount of
damage, potentially has a HUGE range (if you’ve learned the right abilities),
and puts the Dragoon temporarily out of damage. Just make sure your target
doesn’t move out of the way and cancel your Jump attack! Unfortunately, you
can’t preview the exact CT list for a Jump attack like you can with magicks,
but you can look at the enemy CT gauges when selecting a target. Don’t target
any enemy who has a high CT gauge, especially if your character is relatively
slow.
A tip about learning the Jump action abilities: Each Horizontal Jump or
Vertical Jump ability replaces all the ones below it. In other words, if you
have Horizontal Jump 8, you can do a jump of 1-8 panels; you don’t need to
learn any other remaining Horizontal Jumps. So, a good strategy is to just
learn a couple of the early Horizontal and Vertical Jump abilities (like
2 or 3) to give yourself a decent Jump, then save up your JP for Horizontal
Jump 8 and Vertical Jump 7 or 8. Once you get those, your Jump attack will be
amazing! Don’t waste your JP building up your range one ability at a time.
(Horizontal Jump 8 is more advantageous to learn first because in most cases
you don’t need that great a vertical range to your jump, anyways.)
Dragonheart and Ignore Elevation are also valuable abilities, though neither is
essential. Dragonheart gives you a Reraise when physically attacked, and
Ignore Elevation is helpful for taking shortcuts up and down towers and cliffs.
Note, however, that the Time Mage’s Teleport gives you this same ability and
then some, so Ignore Elevation is kind of redundant. The only reason to learn
Ignore Elevation is if you’ve been building a melee-oriented character and
don’t want to spend time earning JP as a Time Mage — and, in fact, it can be
quite useful for this purpose.
—SAMURAI———————————————————————
Required jobs : Knight lv. 4, Monk lv. 5, Dragoon lv. 2
Needed for jobs : Dark Knight (lv. 8)
Equippable weapons: Katanas Movement range : 3
Equippable armor: Helms, armor, robes Jump height : 3
Physical evade : 20%
Stats When Active Job:
HP: ** MP: **** Phys. Atk.: ***** Mag. Atk.: *** Speed: ***
Stat Growth Rates:
HP: ** MP: *** Phys. Atk.: **** Mag. Atk.: * Speed: *
–ABILITIES–
–Action Abilities: Iaido–
Damage based on user’s: Magick Attack
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Ashura 0 Slf 3/3 Foe N 100 "Spirit Blade": Non-elemental
magick attack
Kotetsu 0 Slf 3/3 Foe N 200 "Binding Darkness": Non-elemental
magick attack
Osafune 0 Slf 3/3 Foe N 300 "Verse of Oblivion": Lowers enemy
MP
Murasame * 0 Slf 3/3 Ally N 400 "Rain of Wisdom": Restores HP
Ama-no-Murakumo * 0 Slf 3/3 Foe N 500 "Cloudsea Curse": Non-elemental
magick attack, causes Slow
Kiyomori 0 Slf 3/3 Ally N 600 "Purifying Breeze": Gives both
Protect and Shell status
Muramasa * 0 Slf 3/3 Foe N 700 "Doomed Aspirations": Non-
elemental magick attack,
causes Confuse and Doom
Kiku-ichimonji 0 4Dir 8/3 Foe N 800 "Sanguine Blossom": Non-elemental
magick attack
Masamune 0 Slf 3/3 Ally N 900 "Ethereal Embrace": Gives Regen
and Haste status
Chirijiraden 0 Slf 3/3 Foe N 1000 "Raging Inferno": Non-elemental
magick attack
Iaido abilities can only be used if you possess the corresponding katana in
your inventory (NOT equipped on the character). There is a chance that the
katana will break when the ability is used. Aside from the Masamune and
Chirijiraden, all of the katanas can be purchased at the Outfitter, although
some do not become available until later in the game.
All Iaido abilities have a 100% hit rate.
When Iaido abilities are used, a special attack name (not just the name of the
sword) is displayed — these are listed in quotation marks above.
–Reaction Abilities–
TRIGGER BRV JP EFFECT
———————————————————-
Bonecrusher Critical HP Yes 200 Counterattack and do damage equal to
your own maximum HP
Shirahadori * Phys. Attack Yes 700 Block physical attacks. DOES work
work against bows and crossbows,
despite the in-game description.
Even works against guns and
physical monster attacks!
–Support Abilities–
JP EFFECT
———————————————————-
Equip Katana + 400 Can equip Katanas regardless of job
Doublehand 900 Equip one weapon in two hands to
increase damage dealt by regular
attacks and Aim. Does not affect
other weapon-related abilities
like Jump.
–Movement Abilities–
JP EFFECT
———————————————————
Swim 300 Can move and act even in water of
depth = 2 (i.e., water up to your
head)
JP to master: 8000
–MY THOUGHTS–
Somewhat like the Monk and Summoner, Iaido nicely mixes both offense and
healing. Murasame in particular is a GREAT healing ability, since it restores
HP to a large group and requires no charge time. Masamune is in theory also
very useful as it casts Regen and Haste to a group of characters, but its value
is more limited in practice since Masamunes are pretty hard to get.
Unfortunately, the downside to Iaido is that the katana have a tendency to
break pretty frequently, which means that this job expensive quickly. (Why,
it’s almost like Samurai were throwing money at their enemies!) This means
Iaido actually tends to get more useful later on, when you have more spare cash
for katana. If you want to use a particular Iaido ability, bringing a couple
of copies of that katana into battle is a pretty good ability. Equipping
accessories that boosts your magick attack is also advantageous since damage
from Iaido depends on your magick attack stat, not physical attack.
Perhaps the best Samurai ability, then, is Shirahadori, which pumps up your
evade rate in accordance with your Bravery. With a high Bravery, you can be
virtually invulnerable to physical attacks! This is the best reaction
ability in the game and definitely worth learning.
Note that the Samurai only has modest stats. They have limited HP, although
they can equip heavy armor to boost it. Their attack is pretty good, but since
they only have one katana for a weapon, they falter in comparison to the Ninja
(which gets TWO weapons) or the Knight (which can use knight’s swords). Sure,
you can equip Doublehand to increase your attack power, but that uses up your
support ability slot.
Overall, my feeling is that Samurai is a decent job, but not quite as effective
as Dragoons or (especially) Ninja. However, Iaido is a good supplementary
Action Ability and can be particularly good when paired with a magick-oriented
job — the job’s high magick attack will increase the power of Iaido, and Iaido
gives a mage an alternative to magick that doesn’t cost MP and doesn’t require
charging.
—NINJA———————————————————————–
Required jobs : Archer lv. 4, Thief lv. 5, Geomancer lv. 2
Needed for jobs : Dark Knight (lv. 8)
Equippable weapons: Knives, ninja blades, flails Movement range : 4
Equippable armor: Hats, clothes Jump height : 4
Innate ability: Dual Wield Physical evade : 30%
Stats When Active Job:
HP: * MP: * Phys. Atk.: **** Mag. Atk.: ** Speed: *****
Stat Growth Rates:
HP: ** MP: *** Phys. Atk.: **** Mag. Atk.: * Speed: *****
–ABILITIES–
–Action Abilities: Throw–
Damage based on user’s: Speed
Range based on user’s: Move
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Shuriken * 0 #/* 1/- Any Y 50 Throw shuriken
Bomb 0 #/* 1/- Any Y 70 Throw bombs
Knife 0 #/* 1/- Any Y 100 Throw knives
Sword * 0 #/* 1/- Any Y 100 Throw swords
Flail * 0 #/* 1/- Any Y 100 Throw flails
Katana 0 #/* 1/- Any Y 100 Throw samurai katanas
Ninja Blade 0 #/* 1/- Any Y 100 Throw ninja blades
Axe 0 #/* 1/- Any Y 120 Throw axes
Polearm 0 #/* 1/- Any Y 100 Throw polearms
Pole 0 #/* 1/- Any Y 100 Throw poles
Knight’s Sword 0 #/* 1/- Any Y 100 Throw knight’s swords
Book 0 #/* 1/- Any Y 100 Throw books
The Throw command allows you to attack by throwing weapons & items from your
inventory. Obviously, the item/weapon is lost when it is thrown.
Damage from the Throw command is based on the power of the weapon being thrown
and on the user’s Speed statistic (a higher Speed is better).
# The range of the Throw command is equal to the user’s current Move range.
(So, anything that changes your Move statistic also changes the range of Throw.)
Note that some weapons can only be found in the game’s multiplayer modes. Such
weapons cannot be thrown with the Throw command.
–Reaction Abilities–
TRIGGER BRV JP EFFECT
———————————————————-
Vanish Any HP loss Yes 1000 Gain Invisiblity status
Reflexes Any evadable No 400 Doubles existing evade %
attack
–Support Abilities–
JP EFFECT
———————————————————-
Dual Wield +* 1000 Equip weapons in both hands
Note that the damage estimate for Dual Wielded attacks is just for the FIRST
attack — if you have a weapon in both hands, the total damage will be much
higher!
–Movement Abilities–
JP EFFECT
———————————————————
Waterwalking 420 Stand on surface of water rather
than decreasing height to go
underwater. Can move on top of
deep water without penalty.
JP to master: 4040
–MY THOUGHTS–
With a high speed and attack strength, and the innate ability to wield two
weapons, Ninja make life very dangerous for your opponents. You can do a lot
of damage with two weapons, and their high speed means that Ninjas get to act
first and strike before your enemy does. (Plus, their good movement range
and jump height makes it easy for them to reach enemies.) Ninjas are effective
for sneaking in and taking out enemy archers, gunners, or mages before they can
get a spell or shot off. Overall, Ninja is one of the most effective standard
job. Aim for leveling up Archer and Thief quickly to unlock it!
Throw is also a pretty good action ability. It’s not the strongest attack, but
throwing good weapons usually does a fair amount of damage and has a nice
range. The strongest weapon that you can buy to throw is the Morning Star
flail … well, it’s tied with the Slasher axe, but the Slasher costs more
money. Buying weapons does mean that the gil costs of Throw add up, but,
fortunately, you can always switch back to regular attacks since the Ninja’s
regular attacks are good too.
Good abilities from other jobs to consider for your Ninja are Steal (Ninjas
have a very high speed, so this makes your steals more effective) and the
Monk’s Brawler. Brawler lets you get two punches, which can be an extremely
strong physical attack, especially with high Bravery.
The main weakness of Ninjas (besides pirates) is their physical frailty; they
have very low HP and can’t take much damage. This is particularly problematic
if you’re using Ninjas to rush in and attack first — they can get surrounded
and KOed while your other characters catch up. To solve this, you can equip
cloaks or Shirahadori to boost their evade rate, give them an Angel Ring or
Chantage or the Dragonheart reaction ability for a Reraise, or use Equip Heavy
Armor to gain more HP.
Note that Ninjas can equip both ninja blades and flails. Overall, flails are
stronger, but they’re also more unpredictable — sometimes they do MORE than
the estimated damage, sometimes they do LESS. This can be frustrating if
you’re trying to finish off a weak enemy and end up not quite doing enough
damage. On the other hand, in the long run, flails DO do more damage. It’s
your call whether you want to favor predictability or the potential for more
damage.
—ARITHMETICIAN—————————————————————
Required jobs : White Mage lv. 5, Black Mage lv. 5,
Time Mage lv. 4, Mystic lv. 4
Needed for jobs : none
Equippable weapons: Poles, books Movement range : 3
Equippable armor: Hats, clothes, robes Jump height : 3
Physical evade : 5%
Stats When Active Job:
HP: * MP: *** Phys. Atk.: * Mag. Atk.: * Speed: *
Stat Growth Rates:
HP: ** MP: **** Phys. Atk.: * Mag. Atk.: * Speed: *
–ABILITIES–
–Action Abilities: Arithmeticks–
Damage based on user’s: Magick Attack & Faith, plus target’s Faith
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
CT 0 n/a Any N 250 Base equations on CT
Level 0 n/a Any N 350 Base equations on level
Exp 0 n/a Any N 200 Base equations on EXP
Height * 0 n/a Any N 250 Base equations on height
Prime * 0 n/a Any N 300 Selects by prime number
Multiple of 5 0 n/a Any N 200 Selects by multiple of 5
Multiple of 4 * 0 n/a Any N 400 Selects by multiple of 4
Multiple of 3 * 0 n/a Any N 600 Selects by multiple of 3
Each time you use Arithmeticks, you select one from the first four abilities
and one from the second four abilities. This determines what characters the
ability will target. For example, selecting "Height" "Multiple of 5" will
target all characters whose current height on the map is a multiple of 5.
Finally, you select the magick to cast on these targets. Allowable magicks are
those marked with an "A" under Black Mage, White Mage, Time Mage, and Mystic
(see above). Note that you do NOT need those jobs’ Action Abilities equipped;
Arithmeticks always allows access to ALL the allowable magicks you’ve learned.
–Reaction Abilities–
TRIGGER BRV JP EFFECT
———————————————————-
Cup of Life HP restore Yes 200 If healing ability used on character
restores more HP than is needed to
return to max HP, the excess HP is
distributed to the rest of the
party
Soulbind * Any HP loss Yes 300 Inflicted damage is divided between
you and the character who
inflicted it
–Support Abilities–
JP EFFECT
———————————————————-
EXP Boost * 350 Doubles EXP received in battle
–Movement Abilities–
JP EFFECT
———————————————————
Accrue EXP 400 Earn EXP whenever you move
Accure JP 400 Earn JP whenever you move
JP to master: 4550
–MY THOUGHTS–
Arithmeticians are extremely powerful magick-wielders. Unlike conventional
magick, Arithmeticks takes no time to charge, can strike all the way across the
board, and costs no MP! By trying different combinations of multiple and
CT/Level/EXP/Height, you can customize exactly who your magick is going to hit.
Note that you can preview who Arithmeticks will hit before you use it. Look
for the characters with yellow targeting tiles at their feet. If you don’t
like the combination of targets you’re getting, cancel back a few menus and
pick a different match of base and multiple. You can’t always target exactly
the characters you want, but you can usually get reasonably close. Check out
the Arithmeticks Chart (Ctrl+F and then 00arith) for help targeting.
The problem is that Arithmeticians also require a lot of JP to reach this level
of power. First of all, you need to learn spells from the other magick-using
jobs, then you have to learn all the Arithmeticks abilities to make your
targeting flexible. Moreover, Arithmeticians are REALLY pokey and don’t get
many turns, making them slow to earn JP. (Giving them an accessory to boost
their speed will help.)
Arithmeticks also have a very low magick strength, so their spells won’t be too
effective while they’re still an Arithmetician. To remedy this, change the
Arithmetician into a Black Mage after you’ve learned all their abilities and
set their second action ability to Arithmeticks. In this highly-evolved form,
they can toast enemies around the battlefield or heal your whole party, without
even having to charge or use MP!
In other words, Arithmeticians are great if you want to spend the time to build
them up, but you certainly don’t need them to beat the regular game.
—BARD————————————————————————
Required jobs : Summoner lv. 5, Orator lv. 5, MALE characters only
Needed for jobs : none
Equippable weapons: Instruments Movement range : 3
Equippable armor: Hats, clothes Jump height : 3
Physical evade : 5%
Stats When Active Job:
HP: * MP: * Phys. Atk.: * Mag. Atk.: **** Speed: ***
Stat Growth Rates:
HP: * MP: * Phys. Atk.: * Mag. Atk.: * Speed: *
–ABILITIES–
–Action Abilities: Bardsong–
Damage based on user’s: Magick Attack (Seraph Song/Life’s Anthem)
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Seraph Song * 6 All allies N 100 Restores MP
Life’s Anthem 6 All allies N 100 Restores HP
Rousing Melody * 8 All allies N 100 Raises speed by 1
Battle Chant * 8 All allies N 100 Raises physical attack power by 1
Magickal Refrain 10 All allies N 100 Raises magick attack power by 1
Nameless Song * 10 All allies N 100 Gives Reraise, Regen, Protect,
Shell, or Haste
Finale * 20 All allies N 100 Fills CT to 100 (instant turn!)
