BANGAA
Totema: Adrammelech
# of Jobs: 7
Physical: 6
Magic: 1
Job - Required A-Abilities
Warrior - N/A
Dragoon - 2 Warrior
Defender - 2 Warrior
Gladiator - 2 Warrior
White Monk - N/A
Templar - 2 White Monk
Bishop - 2 White Monk
HUMAN
Totema: Mateus
# of Jobs: 11
Physical: 7
Magic: 4
Job - Required A-Abilities
Soldier - N/A
Paladin - 2 Soldier
Fighter - 2 Soldier
Archer - N/A
Hunter - 2 Archer
Thief - N/A
Ninja - 2 Thief
White Mage - N/A
Black Mage - N/A
Illusionist - 3 White Mage, 5 Black Mage
Blue Mage - 1 White Mage, 1 Black Mage
MOOGLE
Totema: Famfrit
# of Jobs: 8
Physical: 4
Magic: 4
Job - Required A-Abilities
Animist - N/A
Mog Knight - 1 Animist
Gunner - 1 Animist
Thief - N/A
Juggler - 2 Thief
Gadgeteer - 2 Thief
Black Mage - N/A
Time Mage - 5 Black Mage
NU MOU
Totema: Ultima
# of Jobs: 8
Phsyical: 2
Magic: 6
Job - Required A-Abilities
Beastmaster - N/A
Morpher - 5 Beastmaster
Black Mage - N/A
White Mage - N/A
Time Mage - 5 Black Mage
Alchemist - 3 White Mage, 5 Black Mage
Illusionist - 3 White Mage, 5 Black Mage
Sage - 3 White Mage, 2 Beastmaster
VIERATotema: Exodus
# of Jobs: 8
Physical: 4
Magic: 4
Job - Required A-Abilities
Fencer - N/A
Red Mage - 1 Fencer
Archer - N/A
Sniper - 2 Archer
White Mage - N/A
Elementalist- 1 White Mage, 1 Fencer
Summoner - 2 White Mage, 2 Elementalist
Assassin - 2 Elementalist, 1 Sniper
SOLDIER
Required A-Abilities: None
Equippable Items: Swords, Greatswords, Helmets, Hats, Armor, Clothing, Shields
Leads to: Paladin (2 Soldier A-Abilities)
Fighter (2 Soldier A-Abilities)
Stat Growth
Movement: 3 Defense: 8 (80%)
Jump: 2 HP: 8 (40%)
Evade: 50 MP: 1 (10%)
Speed: 1 (10%) Magic Power: 6 (60%)
Attack: 8 (80%) Magic Resistance: 7 (20%)
Battle Tech
A-Abilities
First Aid - Shortsword- Heals own HP and recover status
Powerbreak - Barong- Lowers target's attack power
Mindbreak - Buster Sword - Lowers target's magic power
Magicbreak - Ancient Sword - Damages target's mana
Speedbreak - Silver Sword - Lowers target's speed
Mug- Diamond Sword - Deals damage and steals Gil
Provoke - Blood Sword - Drives target berserk
Sensor- Burglar Sword - Detects hidden equipment on target
S-Abilities
Monkey Grip - Vigilante - Can hold 2-handed swords in one hand
Shieldbearer- Bronze Shield
- Round Shield
- Platinum Shield
C-Ability
Combat Combo- Mythril Sword - Use all JP to do a combination attack
Equippable Weapons
Ancient Sword
Barong
Blood Sword
Burglar Sword
Buster Sword
Chirijiraden
Diamond Sword
Gale Sword
Hardedge
Leglace Sword
Lure Breaker
Master Sword
Mythril Sword
Oblige
Onion
Restorer
Shortsword
Silver Sword
Victor Sword
Vigilante
Vitanova
Zankplus
Description
The Soldier is the basic physical Human class. They are not too fast but have
above average physical power. Soldiers are one of the better anti-mage classes
for Humans as well. First Aid is a useful ability if your Soldier has been
inflicted with a status condition, but it doesn't heal much HP. The Soldier's 4
Breaks are what make them unique. Mind and Magicbreak make them good against
magic users, while Power and Speedbreak are better against physical classes.
Mug isn't too useful; it doesn't do much damage and steals VERY little Gil.
Provoke is another useful anti-mage ability, and works on every physically weak
class (or when Fight is outlawed). Sensor is almost essential for stealing most
rare items, but it isn't enough to save the Soldier from being a mediocre
class. Their S-abilities aren't very impressive either.
Ratings
Strength Rating: ****
Cunning Rating: ***
Mystic Rating: *
Overall Rating: **
PALADIN
Required A-Abilities: 2 Soldier
Equippable Items: Knightswords, Greatswords, Helmets, Armor, Robes, Shields
Leads to: N/A
Stat Growth
Movement: 3 Defense: 9 (20%)
Jump: 2 HP: 7 (60%)
Evade: 35 MP: 2 (20%)
Speed: 0 (80%) Magic Power: 7 (20%)
Attack: 8 (30%) Magic Resistance: 8 (90%)
Chivalry
A-Abilities
Nurse - Defender- Heals HP and recovers user and all adjacent units
Defense- Lionheart- Increases defense and magic resistance for 1 turn
Cover - SaveTheQueen - Take damage for nearby unit for 1 turn
Subdue- Ancient Sword -Deals very little damage
Drop Weapon - Ragnarok - Attempts to de-equip enemy's weapon
Parley- Barong- Convinces critical unit to leave battle
Saint Cross - Arch Sword- Inflicts Holy damage to all adjacent units
Holy Blade-Excalibur- Inflicts massive Holy damage
R-Ability
Reflex- Genji Armor - Dodges all "Fight" actions
S-Abilities
Weapon DEF+ - Diamond Armor - Increases physical defense
C-Ability
Knight Combo- Mythril Brand - Use all JP to do a combination attack
Equippable Weapons
Ancient Sword
Apocalypse
Arch Sword
Barong
Defender
Diamond Sword
Excalibur
Excalibur2
Hardedge
Lionheart
Lohengrin
Lure Breaker
Master Sword
Mythril Brand
Nagrarok
Oblige
Ragnarok
SaveTheQueen
Sequence
Vigilate
Zankplus
Description
Paladins are one of the most powerful Human classes, along with Fighters. They
are arguably the best tanks in the game. They have large HP, defense, and
resistance growth (but low speed), and their Weapon DEF+ ability makes them
tougher. Defense allows them to augment the defense and resistance of
themselves. Cover can be used to protect nearby units by making the Paladin
take damage for them. This can be useful in protecting your weaker
spellcasters. Nurse is basically First Aid but with an area of effect;
significantly more useful. Subdue may seem useless, but it is good for
activating damage R-Abilities, like Dragonheart or Auto-