Bardsong abilities activate repeatedly until a new command is entered for the
character. This means that even if you wait out your turns, you can keep
activating the ability.
Bardsong abilities do not affect allies afflicted with Sleep status.
–Reaction Abilities–
TRIGGER BRV JP EFFECT
———————————————————-
Magick Boost Any HP loss Yes 500 Magick attack power + 1
Faith Boost Magick Yes 400 Faith + 3
–Support Abilities–
none
–Movement Abilities–
JP EFFECT
———————————————————-
Move +3 * 1000 Movement range + 3
Fly 5000 Ignore terrain and obstacles while
JP to master: 7900
–MY THOUGHTS–
Bards can cast a variety of buffs to your whole party, regardless of where the
characters are standing. Boosting your speed and attack/magic power, or
quickly filling your CT gauge, can help your whole team fight more effectively.
On the other hand, Bards can’t do much ELSE; they have very little HP or MP and
a weak attack. Also, their buffs don’t always succeed and will miss quite a
few of your party members each time they’re used.
Bards can learn Fly, which costs an astronomical 5000 JP! Since Fly is
basically just a more expensive Teleport, it’s not worth the JP cost at all.
On the other hand, Move +3 is much more reasonably priced and is extremely
effective for getting around the map quickly! Of course, if you have Move +3,
then Move +1 and Move +2 become completely obsolete.
—DANCER———————————————————————-
Required jobs : Geomancer lv. 5, Dragoon lv. 5, FEMALE characters only
Needed for jobs : none
Equippable weapons: Knives, cloths Movement range : 3
Equippable armor: Hats, clothes Jump height : 3
Physical evade : 5%
Stats When Active Job:
HP: * MP: * Phys. Atk.: **** Mag. Atk.: *** Speed: ***
Stat Growth Rates:
HP: * MP: * Phys. Atk.: *** Mag. Atk.: * Speed: *
–ABILITIES–
–Action Abilities: Dance–
Damage based on user’s: Physical Attack (Witch Hunt/Mincing Minuet)
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Witch Hunt 6 All enemies N 100 Lowers enemy MP
Mincing Minuet 6 All enemies N 100 Lowers enemy HP
Slow Dance * 8 All enemies N 100 Lowers enemy speed by 1
Polka 8 All enemies N 100 Lowers enemy physical attack by 1
Heathen Frolick * 10 All enemies N 100 Lowers enemy magical attack by 1
Forbidden Dance * 10 All enemies N 100 Causes Blind, Confuse, Silence,
Toad, Poison, Slow, Stop, or
Sleep
Last Waltz 20 All enemies N 100 Empties enemy CT
Dance abilities activate repeatedly until a new command is entered for the
character. This means that even if you wait out your turns, you can keep
activating the ability.
Dance abilities do not affect enemies afflicted with Sleep status.
–Reaction Abilities–
TRIGGER BRV JP EFFECT
———————————————————-
Fury Any HP loss Yes 600 Physical attack power + 1
Bravery Boost Physical atk Yes 700 Bravery + 3
–Support Abilities–
none
–Movement Abilities–
JP EFFECT
———————————————————-
Jump +3 1000 Jump height + 3
Fly 5000 Can fly over terrain and enemies
JP to master: 8000
–MY THOUGHTS–
Whereas Bards cast buffs to help your entire party, Dancers lower the stats of
the entire party. Mincing Minuet does far too little damage to bother with,
but lowering enemy speed or attack power, or inflicting status conditions with
Forbidden Dance, can be useful.
Dancers tend to be better than Bards. Since there are generally more bad guys
on the map than party members, it’s more effective to drop the enemies’ stats
than boost your own. Plus, they have a stronger physical attack. Dancers also
work well with the Knight’s Parry ability, as their cloth weapons have a VERY
high parry rate (50%).
As with Bard, Fly is definitely not worth 5000 JP … and Jump +3 is pretty
pointless too, since Teleport essentially duplicates all its effects and costs
fewer JP!
—MIME————————————————————————
Required jobs : Squire lv. 8, Chemist lv. 8, Summoner lv. 5,
Orator lv. 5, Geomancer lv. 5, Dragoon lv. 5
Needed for jobs : none
Equippable weapons: None Movement range : 4
Equippable armor: None Jump height : 4
Physical evade : 5%
Stats When Active Job:
HP: ***** MP: * Phys. Atk.: ***** Mag. Atk.: **** Speed: *****
Stat Growth Rates:
HP: ***** MP: **** Phys. Atk.: ***** Mag. Atk.: **** Speed: **
–ABILITIES–
NO ABILITIES
The Mime copies every action that your other characters take.
–MY THOUGHTS–
Mimes aren’t quite as good as you’d think. They only mimic abilities in the
exact direction and range that they were originally used, which means they
usually miss. However, if you use them very carefully, they can be useful, as
they could potentially double the number of actions you take. Try pairing a
Mime with a Arithmetician — everything spell the Arithmetician calculates, the
Mime will repeat for twice the effect (of course, you could just make two
Arithmeticians instead…).
The main asset of Mimes is that they have great stat growth, making this a
great job to level up with. (Along with a level 8 Onion Knight, they’re the
only generic job that can raise your Magick Attack.)
—DARK KNIGHT—————————————————————–
Required jobs : Knight MASTERED, Black Mage MASTERED, Samurai lv. 8,
Ninja lv. 8, Geomancer lv. 8, Dragoon lv. 8, must kill 20
enemies (so that they turn into chests/crystals) with the
character
Needed for jobs : none
Equippable weapons: Swords, knight’s swords, Movement range : 3
fell swords, axes, flails Jump height : 3
Equippable armor: Shields, helms, clothes, armor, robes Physical evade : 0%
Stats When Active Job:
HP: *** MP: **** Phys. Atk.: ***** Mag. Atk.: ** Speed: ***
Stat Growth Rates:
HP: ** MP: * Phys. Atk.: **** Mag. Atk.: * Speed: *
–ABILITIES–
–Action Abilities: Darkness–
Damage based on user’s: Physical Attack & Weapon Strength
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Sanguine Sword * 0 3/* 1/- Any N 500 Drains HP
Infernal Strike 0 3/* 1/- Any N 500 Drains MP
Crushing Blow * 0 3/2 1/2 Any N 300 Attack, causes Stop. Element of
this attack is based on element
of user’s current weapon.
Abyssal Blade * 0 #Cone#/2 Any N 1000 Non-elemental attack; does more
damage to units closer to
caster. Consumes HP equal to
20% of user’s maximum HP
Unholy Sacrifice 0 Slf 3/3 Any N 1200 Dark attack, causes Slow.
Consumes HP equal to 30% of
user’s max HP. The greater the
user’s max HP, the more damage
this ability does.
# Abyssal Blade has a "cone" attack pattern. Within its vertical range of 2,
it strikes the first tile in the orientation you’re facing, three tiles in a row
behind that, and five tiles in the row behind *that*. In other words, it looks
something like this:
X
XX U = user
UXXX X = affected tiles
XX
X
All Darkness techniques have a 100% hit rate. However, they cannot be used
unless the user is equipped with a sword, knight’s sword, or fell sword.
Damage from Darkness techniques increases when you have a stronger weapon
equipped. When you have two weapons Dual Wielded, only the weapon in the
upper slot counts (whether it’s a sword or not!).
–Reaction Abilities–
none
–Support Abilities–
JP EFFECT
———————————————————-
HP Boost 2000 Increases maximum HP by 20%
Vehemence * 400 Increases by 50% the effectiveness
of user’s attacks and HP-restoring
abilities, but also increases
damage received by 50%
–Movement Abilities–
JP EFFECT
———————————————————
Move +3# * 1000 Movement range + 3
Jump +3# 1000 Jump height + 3
#: Move +3 is available for female Dark Knights, Jump +3 for males.
JP to master: 6700
–MY THOUGHTS–
Well, Dark Knights are very strong. They have the strongest attack power of
any regular job, can equip knight’s swords and heavy armor, and pretty much
all of their abilities are great (though Crushing Blow, Abyssal Blade, and
Unholy Sacrifice are all height-limited). Note that you can negate the HP
costs associated with Abyssal Blade and Unholy Sacrifice by equipping the
Time Mage ability Mana Shield. Unlocking the Dark Knight job allows even
generic characters to use sword techniques, and the HP-draining effect of
Sanguine Sword makes it a particularly advantageous attack to have. Vehemence
is also a great support ability for characters who aren’t too fragile.
Dark Knights are also the only job (aside from Onion Knights, of course) that
can equip the fell swords, special weapons found in the game’s multiplayer
mode. Fell swords aren’t really that great, though, since they require both
hands and don’t carry all the buffs that knight’s swords do.
So what’s the catch? Well, the requirements for this job are also
astronomical. You need to completely master two other jobs (one physical, one
magickal) and get four other jobs up to level 8 … plus you need to kill
20 enemies with the character. By the time you do all that, you’ll probably be
tough enough that you don’t even *need* the Dark Knight job to complete the
single-player mode!
So, while the Dark Knight is indisputably powerful, you definitely don’t need
to jump through the hoops to get it just to use in the single-player mode. On
the other hand, if you want to finish all the Rendezvous Mode missions, the
Dark Knight and its HP-draining ability is quite important!
—ONION KNIGHT—————————————————————-
Required jobs : Squire lv. 6, Chemist lv. 6
Needed for jobs : None
Equippable weapons: All Movement range : 3
Equippable armor: All Jump height : 3
Physical evade : 5%
Stats When Active Job: when job lv.8: 30%
HP: * MP: * Phys. Atk.: * Mag. Atk.: * Speed: ***
Upon reaching job level 8 (see below), the Onion Knight’s stats will increase:
HP: ***** MP: ***** Phys. Atk.: ***** Mag. Atk.: **** Speed: *****
Stat Growth Rates:
HP: ** MP: *** Phys. Atk.: * Mag. Atk.: * Speed: *
Stat Growth Rates at job level 8:
HP: ***** MP: ***** Phys. Atk.: ***** Mag. Atk.: **** Speed: *****
–ABILITIES–
NO ABILITIES
The Onion Knight cannot use any abilities, but can use any kind of equipment.
Even items normally reserved for female characters can be used by male Onion
Knights (and by female Onion Knights, too, of course).
–MY THOUGHTS–
Taken in their base form, Onion Knights seem how exactly how the game describes
them: sad. Sure, they can equip any piece of equipment, but they have
terrible stats and NO abilities. Even if you gave them a good sword and armor,
they’d still be just a weaker Knight with no abilities. Plus, they don’t gain
experience from taking actions.
So what’s the point of Onion Knights? Well, for every two other jobs you
master, the job level of Onion Knight increases. (Squire, Chemist, Mime, Dark
Knight, and special jobs that replace Squire do not count towards this count.)
If you master 14 jobs and get Onion Knight to job level 8, their stats will see
a BIG increase. (Yes, mastering 14 jobs is a LOT of abilities to learn.)
Also, if you play the game’s multiplayer mode, you can earn the Onion gear,
very strong equipment that can only be used by Onion Knights. With these two
things, Onion Knights can be very strong melee fighters, although they still
have no abilities.
Once at job level 8, the Onion Knight also gains the best stat bonuses on
level-up, but since they don’t get EXP from attacking and can’t equip Steal
EXP, the only way to level them up is with the Wild Boar’s Bequeath Bacon
ability (available with the Beastmaster support ability). Since Wild Boars can
only be obtained by breeding them from a Swine or from other Wild Boars, this
can take quite a while.
If you’re not interested in spending a lot of time leveling up your jobs or
breeding Wild Boars, you probably won’t have much use for the Onion Knight.
(And you certainly don’t *need* them for the single-player mode!) But, if you
want to spend the time, you’ll end up with the best stats available in the
game!
%%%SPECIAL JOBS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00job2
These are special jobs used by specific story characters. They aren’t
available to generic characters. In all cases where a story character has a
special job, the special job replaces the Squire job for that character.
All the special jobs have the same reaction, support, and movement abilities as
the Squire job (which they replace). Therefore, I haven’t bothered to list
them. The exceptions are the Ark Knight, Automaton, and Byblos jobs, which
do have different abilities.
—SQUIRE [RAMZA]————————————————————–
Used By: Ramza Movement range : 4
Equippable weapons: Knives, swords, Jump height : 3
knight’s swords (ch. 4), flails Physical evade : 10%
Equippable armor: Shields (ch. 2+), hats, helms (ch. 2+),
clothes, armor (ch. 2+), robes
Stats When Active Job:
HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***
Stat Growth Rates:
HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: ** Speed: **
–ABILITIES–
–Action Abilities: Mettle–
Damage based on user’s: Physical Attack (Rush/Stone)
Magick Attack and Faith, plus target’s Faith (Ultima)
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Focus * 0 Slf 1/- Self – 300 Raises physical attack power by 1
for duration of battle
Rush 0 1/1 1/- Any – 80 Weak physical attack, may knock
enemy back one tile; does
variable damage (may be more or
less than estimate)
Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack,
may knock enemy back one tile;
does variable damage (may be
more or less than estimate)
Salve 0 1/2 1/- Any – 150 Cures Blind, Silence, Poison
Tailwind * 0 3/* 1/- Any N 200 Raises speed by 1 for duration of
battle
Chant * 0 1/3 1/- Any – 0 Restores HP, Ramza loses HP equal
to 1/2 of amount healed
Steel (ch. 2+) * 0 3/* 1/- Any N 200 Raises Bravery by 5 #
Shout (ch. 4) * 0 Slf 1/- Self – 500 Raises Bravery by 10 #, physical
and magick strength by 1, speed
by 1
Ultima (ch. 4) 10 5 4/* 2/1 Any N & Non-elemental magick attack
JP to master: 2570
# Note: These abilities increase your Bravery. Most of this change remains
only for the battle, but for every 4 points you increase your Bravery during
battle, you get a 1 point permanent increase in Bravery.
Ultima can only be learned by having Luso or an enemy cast it on Ramza; see the
"Learning Ultima" section under Advanced Tactics for more information on this.
–MY THOUGHTS–
Ramza’s Squire job is powered up quite a bit relative to a regular Squire. He
has better stats, some extra abilities, and he can equip knight’s swords and
heavy armor. (Unlike a regular Squire, though, he can’t use axes, oddly
enough.)
Most of Ramza’s extra abilities are quite useful. Tailwind is a speed boost,
Steel is a Bravery boost, and Shout raises all stats but only works on Ramza.
Steel is particulary useful as it’s the fastest way of permanently adding to
your Bravery; it has a 100% hit rate and costs no MP. Whenever Ramza has a
spare turn, it’s a good idea to have him use Steel to boost a teammate’s
Bravery (or Shout to boost his own); increasing your Bravery makes your
reaction abilities much more effective. In a pinch, Chant is good for healing
too. On the other hand, the Ultima spell is actually pretty weak, especially
given that you have to go out of your way to learn it.
So, Mettle makes for a good set of support abilities. But since Ramza doesn’t
have much in the way of direct attack abilities and only one healing ability
that also hurts him, you’ll probably eventually want to supplement Mettle with
some other abilities. You can switch Ramza to another job (I like to make him
Monk or a Ninja) and equip Mettle as your second command. Or, since his Squire
job is pretty strong statistically, learn abilities with a different job and
then switch him back to Squire!
If you’re trying to master lots of jobs for the purposes of powering up Onion
Knight, note that Ramza’s Squire job isn’t Mastered until he learns Ultima.
—SQUIRE [DELITA]————————————————————-
Used By: Delita (ch. 1) Movement range : 4
Equippable weapons: Knives, swords, flails Jump height : 3
Equippable armor: Hats, clothes, robes Physical evade : 5%
Stats When Active Job:
HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***
–ABILITIES–
–Action Abilities: Mettle–
Damage based on user’s: Physical Attack
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Focus * 0 Slf 1/- Self – 300 Raises physical attack power by 1
for duration of battle
Rush 0 1/1 1/- Any – 80 Weak physical attack, may knock
enemy back one tile; does
variable damage (may be more or
less than estimate)
Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack,
may knock enemy back one tile;
does variable damage (may be
more or less than estimate)
Salve 0 1/2 1/- Any – 150 Cures Blind, Silence, Poison
Chant * 0 1/3 1/- Any – 0 Restores HP, Delita loses HP
equal to 1/2 of amount healed
JP to master: 1620
–MY THOUGHTS–
Like Ramza’s, Delita’s Squire job has superior stats to a regular Squire,
although he only has one extra ability, Chant. Chant comes in quite useful
during Chapter I, as it lets Delita heal other party members for a substantial
amount (albeit at the cost of some of his own HP). Expect to see the guest AI
using it fairly frequently.
—SQUIRE [ARGATH]————————————————————-
Used By: Argath (ch. 1) Movement range : 4
Equippable weapons: Knives, swords, axes, flails Jump height : 3
Equippable armor: Hats, clothes Physical evade : 15%
Stats When Active Job:
HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***
–ABILITIES–
–Action Abilities: Fundaments–
Damage based on user’s: Physical Attack & Weapon Strength
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Focus * 0 Slf 1/- Self – 300 Raises physical attack power by 1
for duration of battle
Rush 0 1/1 1/- Any – 80 Weak physical attack, may knock
enemy back one tile; does
variable damage (may be more or
less than estimate)
Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack,
may knock enemy back one tile;
does variable damage (may be
more or less than estimate)
Salve 0 1/2 1/- Any – 150 Cures Blind, Silence, Poison
Rend Helm 0 Weapon Any Y 300 Destroys target’s headgear
Rend Armor 0 Weapon Any Y 400 Destroys target’s armor
JP to master: 2320
–MY THOUGHTS–
Again, compared to a regular Squire, Argath has better stats and a couple extra
abilities: Rend Helm and Rend Armor. They’d be nice to use, but since Argath
only gains JP during story battles (he doesn’t participate in random battles),
you likely won’t even have a chance to learn them. Instead, you may want to
supplement him with a Black Magick spell or two if available, or perhaps Items.
—FELL KNIGHT—————————————————————–
Used By: Gaffgarion Movement range : 3
Equippable weapons: Swords, knight’s swords Jump height : 3
Equippable armor: Shields, helms, armor, robes Physical evade : 15%
Stats When Active Job:
HP: ***** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: ****
–ABILITIES–
–Action Abilities: Fell Sword–
Damage based on user’s: Physical Attack & Weapon Strength
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Shadowblade * 0 3/* 1/- Any N 100 Absorbs HP from target
Duskblade 0 3/* 1/- Any N 500 Absorbs MP from target
Fell Sword techniques have a 100% hit rate. However, they cannot be used
unless Gaffgarion is equipped with a sword, knight’s sword, or fell sword.
JP to master: 1650
–MY THOUGHTS–
Gaffgarion is cool, but he’s only in your party for two battles plus the intro
battle at the start of the game. But, his Shadowblade technique is quite
powerful (and restores some of Gaffgarion’s HP!), so he’ll be helpful while
you’ve got him.
—HOLY KNIGHT—————————————————————–
Used By: Agrias, Delita (ch. 2+) Movement range : 3
Equippable weapons: Swords, knight’s swords Jump height : 3
Equippable armor: Shields, helms, armor, robes Physical evade : 25%
Stats When Active Job:
HP: ***** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: ***
Stat Growth Rates:
HP: **** MP: **** Phys. Atk.: *** Mag. Atk.: * Speed: *
–ABILITIES–
–Action Abilities: Holy Sword–
Damage based on user’s: Physical Attack & Weapon Strength
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Judgment Blade * 0 2/* 2/0 Any N 0 Physical attack, causes Stop
Cleansing Strike 0 3/2 1/- Any N 400 Physical attack, causes Doom
Northswain’s Strike 0 3/1 1/- Any N 500 Physical attack, instant KO
Hallowed Bolt * 0 3/* 2/1 Any N 700 Physical attack, causes Silence
Divine Ruination * 0 4Dir 5/2 Any N 800 Physical attack, causes Confuse
Chant (Delita only) 0 1/3 1/- Any – 0 Restores HP, Delita loses HP
equal to 1/2 of amount healed
Holy Sword techniques have a 100% hit rate. However, they cannot be used
unless Agrias/Delita is equipped with a sword, knight’s sword, or fell sword.
Damage from Holy Sword techniques increases when you have a stronger weapon
equipped. When you have two weapons Dual Wielded, only the weapon in the
upper slot counts (whether it’s a sword or not!).
The element of these techniques is the same as the element of your weapon.
(And if the weapon has no elemental affinity, then the attack is non-
elemental.)
JP to master: 3450
–MY THOUGHTS–
Agrias’s sword techniques makes her an invaluable member of your party as soon
as she joins, and she’ll stay that way pretty much throughout the game. Her
Holy Sword abilities are great because they do a lot of damage, require no
charge time or MP, and have a few panels’ range! She’s likely to be a major
part of your offense, especially before you get Orlandeau, who has all of
Agrias’s abilities and then some. Even with Orlandeau available, though,
Agrias still makes for a good fighter; she’s just not quite *as* strong ;).
You may want to save up your JP for Hallowed Bolt and Divine Ruination, her
best techniques. Divine Ruination is her strongest technique and can damage
quite a few enemies if they all happen to be standing on a straight line.
Hallowed Bolt isn’t quite as strong, but it works on a diagonal and can strike
multiple enemies standing next to each other.
Note that since sword techniques are considered physical attacks, the
Geomancer’s Attack Boost can make them even stronger!
Delita’s version of the Holy Knight job is even tougher, but he only shows up
as a Holy Knight for a few battles.
—PRINCESS——————————————————————–
Used By: Ovelia Movement range : 4
Equippable weapons: Staves Jump height : 3
Equippable armor: Hats, clothes, robes Physical evade : 20%
Stats When Active Job:
HP: *** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***
–ABILITIES–
–Action Abilities: Holy Magicks–
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Aegis * 30 4 5/* 1/- Any N 0 Gives Reraise, Regen, Protect,
Shell, and Haste status
Dispelna 20 4 4/* 1/- Any N 0 Cures Stone, Confuse, Silence,
Vampire, Toad, Poison, Stop,
Sleep, Immobilize, and Disable
JP to master: 1050
–MY THOUGHTS–
Well, Ovelia only fights in a few battles, but she’s actually a useful
character (you wouldn’t expect her to be, but she is!). Aegis is a great spell
since it casts 5 different buffs at once; unfortunately, since you can’t
control her, she’ll mostly cast it on herself.
—MACHINIST——————————————————————-
Used By: Mustadio Movement range : 3
Equippable weapons: Knives, guns Jump height : 4
Equippable armor: Hats, clothes Physical evade : 18%
Stats When Active Job:
HP: *** MP: *** Phys. Atk.: *** Mag. Atk.: **** Speed: ****
Stat Growth Rates:
HP: *** MP: *** Phys. Atk.: *** Mag. Atk.: * Speed: *
–ABILITIES–
–Action Abilities: Aimed Shot–
Success based on user’s: Speed
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Leg Shot 0 Weapon Any Y 200 Causes Immobilize status
Arm Shot * 0 Weapon Any Y 300 Causes Disable status
Seal Evil * 0 Weapon Any Y 200 Turns undead to Stone
Aimed Shot fires twice per turn if combined with the Dual Wield support ability
and Dual Wielded weapons. (You’ll need to have Mustadio configured to use a
weapon type that CAN be Dual Wielded; neither knives nor guns can be Dual
Wielded.)
JP to master: 1750
–MY THOUGHTS–
With his Arm Shot ability and a gun, Mustadio can disable enemies from across
the battlefield. This is a great ability since it effectively stops enemy from
taking any kind of action for a few turns. You can Disable enemy mages to keep
them from casting spells while the rest of your team is trying to reach them,
or Disable a melee fighter and have the rest of your team pounce on him/her
without fear of reprisal. Or, when you’re just faced with a lot of enemies at
once, Disabling a few can make the crowd more manageable. Since Disable also
shuts down reaction abilities, you can also use it to stop monsters from
counter-attacking you or to keep humans from recovering from your attacks.
Towards the very end of the game, it becomes slightly less useful since many
human enemies are equipped with Thief’s Caps, which renders them immune to
Disable status.
Seal Evil is also useful: it turns undead enemies to stone, which not only
defeats them instantly, but prevents them from reviving. (And it has a high
hit rate!) Although you won’t face undead enemies in too many battles, it’s
quite handy in the ones where you do.
In order for Mustadio’s Aimed Shot abilities to keep their long range, Mustadio
needs to stay equipped with a gun. Once you’ve finished learning his Aimed
Shot abilities, you may want to consider switching him to a Chemist, another
job that can equip guns. This will let him supplement his Aimed Shots with the
ability to heal your teammates.
Once you get Balthier, though, Mustadio essentially becomes obsolete, since
Balthier has even more abilities and better stats.
—ASTROLOGER——————————————————————
Used by: Orran Movement range : 3
Equippable weapons: Books Jump height : 4
Equippable armor: Hats, clothes Physical evade : 15%
–ABILITIES–
–Action Abilities: Astrology–
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Celestial Stasis * 5 All foes! N 0 Causes Stop, Immobilize, or
Disable
Focus * 0 Slf 1/- Self – 300 Raises physical attack power by 1
for duration of battle
Rush 0 1/1 1/- Any – 80 Weak physical attack, may knock
enemy back one tile; does
variable damage (may be more or
less than estimate)
Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack,
may knock enemy back one tile;
does variable damage (may be
more or less than estimate)
Salve 0 1/2 1/- Any – 150 Cures Blind, Silence, Poison
JP to master: 1865
–MY THOUGHTS–
Orran is ludicrously powerful, thanks to his Celestial Stasis spell, which will
debilitate most of the enemies on the board every time he uses it and doesn’t
even cost any MP! Too bad he only shows up in one battle and you don’t even
get to control him 🙁
—CLERIC———————————————————————-
Used By: Alma Movement range : 4
Equippable weapons: Staves Jump height : 3
Equippable armor: Hats, clothes, robes Physical evade : 18%
Stats When Active Job:
HP: *** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***
–ABILITIES–
–Action Abilities: Holy Magicks–
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Aegis * 30 4 5/* 1/- Any N 0 Gives Reraise, Regen, Protect,
Shell, and Haste status
Dispelna 20 4 4/* 1/- Any N 0 Cures Stone, Confuse, Silence,
Vampire, Toad, Poison, Stop,
Sleep, Immobilize, and Disable
Ultima 10 5 4/* 2/1 Any N & Non-elemental magick attack
Chant * 0 1/3 1/- Any – 0 Restores HP, Alma loses HP equal
to 1/2 of amount healed
JP to master: 1050
–MY THOUGHTS–
Alma is almost identical to Ovelia, except that she has Chant. As with Ovelia,
Aegis is a great support spell, so she’ll be useful during the few battles
where you can control her. You can use Items to keep up her MP and allow her
to keep casting the spell.
It’s a good idea to de-equip Alma of her all gear before you go to Orbonne
Monastery in Chapter III, since most of it can’t be bought in stores.
When Alma rejoins during the final battle, it is possible for her to learn
Ultima from casting Ramza or Luso casting it on her, but you’re better off with
her Aegis spell!
—GAME HUNTER—————————————————————–
Used By: Luso Movement range : 4
Equippable weapons: Knives, swords, knight’s swords, Jump height : 3
flails Physical evade : 10%
Equippable armor: Shields, hats, helms, clothes, armor,
robes
Innate ability (as Game Hunter only): Poach
Stats When Active Job:
HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***
Stat Growth Rates:
HP: *** MP: **** Phys. Atk.: **** Mag. Atk.: ** Speed: **
–ABILITIES–
–Action Abilities: Huntcraft–
Damage based on user’s: Physical Attack (Rush/Stone)
Magick Attack and Faith, plus target’s Faith (Ultima)
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Focus * 0 Slf 1/- Self – 300 Raises physical attack power by 1
for duration of battle
Rush 0 1/1 1/- Any – 80 Weak physical attack, may knock
enemy back one tile; does
variable damage (may be more or
less than estimate)
Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack,
may knock enemy back one tile;
does variable damage (may be
more or less than estimate)
Salve 0 1/2 1/- Any – 150 Cures Blind, Silence, Poison
Tailwind * 0 3/* 1/- Any N 200 Raises speed by 1 for duration of
battle
Chant * 0 1/3 1/- Any – 0 Restores HP, Luso loses HP equal
to 1/2 of amount healed
Steel * 0 3/* 1/- Any N 200 Raises Bravery by 5
Shout * 0 Slf 1/- Self – 500 Raises Bravery by 10, attack and
magick strength by 1, speed by
1
Ultima 10 5 4/* 2/1 Any N & Non-elemental magick attack
JP to master: 4430
Ultima can only be learned by having Ramza or an enemy cast it on Luso; see the
"Learning Ultima" section under Advanced Tactics for more information on this.
–MY THOUGHTS–
Luso is basically a clone of Ramza, even down to his stats, and so has the same
strengths and weaknesses. Luso’s main distinguishing feature is his innate
Poach ability, which can be nice for hunting for the rare items you get from
poaching some monsters.
Overall, Luso’s OK — but you already have one Ramza, and *that* Ramza is the
one you’re required to use in story battles. As a result, Luso is sadly pretty
redundant in most cases. Ramza’s abilities aren’t good enough that you need
two people in the party using them, not when you fill that slot in your party
with a character who has a different set of abilities.
If you’re trying to master lots of jobs for the purposes of powering up Onion
Knight, note that Game Hunter isn’t Mastered until Luso learns Ultima.
—SKYSEER———————————————————————
Used By: Rapha Movement range : 3
Equippable weapons: Staves, poles Jump height : 3
Equippable armor: Hats, clothes, robes Physical evade : 10%
Stats When Active Job:
HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: ****
Stat Growth Rates:
HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: * Speed: *
–Action Abilities: Sky Mantra–
Damage based on user’s: Magick Attack
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Heaven’s Wrath * 3 4/* 2/3 Any N 100 Lightning attack, strikes random
tiles within radius
Ashura 4 4/* 2/3 Any N 200 Fire attack, strikes random tiles
within radius
Adamantine Blade 5 4/* 2/3 Any N 300 Wind attack, strikes random tiles
within radius
Maelstrom 6 4/* 2/3 Any N 400 Water attack, strikes random
tiles within radius
Celestial Void * 5 4/* 2/3 Any N 500 Non-elemental magick attack,
strikes random tiles within
radius. Causes Blind, Confuse,
Silence, Toad, Poison, Slow,
or Sleep
Divinity 7 4/* 2/3 Any N 600 Earth attack, strikes random
tiles within radius
Sky Mantra attacks do not take Rapha’s Faith or enemy Faith into consideration,
unlike most magick attacks.
JP to master: 3150
–MY THOUGHTS–
As you’ve probably observed during her time as a guest, Rapha’s Sky Mantra
abilities are pretty useless. They strike random tiles within their effect
radius, making them often as likely to hit your allies as your enemies, and
they don’t even do all that much damage anyway. (Plus, they take time to
charge.)
On the other hand, given her low Bravery, Rapha is a character that can easily
be made into a good Treasure Hunter. (You’re more likely to get good items
with Treasure Hunter if your Bravery is low.) And, if you’re planning to
tackle the bonus dungeon, you’ll definitely want a Treasure Hunter! Of course,
it’s not in any way necessary to specifically use Rapha for this; any other
character with low Bravery works fine. Rapha just tends to be convenient since
her Bravery is already pretty low to start with — and you may want to lower
her Bravery even further with the Orator’s Intimidate to increase your odds
further.
—NETHERSEER——————————————————————
Used By: Marach Movement range : 4
Equippable weapons: Rods, poles Jump height : 3
Equippable armor: Hats, clothes, robes Physical evade : 8%
Stats When Active Job:
HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: ****
Stat Growth Rates:
HP: **** MP: **** Phys. Atk.: *** Mag. Atk.: * Speed: *
–Action Abilities: Nether Mantra–
Damage based on user’s: Magick Attack & LOW Faith, plus target’s LOW Faith
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Hell’s Wrath * 3 4/* 2/3 Any N 100 Lightning attack, strikes random
tiles within radius
Nether Ashura 4 4/* 2/3 Any N 200 Fire attack, strikes random tiles
within radius
Nether Blade 5 4/* 2/3 Any N 300 Wind attack, strikes random tiles
within radius
Nether Maelstrom 6 4/* 2/3 Any N 400 Water attack, strikes random
tiles within radius
Corporeal Void * 5 4/* 2/3 Any N 500 Non-elemental magick attack,
strikes random tiles within
radius. Causes Blind, Confuse,
Silence, Toad, Poison, Slow,
or Sleep
Impiety 7 4/* 2/3 Any N 600 Earth attack, strikes random
tiles within radius
Nether Mantra attacks do increased damage to enemies with LOW Faith, and when
Marach has LOW Faith. This is the opposite of most magick attacks, which do
more damage when Faith is high. (Note, however, the Faith and Atheist status
conditions still affect Nether Mantra in the usual way.)
JP to master: 3150
–MY THOUGHTS–
Marach’s abilities are quite similar to Rapha’s in that they strike random
tiles. His main interesting feature is that Nether Mantra does more damage to
enemies with LOW Faith (the reverse of regular magick), with gives you a magick
attack that’s actually effective against low-Faith enemies. Unfortunately,
since Nether Mantra is so random, it’s still not all that useful.
While Rapha can easily be turned into a Treasure Hunter thanks to her low
starting Bravery, Marach has a pretty average Bravery and isn’t particularly
good for this. In other words: there’s generally not much of a reason to put
Marach in your party, and he’s usually considered the least useful of the story
characters. If you’re not set on having all the story characters on your
roster, you could even skip recruiting him–or sign him up, take his equipment,
and then delete him.
If you do want to use Marach, you can always switch him to some standard job
instead of relying on his Nether Mantra abilities. Of course, then he’s really
no different from any other generic character.
—TEMPLAR———————————————————————
Used By: Beowulf Movement range : 4
Equippable weapons: Knives, swords, knight’s swords Jump height : 3
Equippable armor: Shields, helms, armor, robes Physical evade : 14%
Stats When Active Job:
HP: **** MP: ***** Phys. Atk.: ***** Mag. Atk.: *** Speed: ****
Stat Growth Rates:
HP: **** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: *
–ABILITIES–
–Action Abilities: Spellblade–
Success based on user’s: Magick Attack & Faith, plus target’s Faith
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Blind 6 0 4/* 1/- Any N 50 Inflicts Blind status
Syphon * 2 0 4/* 1/- Any N 100 Absorbs MP from target (amount =
1/4 of target’s max MP)
Drain 12 0 4/* 1/- Any N 180 Absorbs HP from target (amount =
1/4 of target’s max HP)
Faith 10 0 4/* 1/- Any N 200 Causes Faith status (character
has 100 Faith; both character’s
own magick and others’ magick
targeting the character are
maximally effective)
Doubt 10 0 4/* 1/- Any N 200 Causes Atheist status (character
cannot use magick but is also
immune to others’ magick)
Zombie 14 0 4/* 1/- Any N 150 Causes Undead condition
Silence 16 0 4/* 1/- Any N 90 Causes Silence
Berserk 16 0 4/* 1/- Any N 200 Causes Berserk
Chicken * 12 0 4/* 1/- Any N 500 Lowers target’s Bravery by 50
Confuse 14 0 4/* 1/- Any N 200 Causes Confuse
Dispel 20 0 4/* 1/- Any N 300 Removes Float, Reraise, Regen,
Invisible, Protect, Shell,
Haste, Faith, Reflect
Disable * 14 0 4/* 1/- Any N 50 Causes Disable status
Sleep 20 0 4/* 1/- Any N 170 Causes Sleep
Break * 24 0 4/* 1/- Any N 300 Causes Stone
Vengeance * 20 0 8/* 1/- Any N 600 Deals damage = (Beowulf’s max HP
minus Beowulf’s current HP)
Spellblade techniques cannot be used unless Beowulf is equipped with a sword,
knight’s sword, or fell sword.
JP to master: 4340
–MY THOUGHTS–
Beowulf is essentially a Mystic on steroids — like a Mystic, he specializes in
inflicing status conditions, but his abilities don’t need to charge and in some
cases cost less MP than the Mystic equivalent! Plus, with a knight’s sword,
he can be a pretty good fighter, and Templar has the highest MP of any job in
the game.
A trio of Spellblade abilities are particularly useful. First off, Chicken
drops an enemy’s Bravery by 50, which will turn it into a useless chicken in
one shot if the enemy’s Bravery is less than 60. It almost always has a
70-100% hit rate, and it only costs 12 MP! It’s a great ability for quickly
reducing the number of enemies you need to fight at once, and is also a pretty
good way of prolonging a battle (e.g. to hunt for items in the bonus dungeon).
Vengeance is also a great ranged attack that can do quite a bit of damage when
Beowulf is low on HP (and it has a fantastic range of EIGHT panels); the main
downside is that it’s useless at the start of a battle when Beowulf hasn’t been
harmed yet. Finally, Beowulf’s Break spell also has a pretty high chance of
turning an enemy instantly to stone.
—AUTOMATON——————————————————————-
Used By: Construct 8 Movement range : 3
Equippable weapons: none Jump height : 3
Equippable armor: none Physical : 0%
Innate abilities: Counter, Ignore Terrain, Ignore Weather#, cannot enter water.
Construct 8 is also immune to most status conditions, all elements except
thunder, and (by virtue of having 0 Faith) all magick. It’s weak to Lightning,
but only non-magickal Lightning attacks since it’s immune to magick.
# Since Construct 8 has no magick and can’t enter water, its Ignore Weather
would appear not to ever actually do anything. What in the world?
–ABILITIES–
–Action Abilities: Tasks–
Damage based on user’s: Physical Attack
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Destroy 0 1/2 1/- Any – 0 Physical attack; Construct 8
loses HP equal to 1/8 of damage
inflicted
Compress 0 1/2 1/- Any – 0 Physical attack; Construct 8
loses HP equal to 1/6 of damage
inflicted
Dispose * 0 8/* 1/- Any N 0 Physical attack; Construct 8
loses HP equal to 1/4 of damage
inflicted
Pulverize 0 1/0 1/- Any – 0 Physical attack; Construct 8
loses HP equal to 1/4 of damage
inflicted
All Tasks abilities cannot be evaded or blocked, but consume some of Construct
8’s HP when used.
–Reaction Abilities–
TRIGGER BRV JP EFFECT
————————————————————
Counter Automatically eqppd. Yes 0 Counter-attack with physical attack
–Support Abilities–
JP EFFECT
———————————————————-
Defense Boost Automatically eqpd. 0 Lowers damage received from physical
attacks
–Movement Abilities–
none
JP to master: 0
–MY THOUGHTS–
Since Construct 8 is a special "monster," it can’t change jobs, use equipment,
or learn new abilities. That means it’s not a very customizable character and
has pretty much a fixed set of strengths and weaknesses.
One of Construct 8’s great strengths is its Dispose ability, which has a range
of 8 panels and never misses. It’s only moderately strong, but the range and
hit rate make it good for taking out enemy mages and gunners/archers.
Construct 8 is also great on defense, since it’s immune to magick and most
status conditions (Confuse being one of the notable exceptions). This makes
it especially useful in particular battles where the enemy relies heavily on
magick or status attacks. Plus, it has an inherent Defense Boost and Counter.
You can also use Construct 8 as a stepping-stool to help other characters
climb up to higher ledges. (Other large monsters have this ability as well.)
This is necessary to find the hidden items at Nelveska Temple, and can often
be handy in Midlight’s Deep as well.
The downside to Construct 8 is that it’s pretty slow and has a short move
range, so it’s pretty rare that you’ll actually have a chance to use its close
range attacks. It’s of course also immune to any POSITIVE magick you might
want to cast on it, like buffs or Cure spells. Using the Tasks abilities also
consumes some of its HP, but it’s not all that much, so this isn’t much to
worry about.
The biggest concern is that since Construct 8 can’t use equipment or change
abilities, it’s hard to upgrade. (The best you can do is gain levels and raise
its Bravery.) This means that it’s hard to remedy some of its weaknesses like
its short movement range, and that it eventually can’t keep pace with the rest
of your team. In sum, Construct 8 proves to be quite useful when you first get
it and remains very helpful in particular story battles (against enemies using
magick or status attacks), but its usefulness may start to fade as other
characters gain more and more abilities that Construct 8 can never have.
—SKY PIRATE——————————————————————
Used By: Balthier Movement range : 4
Equippable weapons: Knives, swords, knight’s swords, Jump height : 4
bows, crossbows, guns, polearms Physical evade : 25%
Equippable armor: Shields, hats, helms, clothes, armor,
robes
Innate ability (as Sky Pirate only): Safeguard
Stats When Active Job:
HP: *** MP: *** Phys. Atk.: **** Mag. Atk.: *** Speed: *****
Stat Growth Rates:
HP: **** MP: *** Phys. Atk.: *** Mag. Atk.: * Speed: *****
–Action Abilities: Piracy–
Damage/success based on user’s: Physical Attack & Weapon Strength (Barrage)
Speed (all others)
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Leg Shot 0 Weapon Any Y 200 Causes Immobilize status
Arm Shot * 0 Weapon Any Y 300 Causes Disable status
Seal Evil * 0 Weapon Any Y 200 Turns undead to Stone
Barrage 0 Weapon Any Y 1200 Use weapon 4 times in a row at
1/2 damage per attack; can’t be
evaded or blocked
Plunder Gil 0 1/1 1/- Foe – 10 Steal small amount of gil
Plunder Heart * 0 3/1 1/- Foe N 150 Inflicts Charm; only effective on
monsters and opposite sex
Plunder Helm * 0 1/1 1/- Foe – 350 Steal target’s helmet
Plunder Armor * 0 1/1 1/- Foe – 450 Steal target’s armor
Plunder Shield * 0 1/1 1/- Foe – 350 Steal target’s shield
Plunder Weapon * 0 1/1 1/- Foe – 600 Steal target’s weapon
Plunder Accessory 0 1/1 1/- Foe – 500 Steal target’s accessory
Plunder EXP 0 1/1 1/- Foe – 250 Steal target’s current EXP
Leg Shot, Arm Shot, and Seal Evil fire twice per turn if combined with the
Dual Wield support ability and Dual Wielded weapons. (Dual Wield has no effect
on the other Piracy abilities.)
Note that the Plunder abilities have a higher hit rate than the Thief’s
Steal equivalents.
JP to master: 6350
–MY THOUGHTS–
Balthier is an all-around great character, and quite versatile. As you can see
from his available equipment, he can function both as a ranged fighter or a
close-range one. Essentially, he’s a combination of Mustadio (he has all of
Mustadio’s Aimed Shot abilities) and a Thief … except that he’s also
physically stronger, is more successful at stealing than a Thief, and has the
super speed of a Ninja. How can you go wrong with that? Once Balthier joins,
there’s not all that much use for Mustadio since Balthier has all of Mustadio’s
ability and then some!
Balthier’s one completely unique ability, Barrage, is also quite useful. It’s
similar to Dual Wield in the sense that is essentially doubles your attack
power, except that Barrage cannot miss and also lets Balthier still equip a
shield in his other hand. (On the other hand, if you land a critical hit and
knock the enemy backwards, all the other attacks will miss!) Since Barrage
counts as a regular attack, it can also be combined with Poach or Tame. In the
right circumstances, Barrage can also be used to attack multiple enemies in one
turn — see "Shoot Enemies Next to You" under Advanced Tactics. Sadly,
Barrage CANNOT be combined with Dual Wield or Doublehand; it still does regular
damage if you have two weapons or one weapon in two hands. No Genji Glove +
Offering this time around 🙁
—SWORD SAINT—————————————————————–
Used By: Orlandeau Movement range : 4
Equippable weapons: Swords, knight’s swords, katanas, Jump height : 3
ninja blades Physical evade : 12%
Equippable armor: Shields, hats, helms, clothes, armor,
robes
Stats When Active Job:
HP: ***** MP: ***** Phys. Atk.: ***** Mag. Atk.: *** Speed: ****
Stat Growth Rates:
HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: **
–Action Abilities: Swordplay–
Damage based on user’s: Physical Attack & Weapon Strength
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Judgment Blade * 0 2/* 2/0 Any N 0 Physical attack, causes Stop
Cleansing Strike 0 3/2 1/- Any N 400 Physical attack, causes Doom
Northswain’s Strike 0 3/1 1/- Any N 500 Physical attack, instant KO
Hallowed Bolt * 0 3/* 2/1 Any N 700 Physical attack, causes Silence
Divine Ruination * 0 4Dir 5/2 Any N 800 Physical attack, causes Confuse
Crush Armor 0 3/* 1/- Any N 200 Physical attack, destroys
target’s armor
Crush Helm 0 3/* 1/- Any N 400 Physical attack, destroys
target’s headgear
Crush Weapon * 0 3/* 1/- Any N 500 Physical attack, destroys
target’s weapon
Crush Accessory 0 3/* 1/- Any N 800 Physical attack, destroys
target’s accessory
Shadowblade * 0 3/* 1/- Any N 100 Absorbs HP from target
Duskblade * 0 3/* 1/- Any N 500 Absorbs MP from target
Swordplay techniques have a 100% hit rate. However, they cannot be used
unless Orlandeau is equipped with a sword, knight’s sword, or fell sword.
Damage from Swordplay techniques increases when you have a stronger weapon
equipped. When you have two weapons Dual Wielded, only the weapon in the
upper slot counts (whether it’s a sword or not!).
The element of these techniques is the same as the element of your weapon.
(And if the weapon has no elemental affinity, then the attack is non-
elemental.)
Unlike in the PSone version, Crush abilities CAN target monsters and unequipped
humans, and in fact do extra damage against such targets! Crush Armor does the
most extra damage, and Crush Accessory the least. (They all do the same damage
when the relevant equipment slot is filled.) However, Crush abilities always
have a 0% hit rate against targets with Safeguard.
JP to master: 5850
–MY THOUGHTS–
There’s probably not much I need to say here. The Thunder God himself is
overwhelmingly powerful — he has all of Agrias’s, Meliadoul’s, and
Gaffgarion’s sword techniques (all useful in their own right), he has
tremendous HP and attack power, and he comes with the Excalibur sword, which
gives a permanent Haste. His attacks do tremendous damage and he can take down
most enemy units with a sword technique. Shadowblade even lets him heal
himself in the process!
In other words, the only reason you *wouldn’t* want Orlandeau on your team is
to challenge yourself by making the game harder. Otherwise, he’s going to be
your strongest character — to the point of being more than a little
unbalanced 😉
Particularly useful abilities are Hallowed Bolt and Divine Ruination for group
damage, Shadowblade for restoring Orlandeaus’ HP, Crush Weapon for disabling an
enemy’s offense, and Duskblade against enemy magick users. Duskblade steals so
much MP that you can often steal an enemy mage’s entire magick gauge and render
them completely useless. This is a great tactic against magick-using enemies!
(You can also use it as a crippling the last enemy if you extend the battle for
any reason.) And, as with Agrias, giving him the Geomancer’s Attack Boost will
make his sword techniques stronger.
—HOLY DRAGON—————————————————————–
Used By: Reis (before completing Nelveska Temple quest) Movement range : 5
Equippable weapons: none Jump height : 3
Equippable armor: none Physical evade : 5%
Stats:
HP: ***** MP: * Phys. Atk.: ***** Mag. Atk.: ***** Speed: ****
–Action Abilities: Breath–
Damage based on user’s: Magick Attack
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Ice Breath * 0 2/2 1/- Any Y 0 Ice magick attack
Fire Breath * 0 2/2 1/- Any Y 0 Fire magick attack
Thunder Breath * 0 2/2 1/- Any Y 0 Lightning magick attack
These three Breath attacks can only target characters in a straight line from
Reis, not on a diagonal.
–Reaction Abilities–
none
–Support Abilities–
none
–Movement Abilities–
none
JP to master: 0
–MY THOUGHTS–
In her dragon form, Reis is limited to her three breath attacks. (And, being
a monster, she obviously can’t change jobs.) She has a lot of HP, though, and
her movement range is actually much better than her human form’s. Her magick
attack is also phenomenally high, which means that her breath attacks are
likely to do more damage now than as a human! However, her very limited set of
abilities and inability to use any kind of equipment or accessories means
you’ll get more use out of her human form in the long run.
Note that if you fail to buy Aerith’s flower at Sal Ghidos, you won’t be able
to complete the quest to restore Reis to human form and she’ll actually be
stuck in dragon form for the entirety of the game.
—DRAGONKIN——————————————————————-
Used By: Reis (after Nelveska Temple quest) Movement range : 3
Equippable weapons: Bags Jump height : 3
Equippable armor: Hair adornments, Minerva Bustier Physical evade : 7%
Equippable accessories: Rings, armlets, perfume, and lip rouge only
Innate abilities (as Dragonkin only): Beastmaster, Tame, Dual Wield
Stats When Active Job:
HP: ***** MP: ***** Phys. Atk.: ***** Mag. Atk.: *** Speed: *****
Stat Growth Rates:
HP: ***** MP: **** Phys. Atk.: ***** Mag. Atk.: ***** Speed: **
–ABILITIES–
–Action Abilities: Dragon–
Damage based on user’s: Magick Attack
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Ice Breath * 0 2/2 1/- Any Y 0 Ice magick attack #
Fire Breath * 0 2/2 1/- Any Y 0 Fire magick attack #
Thunder Breath * 0 2/2 1/- Any Y 0 Lightning magick attack #
Dragon’s Charm * 0 2/2 1/- Foe N 300 Dragon or hydra joins as guest,
and can be recruited after
battle (100% hit rate!)
Dragon’s Gift 0 2/2 1/- Any N 300 Heals dragon or hydra and removes
Blind, Confuse, Silence, Oil,
Berserk, Toad, Poison, Stop,
Sleep, Immobilize, and Disable.
Consumes Reis’s HP when used.
Dragon’s Might 0 2/2 1/- Any N 400 Boosts dragon or hydra’s Bravery,
speed, physical attack, and
magick attack
Dragon’s Speed 0 2/2 1/- Any N 400 Fills dragon or hydra’s CT gauge
to 100 (instant turn!)
Holy Breath 0 4/* 3/3 Any N 900 Holy attack, strikes random tiles
within radius
# The initial three Breath attacks can only target characters in a straight
line from Reis, not on a diagonal.
JP to master: 2350
–MY THOUGHTS–
Although Reis’s abilities don’t seem too exciting at first glance, check out
her stats! Dragonkin is the fastest job in the game and Reis also has great
HP, MP, and physical attack power. She can also attack twice (as if she were
a Ninja) and her attack can Tame monsters. Note that bags can’t be Dual-
Wielded (as is true for any character), but Reis’s Dual Wield does work
with her fists or other weapons you give her using Equip ____ abilities.
Unfortunately, the job is weakened by her lack of equipment. Moreover,
although Reis’s primary weapons is her fists, she does *not* have the Brawler
ability. So, to make her stronger, give her Brawler or an Equip ___ ability.
For a melee fighter, Reis’s movement range of 3 is also rather poor, and she
also can’t equip the accessories that would increase it. Move +1 or Move +2
will help, though. (Or, alternately, give her the Septie`me perfume or Tynar
Rouge; a permanent Haste will give her more turns, so it doesn’t matter so much
if she can’t move very far on each turn.)
As for her abilities, her three initial Breath attacks are nice, since they
supplement her fists with elemental attacks with a 2-tile range (and they’re
automatically learned, so you don’t have to spend any JP!). You can make them
stronger by raising Reis’s Magick Attack (e.g. with accessories). Holy Breath
can be used as a range attack and does sizable damage, but since it strikes
random tiles, it’s not very reliable unless you’re fighting a large enemy
group.
The four "Dragon’s _____" are only useful if you have dragons or hydras on your
squad. This gives them a somewhat use — but the hydra family contains the
strongest monsters in the game, so they may be worth recruiting and adding to
your team! One trick is to use Dragon’s Charm to recruit dragons/hydras just
to help you in one battle and also save you from fighting them; you don’t have
to permanently add them to your party at the end of the battle if you don’t
want to.
—DIVINE KNIGHT—————————————————————
Used By: Meliadoul Movement range : 4
Equippable weapons: Swords, knight’s swords, crossbows, Jump height : 3
polearms Physical evade : 10%
Equippable armor: Shields, helms, clothes, armor, robes
Stats When Active Job:
HP: **** MP: *** Phys. Atk.: **** Mag. Atk.: ** Speed: ***
Stat Growth Rates:
HP: **** MP: ** Phys. Atk.: ***** Mag. Atk.: * Speed: *
–ABILITIES–
–Action Abilities: Unyielding Blade–
Damage based on user’s: Physical Attack & Weapon Strength
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Crush Armor * 0 3/* 1/- Any N 200 Physical attack, destroys
target’s armor
Crush Helm 0 3/* 1/- Any N 400 Physical attack, destroys
target’s headgear
Crush Weapon * 0 3/* 1/- Any N 500 Physical attack, destroys
target’s weapon
Crush Accessory 0 3/* 1/- Any N 800 Physical attack, destroys
target’s accessory
Unyielding Blade techniques have a 100% hit rate. However, they cannot be used
unless Meliadoul is equipped with a sword, knight’s sword, or fell sword.
Damage from Unyielding Blade techniques increases when you have a stronger
weapon equipped. When you have two weapons Dual Wielded, only the weapon in
the upper slot counts (whether it’s a sword or not!).
The element of these techniques is the same as the element of your weapon.
(And if the weapon has no elemental affinity, then the attack is non-
elemental.)
Unlike in the PSone version, Crush abilities CAN target monsters and unequipped
humans, and in fact do extra damage against such targets! Crush Armor does the
most extra damage, and Crush Accessory the least. (They all do the same damage
when the relevant equipment slot is filled.) However, Crush abilities always
have a 0% hit rate against targets with Safeguard.
JP to master: 2950
–MY THOUGHTS–
Meliadoul’s sword skills are quite useful, since they do good damage, never
miss, and can shatter enemy equipment. In the PSP version, they can even be
used against targets who don’t have the relevant item equipped (e.g. Crush
Armor can still damage a target without armor), which means they also work on
monsters! They’re all limited to hitting a single target, though. Of her
abilities, Crush Armor and Crush Weapon are probably the best — Crush Weapon
can cripple an enemy’s offense, and Crush Armor does the most damage to
monsters.
Unfortunately for Meliadoul, she doesn’t join the team until *after* Orlandeau,
who has all her sword techniques and then some, as well as better stats! So,
what would otherwise be a good character may not find all that use on your
squad. Both Orlandeau and Agrias tend to have more useful swordskills. Still,
Meliadoul can make for a pretty good second-string fighter. You could also try
making her into a magick-using job since she starts with high Faith. She can
also equip polearms and crossbows, but giving her one of these weapons won’t
allow her to use her sword techniques.
—SOLDIER———————————————————————
Used By: Cloud Movement range : 3
Equippable weapons: Swords Jump height : 3
Equippable armor: Hats, hair adornments, clothes Physical evade : 20%
Stats When Active Job:
HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***
Stat Growth Rates:
HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: * Speed: *
–ABILITIES–
–Action Abilities: Limit–
Damage based on user’s: Magick Attack
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Brave Slash 3 2/* 1/- Any N 150 Non-elemental magick attack
Cross Slash * 4 2/* 2/0 Any N 200 Non-elemental magick attack
Blade Beam * 5 2/* 1/- Any N 250 Damage = (Cloud’s max HP minus
current HP)
Climhazzard 7 2/* 1/- Any N 500 Damage = (TARGET’S max HP minus
current HP)
Meteorain 10 3/* 3/0 Any N 600 Non-elemental magick attack
Finishing Touch * 5 3/* 2/0 Any N 700 Causes KO, Stone, Stop
Omnislash 15 3/* 3/0 Any N 1200 Non-elemental magick attack
Cherry Blossom 20 3/* 3/0 Any N 2500 Non-elemental magick attack
Limit techniques cannot be used unless Cloud is equipped with the Materia Blade
sword. Note that the damage from Limit attacks is determined by Cloud’s MAGICK
Attack stat, NOT his Physical Attack (unlike Agrias, Meliadoul, and
Orlandeau’s sword techniques).
JP to master: 7150
–MY THOUGHTS–
For being a hidden character, Cloud could be better. His Limit abilities take
a very long time to charge, and they can only target panels (not units), so the
enemy will just move away while he’s charging. Give him the Time Mage’s
Swiftness ability to make up for this. Even with that, Cloud is a little pokey
— he only has a movement range of 3, so you may also want to give him Germinas
Boots or Move +1/Move +2 to boost his movement. Finishing Touch is very
powerful, though; it petrifies or KOs enemies, and can hit a whole group.
Cloud starts at level 1, which means that you’ll have to spend a lot of time
bringing him up to snuff. As he gains levels, he does end up with pretty good
HP and MP, so you could try making him into a magick-user. Equipping Cloud
with gear to raise his Magick Attack also makes his Limits stronger.
Unfortunately, his physical attack is only moderately strong at best, since
he’s stuck with the Materia Blade if you want to use Limits. Personally, I
still don’t think he’s worth the trouble, but other people seem to like him.
—ARK KNIGHT——————————————————————
Used By: Zalbaag Movement range : 4
Equippable weapons: Swords, knight’s swords Jump height : 3
Equippable armor: Shields, helms, armor, robes Physical evade : 10%
–ABILITIES–
–Action Abilities: Blade of Ruin–
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Magicksap 20 3 4/* 2/0 Any N 0 Lowers target’s MP
Speedsap 20 3 4/* 2/0 Any N 0 Lowers target’s speed
Powersap 20 3 4/* 2/0 Any N 0 Lowers target’s physical attack
strength
Mindsap 20 3 4/* 2/0 Any N 0 Lowers target’s magick attack
strength
–Reaction Abilities–
TRIGGER BRV JP EFFECT
————————————————————
Counter Phys. Attack Yes 300 Counter-attack with physical attack
Counter Tackle Phys. attack Yes 180 Counterattack using Rush
–Support Abilities–
JP EFFECT
————————————————————
Concentration 400 Prevents enemies from evading your
physical attacks
Safeguard 250 Equipment can’t be broken or stolen
Swiftness 1000 Speeds spell/ability charge time
–Movement Abilities–
JP EFFECT
————————————————————
Move +1 200 Movement range + 1
JP to master: 2130
–MY THOUGHTS–
Zalbaag doesn’t really do much. He’s only in one half of one battle that you
may win in one or two rounds. He has a nice set of abilities, but you’ll never
see them in action.
—BYBLOS———————————————————————-
Used By: the Byblos (name varies) Movement range : 3
Equippable weapons: none Jump height : 6
Equippable armor: none Physical evade : 33%
Innate abilities: Counter, Poach, Ignore Elevation, can’t enter water
–ABILITIES–
–Action Abilities: Byblos–
Damage based on user’s: nothing
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
—————————————————————
Energize 0 4/* 1/- Any N 0 Restores HP, the Byblos loses HP
equal to 1/2 of amount healed
Parasite 0 4/* 1/- Any N 0 Causes Stone, Blind, Confuse,
Silence, Oil, Toad, Poison,
and/or Sleep
Vengeance 0 5/3 1/- Any N 0 Damage = (Byblos’s max HP minus
current HP)
Manaburn 0 5/3 1/- Any N 0 Deals damage equal to target’s
current MP
–Reaction Abilities–
TRIGGER BRV JP EFFECT
————————————————————
Counter Automatically eqppd. Yes 0 Counter-attack with physical attack
–Support Abilities–
none
–Movement Abilities–
none
JP to master: 0
–MY THOUGHTS–
The Byblos doesn’t join you until you’ve reached the last battle of the bonus
dungeon, which limits its usefulness. By the time it’s joined your team,
you’ve already completed pretty much the whole single-player game!
What can it do, though? Like Construct 8, it’s a special "monster" and can’t
change jobs or use equipment. So, the Byblos is limited to its four abilities.
While none of these are *bad*, they still give only the Byblos a very limited
set of abilities … and the Byblos doesn’t share Construct 8’s immunity to
magick. The Byblos does have an innate Poach, although the addition of Luso
(who also has an innate Poach) to the PSP version makes this somewhat less
exciting. It’s also reasonably mobile thanks to its innate Ignore Elevation.
%%%JOB STATISTICS COMPARISON%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00jobstat
—Stats During Active Use—————————————————–
A character’s current stats differ based on which job he or she is currently
using — for example, Black Mage has high MP, while Samurai has high attack
power. This chart is just a quick comparison of the stats of each job, rated
on a scale of 1 (worst) to 5 (best).
Note that job-specific evade rates (C-Ev) are only effective against attacks
from the front; for more information on evade rates, see Evasion Rates under
Basic Mechanics and Tactics.
—NORMAL JOBS—
HP MP Phys.Atk Mag.Atk Speed Move Jump Evade
Squire *** *** *** ** *** 4 3 5%
Chemist *** *** ** ** *** 3 3 5%
Knight **** *** **** ** *** 4 3 10%
Archer *** ** **** ** *** 3 3 10%
Monk ***** *** ***** ** **** 3 4 20%
White Mage ** ***** *** *** **** 3 3 5%
Black Mage ** ***** ** ***** *** 3 3 5%
Time Mage ** ***** * **** *** 3 3 5%
Summoner ** ***** * **** *** 3 3 5%
Thief *** * **** * **** 4 4 25%
Orator *** *** *** ** *** 3 3 5%
Mystic ** **** * **** *** 3 3 5%
Geomancer *** **** **** *** *** 4 3 10%
Dragoon **** * **** * *** 3 4 10%
Samurai ** **** ***** *** *** 3 3 20%
Ninja * * **** ** ***** 4 4 30%
Arithmetician * *** * * * 3 3 5%
Bard * * * **** *** 3 3 5%
Dancer * * **** *** *** 3 3 5%
Mime ***** * ***** **** ***** 4 4 5%
Dark Knight *** **** ***** ** *** 3 3 0%
Onion Knight * * * * *** 3 3 5%
Onion Knight# ***** ***** ***** **** ***** 3 3 30%
# Upon mastering 14 other jobs, Onion Knight advances to job level 8 and its
stats increase substantially. (Squire, Chemist, Mime, Dark Knight, and special
jobs that replace Squire do not count towards this 14.)
—SPECIAL JOBS—
These jobs are only available to particular story characters.
HP MP Phys.Atk Mag.Atk Speed Move Jump Evade
Squire [Ramza]**** **** **** *** *** 4 3 10%
Holy Knight ***** **** *** *** *** 3 3 25%
Machinist *** *** *** **** **** 4 3 18%
Game Hunter **** **** **** *** *** 4 3 10%
Skyseer *** **** *** *** **** 3 3 10%
Netherseer *** **** *** *** **** 4 3 8%
Templar **** ***** ***** *** **** 4 3 14%
Sky Pirate *** *** **** *** ***** 4 4 25%
Sword Saint ***** ***** ***** *** **** 4 3 12%
Holy Dragon ***** * ***** ***** **** 5 3 5%
Dragonkin ***** ***** ***** *** ***** 3 3 7%
Divine Knight **** *** **** ** *** 4 3 10%
Soldier **** **** **** *** *** 3 3 20%
—Stat Growth Rates———————————————————–
A character’s job also affects the rate at which his/her permanent stats change
upon gaining a experience level. While all jobs will grow all stats, some jobs
grow certain stats faster and slower. For example, Monk will grow HP quickly,
while Ninja will grow Speed quickly. Note that these growth rates don’t always
match up with the stat bonuses when you’re using the job. (For instance,
almost every job has the same magick attack growth rate, but they definitely
differ in their *current* magick attack!)
Move, Jump, and evade rates do not change with level-up, so there are no growth
rates for these stats.
You can exploit differences in these growth rates by leveling-down as a job
with crummy growth rates and then gaining levels as a job with a good growth
rate. While this is by NO means necessary, if you want to max out your stats
in this way, check out the Level-Downs and Stat Grinding section under
Statistics and Leveling, below. (press Ctrl+F and enter 00down to jump there)
—NORMAL JOBS—
HP MP Phys.Atk Mag.Atk Speed
Squire *** ** ** * *
Chemist ** ** * * *
Knight **** ** **** * *
Archer *** ** **** * *
Monk **** *** *** * *
White Mage **** **** *** * *
Black Mage ** ***** ** * *
Time Mage ** **** ** * *
Summoner ** ***** * * *
Thief *** ** *** * ***
Orator *** * ** * *
Mystic ** **** ** * *
Geomancer **** **** **** * *
Dragoon **** ** **** * *
Samurai ** *** **** * *
Ninja ** *** **** * *****
Arithmetician ** **** * * *
Bard * * * * *
Dancer * * *** * *
Mime ***** **** ***** **** **
Dark Knight ** * **** * *
Onion Knight ** *** * * *
Onion Knight# ***** ***** ***** **** *****
# Upon mastering 14 other jobs, Onion Knight advances to job level 8 and its
stat growth rates increase substantially. However, Onion Knights never gain
experience, so the only way to gain levels as an Onion Knight is to breed Wild
Boars and use their Bequeath Bacon ability. (See Level-Downs and Stat-Grinding
for more.)
—SPECIAL JOBS—
HP MP Phys.Atk Mag.Atk Speed
Squire [Ramza]*** **** *** ** **
Holy Knight **** **** *** * *
Machinist *** *** *** * *
Game Hunter *** **** **** ** **
Skyseer *** **** *** * *
Netherseer **** **** *** * *
Templar **** **** *** *** *
Sky Pirate **** *** *** * *****
Sword Saint **** **** **** *** **
Dragonkin ***** **** ***** ***** **
Divine Knight **** ** ***** * *
Soldier *** **** *** * *
%%%MONSTERS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00mon
In addition to human characters, Final Fantasy Tactics also features a variety
of monsters. Monsters mostly appear in random battles, but also appear in a
few story battles.
—About Monsters————————————————————–
—MONSTER TYPES—
Monsters are divided by Family and Rank. Each monster Family has three Ranks:
for instance, the chocobo family contains Chocobo (Rank I), Black Chocobo
(Rank II), and Red Chocobo (Rank III).
Within a Family, the monsters look the same but simply have different color
schemes. Each’s monsters color scheme is listed in the table below. The color
scheme will help you quickly identify a monster. It can also be used to help
identify the monster inside an egg (see Previewing Monster Eggs under Various
Tricks)
—MONSTER ABILITIES—
Monsters cannot change jobs, but instead have a fixed set of 1-3 Action
Abilities. These are their only actions; they have no regular attack command.
Each monster also has one EXTRA ability. This abilitiy can only be used if an
ally with the Beastmaster support ability (Squire) is standing directly next to
the monster. (Reis’s Dragonkin job also has an inherent Beastmaster).
All Action Abilities used by standard (non-boss) monsters have no charge time
and consume no MP.
*ALL* monsters have Counter as an innate Reaction Ability. Since this is true
of EVERY monster, I haven’t listed it for each monster in the table, but be
aware of it!
Most monsters one or more innate Movement abilities (such as Ignore Elevation
or Levitate). These are listed in the tables.
Finally, many monsters also have various elemental affinities, such as
Absorbs: Fire (fire attacks actually heal the monster), Immune: Ice, etc.
—RECRUITING MONSTERS—
Monsters can be recruited into your party in five ways:
1. Use the Orator’s Entice skill to recruit an enemy monster onto your team.
After the battle, you’ll be able to permanently sign the monster up for your
team. Note that in order to use Entice (or any other Speechcraft skill) on
monsters, you must have the Beast Tongue support ability (also from Orator).
Beast Tongue is an innate ability for Orators and doesn’t need to be learned or
equipped as long as you’re an Orator, but if you switch to another job, you’ll
have to equip Beast Tongue to Entice monsters. Reis’s Dragon’s Charm ability
also has the same effect and does not require Beast Tongue, but only works on
the dragon and hydra families.
2. With the Orator’s Tame support ability equipped, attack a monster. If the
monster is in critical (low) HP after the attack, you can recruit the monster.
Reis’s Dragonkin job has Tame as an innate ability.
3. Once you have recruited a monster onto your team, the monster will lay eggs
and produce other monsters in the same family. Eggs are laid and hatch as you
move around the world map. The Rank of the monster laying the egg determines
which kind of Ranks it can produce:
Produces… Rank I Rank II Rank III
———————————–
Rank I Frequently Rarely Never
Rank II Frequently Rarely Rarely
Rank III Frequently Frequently Rarely
Note that Rank I monsters can never produce Rank III monsters directly.
However, you can use it to breed a Rank II monster, which can then go on to
produce a Rank III monster.
The level of a newborn monster is randomly determined and can be as high as
your highest-level character. So if you recruit a monster type you like but
the monster is at a low experience level, one strategy is to let it breed and
you may get a higher-level version of the same monster.
4. Rarely, you’ll get into a random battle where a monster appears to fight as
a Guest on your team. Complete the battle and you’ll be able to recruit the
Guest monster as a regular party member. A list of monsters you can obtain this
way can be found in the Random Battles section (00guest)
5. Finally, a Chocobo will be automatically offered to the party after winning
a Chapter II story battle.
And now, on with the monster list!
—Chocobo Family————————————————————–
When KOed, looks like: Single feather
The Chocobo family of monsters is unique in that human characters to ride them.
To ride one, move a character onto the same tile as a friendly chocobo (of any
color). The character will mount the chocobo and they’ll move and act as a
single unit. Essentially, this allows you to combine the movement range and
skills of a Chocobo with the action abilities of a human.
CHOCOBO
Family: Chocobo Rank : I Color scheme : Bright yellow
Move : 6 Jump : 5 Physical evade : 15%
MOVEMENT ABILITIES: Swim
ELEMENTAL ABILITIES: none
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Choco Beak 1/2 1/- Any – Physical attack
Choco Cure Self 2/2 Any – Restores HP
(Choco Esuna) Self 2/2 Any – Cures Stone, Blind, Silence, Poison, Stop,
Immobilize, Disable
BLACK CHOCOBO
Family: Chocobo Rank : II Color scheme : Black/dark purple
Move : 6 Jump : 5 Physical evade : 25%
MOVEMENT ABILITIES: Fly, Swim
ELEMENTAL ABILITIES: none
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Choco Beak 1/2 1/- Any – Physical attack
Choco Pellets 4/* 1/- Any N Physical attack; can’t be blocked with
Shirahadori
Choco Esuna Self 2/2 Any – Cures Stone, Blind, Silence, Poison, Stop,
Immobilize, Disable
(Choco Meteor) 5/* 1/- Any N Non-elemental magick attack
RED CHOCOBO
Family: Chocobo Rank : III Color scheme : Bright red
Move : 6 Jump : 5 Physical evade : 10%
MOVEMENT ABILITIES: Ignore Elevation, Swim
ELEMENTAL ABILITIES: none
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Choco Beak 1/2 1/- Any – Physical attack
Choco Pellets 4/* 1/- Any N Physical attack; can’t be blocked with
Shirahadori
Choco Meteor 5/* 1/- Any N Non-elemental magick attack
(Choco Cure) Self 2/2 Any – Restores HP
—Goblin Family—————————————————————
When KOed, looks like: Goblin lying face-down on ground
GOBLIN
Family: Goblin Rank : I Color scheme : Red and gray
Move : 3 Jump : 3 Physical evade : 18%
MOVEMENT ABILITIES: none
ELEMENTAL AFFINITIES: Weak to Ice
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Tackle 1/2 1/- Any – Physical attack
Eye Gouge 1/2 1/- Any – Inflicts Blind status
(Goblin Punch) 1/1 1/- Any – Physical attack
BLACK GOBLIN
Family: Goblin Rank : II Color scheme : Black and gray
Move : 3 Jump : 3 Physical evade : 19%
MOVEMENT ABILITIES: none
ELEMENTAL AFFINITIES: Weak to Ice
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Tackle 1/2 1/- Any – Physical attack
Spin Punch Self 2/1 Any – Physical attack
(Goblin Punch) 1/1 1/- Any – Physical attack
GOBBLEDYGOOK
Family: Goblin Rank : III Color scheme : Brown skin, green clothes
Move : 3 Jump : 3 Physical evade : 20% with purple trim
MOVEMENT ABILITIES: none
ELEMENTAL AFFINITIES: Weak to Ice
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Tackle 1/2 1/- Any – Physical attack
Eye Gouge 1/2 1/- Any – Inflicts Blind status
Goblin Punch 1/1 1/- Any – Physical attack
(Bloodfeast) 1/0 1/- Any – Drains HP from target to user
—Bomb Family—————————————————————–
When KOed, looks like: Floating flame
BOMB
Family: Bomb Rank : I Color scheme : Red
Move : 3 Jump : 3 Physical evade : 10%
MOVEMENT ABILITIES : Float, can’t enter water
ELEMENTAL AFFINITIES: Absorbs Fire, Halves Ice, Weak to Water
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Bite 1/2 1/- Any – Non-elemental attack
Self-Destruct Self 3/3 Any N KOs user & damages nearby units, inflicts
Oil status
(Bomblet) 1/0 1/- Any – Non-elemental attack
GRENADE
Family: Bomb Rank : II Color scheme : Light blue
Move : 3 Jump : 3 Physical evade : 11%
MOVEMENT ABILITIES : Float, can’t enter water
ELEMENTAL AFFINITIES: Absorbs Fire, Halves Ice, Weak to Water
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Bite 1/2 1/- Any – Non-elemental attack
Bomblet 1/0 1/- Any – Non-elemental attack
Self-Destruct Self 3/3 Any N KOs user & damages nearby units, inflicts
Oil status
(Flame Attack) 3/* 1/- Any N Fire attack
EXPLODER
Family: Bomb Rank : III Color scheme : Gray
Move : 3 Jump : 3 Physical evade : 12%
MOVEMENT ABILITIES : Float, can’t enter water
ELEMENTAL AFFINITIES: Absorbs Fire, Halves Ice, Weak to Water
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Bite 1/2 1/- Any – Non-elemental attack
Self-Destruct Self 3/3 Any N KOs user & damages nearby units, inflicts
Oil status
Spark Self 3/1 Any N Fire attack (will also heal user since
bombs absorb fire)
(Bomblet) 1/0 1/- Any – Non-elemental attack
—Panther Family————————————————————–
When KOed, looks like: Skull
RED PANTHER
Family: Panther Rank : I Color scheme : Tan
Move : 4 Jump : 4 Physical evade : 23%
MOVEMENT ABILITIES: Ignore Elevation, can’t enter water
ELEMENTAL AFFINITIES: Weak to Earth
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Claw 1/3 1/- Any – Physical attack
Venom Fang 1/2 1/- Any – Inflicts Poison status
(Cat Scratch) 1/2 1/- Any – Physical attack
COEURL
Family: Panther Rank : II Color scheme : Blue-gray
Move : 4 Jump : 4 Physical evade : 26%
MOVEMENT ABILITIES: Ignore Elevation, can’t enter water
ELEMENTAL AFFINITIES: Weak to Earth
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Claw 1/3 1/- Any – Physical attack
Cat Scratch 1/2 1/- Any – Physical attack
Venom Fang 1/2 1/- Any – Inflicts Poison status
(Blaster) 3/* 1/- Any Y Inflicts Stone or Stop status
VAMPIRE CAT
Family: Panther Rank : III Color scheme : Purple
Move : 4 Jump : 4 Physical evade : 24%
MOVEMENT ABILITIES: Ignore Elevation, can’t enter water
ELEMENTAL AFFINITIES: Weak to Earth
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Claw 1/3 1/- Any – Physical attack
Cat Scratch 1/2 1/- Any – Physical attack
Blaster 3/* 1/- Any Y Inflicts Stone or Stop status
(Vampire) 1/0 1/- Any – Drains HP from target to user;
inflicts Vampire status on target
—Mindflayer Family———————————————————–
When KOed, looks like: Mindflayer lying face-down on ground
PISCODAEMON
Family: Mindflayer Rank : I Color scheme : Tan with brown cloak
Move : 3 Jump : 3 Physical evade : 8%
MOVEMENT ABILITIES : Waterbreathing
ELEMENTAL AFFINITIES: Absorbs Water, Weak to Lightning
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Tentacles 1/2 1/- Any – Physical attack
(Ink) 2/* 1/- Any Y Inflicts Blind; targets in 4 cardinal
directions only
SQUIDRAKEN
Family: Mindflayer Rank : II Color scheme : Purple with green cloak
Move : 3 Jump : 3 Physical evade : 9%
MOVEMENT ABILITIES : Waterbreathing
ELEMENTAL AFFINITIES: Absorbs Water, Weak to Lightning
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Tentacles 1/2 1/- Any – Physical attack
Ink 2/* 1/- Any Y Inflicts Blind; targets in 4 cardinal
directions only
Dischord Self 3/1 Any N Removes Float, Reraise, Invisible, Regen,
Protect, Shell, Haste, Faith, and
Reflect
(Mind Blast) 3/* 2/1 Any N Inflicts Confuse or Berserk
MINDFLAYER
Family: Mindflayer Rank : III Color scheme : Pale green with red cloak
Move : 3 Jump : 3 Physical evade : 10%
MOVEMENT ABILITIES : Waterbreathing
ELEMENTAL AFFINITIES: Absorbs Water, Weak to Lightning
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Tentacles 1/2 1/- Any – Physical attack
Ink 2/* 1/- Any Y Inflicts Blind; targets in 4 cardinal
directions only
Mind Blast 3/* 2/1 Any N Inflicts Confuse or Berserk
(Level Drain) 4/* 1/- Any N Lowers target’s experience level by 1
—Skeleton Family————————————————————-
When KOed, looks like: Cape and pile of bones
SKELETON
Family: Skeleton Rank : I Color scheme : Gray with blue cloak
Move : 3 Jump : 4 Physical evade : 11%
Is Undead.
MOVEMENT ABILITIES : none
ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Chop 1/2 1/- Any – Physical attack
Thunder Anima 3/* 1/- Any Y Lightning magick attack
(Water Anima) 3/1 1/- Any Y Water magick attack
BONESNATCH
Family: Skeleton Rank : II Color scheme : Gray with green cloak
Move : 3 Jump : 4 Physical evade : 12%
Is Undead.
MOVEMENT ABILITIES : none
ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Chop 1/2 1/- Any – Physical attack
Water Anima 3/* 1/- Any Y Water magick attack
(Ice Anima) 3/* 1/- Any Y Ice magick attack
SKELETAL FIEND
Family: Skeleton Rank : III Color scheme : Gray with red cloak
Move : 3 Jump : 4 Physical evade : 13%
Is Undead.
MOVEMENT ABILITIES : none
ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Chop 1/2 1/- Any – Physical attack
Ice Anima 3/* 1/- Any Y Ice magick attack
(Wind Anima) 3/* 1/- Any Y Wind magick attack
—Ghost Family—————————————————————-
When KOed, looks like: Floating cloak
GHOUL
Family: Ghost Rank : I Color scheme : Purple body, yellow shirt
Move : 4 Jump : 4 Physical evade : 26%
Is Undead.
MOVEMENT ABILITIES : Teleport, Levitate, can’t enter water
ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Ectoplasm 3/* 1/- Any Y Non-elemental attack
Sleep Touch 1/2 1/- Any – Inflicts Sleep status
(Oily Touch) 1/2 1/- Any – Inflicts Oil status
GHAST
Family: Ghost Rank : II Color scheme : Gray body, red shirt
Move : 4 Jump : 4 Physical evade : 27%
Is Undead.
MOVEMENT ABILITIES : Teleport, Levitate, can’t enter water
ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Ectoplasm 3/* 1/- Any Y Non-elemental attack
Oily Touch 1/2 1/- Any – Inflicts Oil status
(Drain Touch) 1/2 1/- Any – Drains target’s HP
REVENANT
Family: Ghost Rank : III Color scheme : Tan body, green shirt
Move : 5 Jump : 4 Physical evade : 28%
Is Undead.
MOVEMENT ABILITIES : Teleport, Levitate, can’t enter water
ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Ectoplasm 3/* 1/- Any Y Non-elemental attack
Drain Touch 1/2 1/- Any – Drains target’s HP
(Zombie Touch) 1/2 1/- Any – Inflicts Undead status
—Ahriman Family————————————————————–
When KOed, looks like: Wing
FLOATING EYE
Family: Ahriman Rank : I Color scheme : Green with orange wings
Move : 5 Jump : 5 Physical evade : 12%
MOVEMENT ABILITIES : Fly, can’t enter water
ELEMENTAL AFFINITIES: Halves Wind, Weak to Ice
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Wing Buffet 1/2 1/- Any – Non-elemental attack
(Dread Gaze) 3/* 1/- Any Y Lowers target’s Bravery by 10
AHRIMAN
Family: Ahriman Rank : II Color scheme : Yellow with purple wings
Move : 5 Jump : 5 Physical evade : 13%
MOVEMENT ABILITIES : Fly, can’t enter water
ELEMENTAL AFFINITIES: Halves Wind, Weak to Ice
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Wing Buffet 1/2 1/- Any – Non-elemental attack
Bewitching Gaze 3/* 1/- Any Y Inflicts Stone, Blind, Silence,
Immobilize, or Disable status
Dread Gaze 3/* 1/- Any Y Lowers target’s Bravery by 10
(Doom) 3/* 1/- Any N Inflicts Doom status
PLAGUE HORROR
Family: Ahriman Rank : III Color scheme : Red with black wings
Move : 5 Jump : 5 Physical evade : 11%
MOVEMENT ABILITIES : Fly, can’t enter water
ELEMENTAL AFFINITIES: Halves Wind, Weak to Ice
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Wing Buffet 1/2 1/- Any – Non-elemental attack
Bewitching Gaze 3/* 1/- Any Y Inflicts Stone, Blind, Silence,
Immobilize, or Disable status
Doom 3/* 1/- Any N Inflicts Doom status
(Beam) 4/* 1/- Any N Lowers target’s Magick Attack by 2
—Aevis Family—————————————————————-
When KOed, looks like: Two feathers
JURA AEVIS
Family: Aevis Rank : I Color scheme : Blue with white plumage
Move : 6 Jump : 6 Physical evade : 30%
MOVEMENT ABILITIES : Fly, can’t enter water
ELEMENTAL AFFINITIES: Halves Wind, Weak to Earth
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Talon Dive 1/2 1/- Any – Non-elemental attack
(Featherbomb) 3/* 1/- Any N Non-elemental attack
STEELHAWK
Family: Aevis Rank : II Color scheme : Gray with yellow plumage
Move : 6 Jump : 6 Physical evade : 28%
MOVEMENT ABILITIES : Fly, can’t enter water
ELEMENTAL AFFINITIES: Halves Wind, Weak to Earth
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Talon Dive 1/2 1/- Any – Non-elemental attack
Glitterlust 1/1 1/- Any – Steals gil
(Beak) 1/0 1/- Any – Inflicts Stone status
COCKATRICE
Family: Aevis Rank : III Color scheme : Black with red plumage
Move : 6 Jump : 6 Physical evade : 33%
MOVEMENT ABILITIES : Fly, can’t enter water
ELEMENTAL AFFINITIES: Halves Wind, Weak to Earth
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Talon Dive 1/2 1/- Any – Non-elemental attack
Beak 1/0 1/- Any – Inflicts Stone status
Featherbomb 3/* 1/- Any N Non-elemental attack
(Peck) 1/1 1/- Any – Lowers target’s Physical Attack strength
by 2
—Treant Family—————————————————————
When KOed, looks like: Tree branch
DRYAD
Family: Treant Rank : I Color scheme : Light brown w/ green hair
Move : 3 Jump : 3 Physical evade : 0%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: Absorbs Earth, Weak to Fire
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Leaf Rain Self 2/0 Any – Non-elemental attack
(Guardian Nymph) Self 2/0 Any – Gives Protect status, 100% hit rate
TREANT
Family: Treant Rank : II Color scheme : Gray with red hair
Move : 3 Jump : 3 Physical evade : 0%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: Absorbs Earth, Weak to Fire
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Leaf Rain Self 2/0 Any – Non-elemental attack
Life Nymph Self 2/0 Any – Restores HP
(Shell Nymph) Self 2/0 Any – Gives Shell status, 100% hit rate
ELDER TREANT
Family: Treant Rank : III Color scheme : Silver with gold hair
Move : 3 Jump : 3 Physical evade : 0%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: Absorbs Earth, Weak to Fire
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Leaf Rain Self 2/0 Any – Non-elemental attack
Guardian Nymph Self 2/0 Any – Gives Protect status, 100% hit rate
Shell Nymph Self 2/0 Any – Gives Shell status, 100% hit rate
(Magick Nymph) Self 2/0 Any – Restores MP
—Minotaur Family————————————————————-
When KOed, looks like: Horned skull
WISENKIN
Family: Minotaur Rank : I Color scheme : Dark green with gray head
Move : 3 Jump : 3 Physical evade : 11%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: Weak to Water
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Pickaxe 1/2 1/- Any – Physical attack
(Beef Up) Self 1/- Any – Raises user’s Physical Attack by 2
MINOTAUR
Family: Minotaur Rank : II Color scheme : Red with gray head
Move : 4 Jump : 3 Physical evade : 15%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: Weak to Water
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Pickaxe 1/2 1/- Any – Physical attack
Feral Spin Self 2/1 Any – Physical attack
(Breathe Fire) 2/* 1/- Any Y Fire attack, targets in 4 directions only
SEKHRET
Family: Minotaur Rank : III Color scheme : Purple
Move : 3 Jump : 3 Physical evade : 12%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: Weak to Water
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Pickaxe 1/2 1/- Any – Physical attack
Earthsplitter Self 3/1 Ally N Earth attack
Beef Up Self 1/- Any – Raises user’s Physical Attack by 2
(Breathe Fire) 2/* 1/- Any Y Fire attack, targets in 4 directions only
—Malboro Family————————————————————–
When KOed, looks like: Two tentacles in puddle of water
MALBORO
Family: Malboro Rank : I Color scheme : Bright light green
Move : 3 Jump : 3 Physical evade : 0%
MOVEMENT ABILITIES : Waterwalking
ELEMENTAL AFFINITIES: Weak to Ice
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Tentacles 1/1 1/- Any – Physical attack
Lick 1/0 1/- Any – Gives Reflect status
(Bad Breath) Self 3/0 Any – Inflicts Stone, Blind, Confuse, Silence,
Oil, Toad, Poison, and/or Sleep
OCHU
Family: Malboro Rank : II Color scheme : Gray-green / tan
Move : 3 Jump : 3 Physical evade : 0%
MOVEMENT ABILITIES : Waterwalking
ELEMENTAL AFFINITIES: Weak to Ice
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Tentacles 1/1 1/- Any – Physical attack
Goo 1/1 1/- Any – Inflicts Immobilize status
(Lick) 1/0 1/- Any – Gives Reflect status
GREATER MALBORO
Family: Malboro Rank : III Color scheme : Dark gray
Move : 3 Jump : 3 Physical evade : 0%
MOVEMENT ABILITIES : Waterwalking
ELEMENTAL AFFINITIES: Weak to Ice
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Tentacles 1/1 1/- Any – Physical attack
Bad Breath Self 3/0 Any – Inflicts Stone, Blind, Confuse, Silence,
Oil, Toad, Poison, and/or Sleep
(Malboro Spores) 1/0 1/- Any – Turns target into Malboro (permanently!)
—Behemoth Family————————————————————-
When KOed, looks like: Spiny tail
BEHEMOTH
Family: Behemoth Rank : I Color scheme : Purple with yellow hair
Move : 4 Jump : 3 Physical evade : 13%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: none
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Gore 1/2 1/- Any – Physical attack
Heave 1/0 1/- Any – Physical attack, instant KO
(Gigaflare) 4/* 3/0 Any N Non-elemental attack
BEHEMOTH KING
Family: Behemoth Rank : II Color scheme : Gold with green hair
Move : 4 Jump : 3 Physical evade : 13%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: none
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Gore 1/2 1/- Any – Physical attack
Heave 1/0 1/- Any – Physical attack, instant KO
(Twister) 4/* 3/2 Any N Wind attack
DARK BEHEMOTH
Family: Behemoth Rank : III Color scheme : Black with orange hair
Move : 4 Jump : 3 Physical evade : 18%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: none
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Gore 1/2 1/- Any – Physical attack
Heave 1/0 1/- Any – Physical attack, instant KO
(Almagest) 4/* 3/1 Any N Does damage equal to (Dark Behemoth’s
max HP – current HP)
—Dragon Family—————————————————————
When KOed, looks like: Large wing
DRAGON
Family: Dragon Rank : I Color scheme : Light green
Move : 5 Jump : 3 Physical evade : 5%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: none
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Charge 1/2 1/- Any – Physical attack
(Tail Sweep) 1/2 1/- Any – Physical attack
BLUE DRAGON
Family: Dragon Rank : II Color scheme : Light blue
Move : 5 Jump : 3 Physical evade : 9%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: Absorbs Ice, Weak to Fire
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Charge 1/2 1/- Any – Physical attack
Ice Breath 2/2 1/- Any Y Ice attack
(Thunder Breath) 2/2 1/- Any Y Lightning attack
RED DRAGON
Family: Dragon Rank : III Color scheme : Brick red
Move : 5 Jump : 3 Physical evade : 8%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: Absorbs Fire, Weak to Ice
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Charge 1/2 1/- Any – Physical attack
Thunder Breath 2/2 1/- Any Y Lightning attack
(Fire Breath) 2/2 1/- Any Y Fire attack
—Hydra Family—————————————————————-
When KOed, looks like: Three-headed skull
HYDRA
Family: Hydra Rank : III Color scheme : Gold
Move : 4 Jump : 4 Physical evade : 0%
MOVEMENT ABILITIES : Fly, can’t enter water
ELEMENTAL AFFINITIES: Weak to Ice and Wind
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Tri-Attack 1/? 1/- Any – Physical attack, attacks on front and to
both sides simultaneously
(Tri-Breath) 2/* 2/* Any N Non-elemental attack, attacks on front and
to both sides simultaneously
GREATER HYDRA
Family: Hydra Rank : III Color scheme : Dark purple / black
Move : 4 Jump : 4 Physical evade : 0%
MOVEMENT ABILITIES : Fly, can’t enter water
ELEMENTAL AFFINITIES: Weak to Ice and Wind
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Tri-Attack 1/? 1/- Any – Physical attack, attacks on front and to
both sides simultaneously
Tri-Flame 4/* 2/0 Any N Fire attack; strikes 3 times on random
tile(s) within effect radius
(Tri-Thunder) 4/* 2/0 Any N Lightning attack; strikes 3 times on
random tile(s) within effect radius
TIAMAT
Family: Hydra Rank : III Color scheme : Off-white
Move : 4 Jump : 4 Physical evade : 0%
MOVEMENT ABILITIES : Fly, can’t enter water
ELEMENTAL AFFINITIES: Weak to Ice and Wind
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Tri-Breath 2/* 2/* Any N Non-elemental attack, attacks on front and
to both sides simultaneously
Tri-Thunder 4/* 2/0 Any N Lightning attack; strikes 3 times on
random tile(s) within effect radius
Tri-Flame 4/* 2/0 Any N Fire attack; strikes 3 times on random
tile(s) within effect radius
(Dark Whisper) 4/* 2/0 Any N Dark attack; strikes 3 times within effect
radius; can inflict KO or Sleep
—Pig Family——————————————————————
When KOed, looks like: Pig lying face-down on ground
PIG
Family: Pig Rank : I Color scheme : Light yellow, red ears
Move : 3 Jump : 3 Physical evade : 42%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: none
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Reckless Charge 1/0 1/- Any – Physical attack
(Squeak) 1/1 1/- Any – Revives KOed character with full HP
SWINE
Family: Pig Rank : II Color scheme : Light pink, magenta ears
Move : 3 Jump : 3 Physical evade : 36%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: none
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Reckless Charge 1/0 1/- Any – Physical attack
Toot 1/1 1/- Any – Inflicts Confuse or Sleep (100% hit rate)
(Snort) 1/1 1/- Foe – Inflicts Charm status; only effective on
human targets
WILD BOAR
Family: Pig Rank : III Color scheme : Silver with magenta ears
Move : 3 Jump : 3 Physical evade : 39%
MOVEMENT ABILITIES : Can’t enter water
ELEMENTAL AFFINITIES: none
ACTION ABILITIES: H/V H/V TAR LF EFFECT
——————————————————————
Reckless Charge 1/0 1/- Any – Physical attack
Snort 1/1 1/- Foe – Inflicts Charm status; only effective on
human targets
(Bequeath Bacon) 1/1 1/- Any – Target’s level up 1, user becomes crystal
%%%ENEMY-ONLY JOBS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00job3
Most enemies you’ll encounter in the game have either generic jobs, or the same
special jobs as the story characters that join your party. However, a few
enemies have unique jobs that are not available to you, the player. This
section lists those jobs and their abilities.
There are also a few more monster-like units that appear in the enemy forces
and cannot be recruited to your team; you’ll find those listed here as well.
Note that while these monster-like enemies are considered monsters for the
purposes of Zodiac compatibility, the First Strike ability *is* effective in
blocking and returning their attacks.
Of course, since these are enemy-only jobs, there is NO way to obtain any of
these jobs or characters for your own team. This section is just to show you
what you’re up against.
—WHITE KNIGHT—————————————————————-
Used By: Wiegraf Movement range : 3
Equippable weapons: Swords, knight’s swords Jump height : 3
Equippable armor: Shields, helms, armor, robes Physical evade : 10%
–ABILITIES–
–Action Abilities: Holy Sword–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Judgment Blade 0 2/* 2/0 Any N Physical attack, causes Stop
Cleansing Strike 0 3/2 1/- Any N Physical attack, causes Doom
Northswain’s Strike 0 3/1 1/- Any N Physical attack, instant KO
Hallowed Bolt * 0 3/* 2/1 Any N Physical attack, causes Silence
* Used in Chapter III only.
Holy Sword techniques have a 100% hit rate. However, they cannot be used
unless Wiegraf is equipped with a sword, knight’s sword, or fell sword.
–Action Abilities: Martial Arts#–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Aurablast # 0 3/3 1/- Any Y Non-elemental physical attack
Shockwave # 0 4Dir 8/2 Any N Earth-elemental physical attack
# Used in Riovanes Castle only.
–DESCRIPTION–
Wiegraf’s White Knight job features a subset of Holy Knight sword techniques,
making him the first character in the job who can use sword techniques. In
your final battle with him, he also uses a pair of standard Monk abilities.
—THE IMPURE——————————————————————
Used By: Cuchulainn Movement range : 4
Equippable weapons: None Jump height : 4
Equippable armor: None Physical evade : 12%
Innate ability: Can’t enter water
–ABILITIES–
–Action Abilities: Dread–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Nightmare 0 5/* 2/0 Any N Inflicts Sleep or Doom (100% hit rate)
Fowlheart 0 5/* 1/- Any N Inflicts Disable (100% hit rate)
Ague 0 5/* 2/0 Any N Inflicts Slow (100% hit rate)
–Action Abilities: Befoul–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,
inflicts Blind
Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,
inflicts Poison
Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,
inflicts Oil
Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,
inflicts Toad
Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,
inflicts Slow
Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,
inflicts Silence
Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,
inflicts Stone
Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,
inflicts Undead
Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,
inflicts instant KO
Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,
inflicts Stone
–DESCRIPTION–
Cuchulainn’s magick repertoire consists primarily of Nightmare, which inflicts
Sleep or Doom, and Bio magick. (Fowlheart and Ague are rarely–if ever!–
used.) Note that are multiple magicks called Bio, Biora, and Bioga; each
version inflicts a different status ailment. Since each vesion can inflict
only a single status ailment, a single cast of Bio will target each character
it hits with the SAME status ailment.
—CELEBRANT——————————————————————-
Used By: Zalmour, Bremondt Movement range : 4
Equippable weapons: Rods, staves, books, poles Jump height : 3
Equippable armor: Hats, clothes, robes Physical evade : 9%
–Action Abilities: Priest Magicks–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Curaga 16RA 7 4/* 2/2 Any N Restores HP (even more than Cura)
Cura 10RA 5 4/* 2/1 Any N Restores HP (more than Cure)
Confuse 14 0 4/* 1/- Any N Inflicts Confuse status
Sleep 20 0 4/* 1/- Any N Inflicts Sleep status
Drain 12 0 4/* 1/- Any N Absorbs HP from target
Silence 16 0 4/* 1/- Any N Inflicts Silence status
Disable 14 0 4/* 1/- Any N Inflicts Disable status
Arise 20RA 10 4/* 1/- Any N Revives KOed character with full HP
Esuna 18RA 3 3/* 2/2 Any N Cures Stone, Blind, Confuse, Silence,
Berserk, Toad, Poison, Sleep,
Immobilize, and/or Disable
–DESCRIPTION–
The Celebrant combines high-level White Magicks with some status magick derived
from the Templar’s sword techniques. (Note that Bremondt only seems to want
to cast Arise.)
—NIGHTBLADE——————————————————————
Used By: Izlude Movement range : 4
Equippable weapons: Ninja blades, swords, Jump height : 4
knight’s swords, polearms Physical evade : 10%
Equippable armor: Shields, helms, armor, robes
Innate Ability: Concentration
–Action Abilities: Arts of War–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Rend Helm 0 Weapon Any Y Destroys target’s headgear
Rend Armor 0 Weapon Any Y Destroys target’s armor
Rend Shield 0 Weapon Any Y Destroys target’s shield
Rend Weapon 0 Weapon Any Y Destroys target’s weapon
Rend MP 0 Weapon Any Y Lowers target’s MP
Rend Speed 0 Weapon Any Y Lowers target’s speed
Rend Power 0 Weapon Any Y Lowers target’s physical attack
Rend Magick 0 Weapon Any Y Lowers target’s magick attack
–DESCRIPTION–
Izlude’s Nightblade job is very similar to a Knight, with the bonus of an
inherent Concentration ability that prevents any of his physical attacks from
missing. He is also equipped with a maxed-out Jump as his secondary action
ability when he appears in the game.
—GIGAS———————————————————————–
Used By: Belias Movement range : 5
Equippable weapons: None Jump height : 5
Equippable armor: None Physical evade : 18%
Innate ability: Can’t enter water
–ABILITIES–
–Action Abilities: Dread–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Aphony 0 5/* 2/0 Any N Inflicts Silence (100% hit rate)
Petrify 0 5/* 1/- Any N Inflicts Stone (100% hit rate)
Befuddle 0 5/* 2/0 Any N Inflicts Confuse (100% hit rate)
–Action Abilities: Summon Gigas–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Titan 30 10 4/* 3/2 Foe N "Gaia’s Wrath": Earth magick attack
Lich 40 10 4/* 3/2 Foe N "Descending Darkness": Dark attack;
does damage equal to 1/2 of
target’s maximum HP but may miss
Cyclops 62 12 4/* 3/2 Foe N "Climactic Fear": Non-elemental attack
–DESCRIPTION–
Belias’s main mode of attack, of course, is his mighty summon magicks. He also
possess a few status attack spells as a backup; if he’s Silenced and can’t use
his summons, he can use Petrify instead.
—ARCHAEODAEMON—————————————————————
Enemy monster. Movement range : 4
Innate abilities: Counter, Swiftness, Jump height : 3
can’t enter water Physical evade : 5%
When KOed, looks like: Demon idol
–ABILITIES–
–Action Abilities: Dark Arts–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Karma 2 4/* 1/- Any N Does damage equal to (Archaeodaemon’s
max HP – current HP)
Unholy Darkness 40 7 4/* 1/- Any N Dark magick attack
Gigaflare 0 4/* 3/0 Any N Non-elemental magick attack
–DESCRIPTION–
The Archaeodaemon is a monster-type enemy with a few different magick attacks.
—ASSASSIN——————————————————————–
Used By: Celia, Lettie Movement range : 4
Equippable weapons: Katanas (Celia), ninja blades (Let.) Jump height : 7
Equippable armor: Hats, clothes Physical evade : #
Innate ability: Dual Wield
# Celia has an evade rate of 30%; Lettie has an evade rate of 28%
–ABILITIES–
–Action Abilities: Subdual Arts–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Petrify 0 6/* 1/- Any N Inflicts Stone (100% hit rate)
Shadowbind 0 4/* 1/- Any N Inflicts Stop (100% hit rate)
Suffocate 0 1/0 1/- Any N Inflicts KO (100% hit rate)
Ultima 10 5 4/* 2/1 Any N Non-elemental magick attack
Allure 0 3/* 1/- Foe N Inflicts Charm, male and monster
targets only
–DESCRIPTION–
Celia and Lettie are fast and use a variety of status attack abilities, all of
which have a 100% hit rate. They also cast Ultima, which Ramza and Luso can
learn if they are hit with the magick as a Squire or Game Hunter.
—ARK KNIGHT [ELMDORE]——————————————————–
Used By: Elmdore Movement range : 3
Equippable weapons: Katanas Jump height : 5
Equippable armor: Shields, hats, helms, clothes, armor, Physical evade : 16%
robes
Innate ability: Safeguard
–ABILITIES–
–Action Abilities: Sword Spirit–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Ashura 0 Self 3/3 Foe N "Spirit Blade": Non-elemental magick
attack
Kotetsu 0 Self 3/3 Foe N "Binding Darkness": Non-elemental
magick attack
Osafune 0 Self 3/3 Foe N "Verse of Oblivion": Lowers enemy MP
Muramasa 0 Self 3/3 Foe N "Doomed Aspirations": Non-elemental
magick attack, inflicts Confuse
and Doom
–Action Abilities: Vampire #–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Vampire # 0 1/0 1/- Any – Drain HP from target to user and
inflicts Vampire status; if target
is already a Vampire, causes user to
become a Vampire instead
# Only used in Chapter IV.
–Movement Abilities–
EFFECT
———————————————————
Master Teleportation Teleport to any tile when moving,
regardless of move range or obstacles
in the way. Unlike regular Teleport,
never fails!
–DESCRIPTION–
Elmdore’s Ark Knight is almost completely different from Zalbaag’s and is
similar mostly in name. Elmdore’s version of the job is based on the Samurai;
he fights with katanas and can use a few Iaido abilities. He also has a novel
movement ability: Master Teleportation, which lets him warp anywhere on the
battlefield. Sadly, he also has an innate Safeguard that prevents you from
stealing his Genji gear. In Chapter IV, he gains the Vampire ability, but
seems not to use it.
—REAVER———————————————————————-
Enemy monster. Movement range : 4
Innate abilities: Counter, Swiftness, Jump height : 3
Ignore Elevation, can’t enter water Physical evade : 10%
When KOed, looks like: Two-horned skull
–ABILITIES–
–Action Abilities: Bio–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,
inflicts Blind
Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,
inflicts Poison
Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,
inflicts Oil
Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,
inflicts Toad
Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,
inflicts Slow
Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,
inflicts Silence
Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,
inflicts Stone
Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,
inflicts Undead
Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,
inflicts instant KO
Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,
inflicts Stone
–DESCRIPTION–
The Reaver is an enemy monster seen in two battles. It uses Bio magick. As
with Cuchulainn, note that are multiple magicks called Bio, Biora, and Bioga;
each version inflicts a different status ailment. Since each vesion can
inflict only a single status ailment, a single cast of Bio will target each
character it hits with the SAME status ailment.
—ULTIMA DEMON—————————————————————-
Enemy monster. Movement range : 5
Innate Abilities: Counter, Swiftness, Brawler, Jump height : 2
can’t enter water Physical evade : 10%
When KOed, looks like: Demon idol
–ABILITIES–
–Action Abilities: Demon Magicks–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Nanoflare 0 5 4/* 3/1 Any N Non-elemental magick attack
Unholy Darkness 40 7 4/* 1/- Any N Dark magick attack
Ultima 10 5 4/* 2/1 Any N Non-elemental magick attack
Twister 0 4/* 3/2 Any N Wind attack
Almagest 0 4/* 3/1 Any N Does damage equal to (Ultima Demon’s
max HP – current HP)
–DESCRIPTION–
The Ultima Demon is an enemy monster seen in a couple battles. It uses some
high-level magick, including Ultima, which Ramza and Luso can learn from it.
—DEATHKNIGHT—————————————————————–
Used By: Argath (ch. 4) Movement range : 5
Equippable weapons: Swords Jump height : 4
Equippable armor: Shields, helms, armor Physical evade : 24%
–ABILITIES–
–Action Abilities: Fell Sword–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Shadowblade 0 3/* 1/- Any N Absorbs HP from target
Duskblade 0 3/* 1/- Any N Absorbs MP from target
Fell Sword techniques have a 100% hit rate. However, they cannot be used
unless Argath is equipped with a sword, knight’s sword, or fell sword.
–DESCRIPTION–
Argath’s Deathknight job actually isn’t very different from Gaffgarion’s Fell
Knight job and has the same sword techniques.
—DEATH SERAPH—————————————————————-
Used By: Zalera Movement range : 5
Equippable weapons: None Jump height : 4
Equippable armor: None Physical evade : 24%
Innate abilities: Float, Fly, can’t enter water
–ABILITIES–
–Action Abilities: Dread–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Darkness 0 5/* 1/- Any N Inflicts Blind (100% hit rate)
Bind 0 5/* 2/0 Any N Inflicts Stop (100% hit rate)
Fowlheart 0 5/* 1/- Any N Inflicts Disable (100% hit rate)
Nightmare 0 5/* 2/0 Any N Inflicts Sleep or Doom (100% hit rate)
–Action Abilities: Ja-Magicks–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Toadja 35 4 4/* 2/3 Foe N Inflicts Toad status
Gravija 35 4 4/* 2/3 Foe N Reduces targets to 1 HP
Flareja 35 4 4/* 2/3 Foe N Non-elemental magick attack
Blindja 35 4 4/* 2/3 Foe N Inflicts Blind status
Confuseja 35 4 4/* 2/3 Foe N Inflicts Confuse status
–DESCRIPTION–
Zalera wields both Flareja (a fairly powerful non-elemental attack magick) and
a wealth of status-attack magick. His most common attacks tend to be Flareja,
Nightmare, and Bind.
—SORCEROR——————————————————————–
Used By: Cletienne, Valmafra Movement range : 3
Equippable weapons: Rods, staves, poles Jump height : 3
Equippable armor: Hats, clothes, robes Physical evade : 14%
–ABILITIES–
–Action Abilities: Magicks [Cletienne]–
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
—————————————————————
Holy 56RA 6 5/* 1/- Any N Holy magick attack
Flare 60RA 7 5/1 1 All N Non-elemental magick attack
Graviga 50RA 10 4/* 2/3 Any N Damage = 1/2 of user’s max HP
Unholy Darkness 40 7 4/* 1/- Any N Dark magick attack
Arise 20RA 10 4/* 1/- Any N Revives KOed character with full HP
–DESCRIPTION–
Cletienne can cast a variety of high-level magicks, including one not available
to player-controlled jobs (Unholy Darkness).
Valmafra appears only in one of the multiplayer Rendezvous Mode missions. Her
version of the Sorceror job has a different set of magicks; she seems to only
cast White Magicks like Cura and Raise.
—RUNE KNIGHT—————————————————————–
Used By: Dycedarg Movement range : 4
Equippable weapons: Swords, knight’s swords Jump height : 3
Equippable armor: Shields, helms, armor, robes Physical evade : 10%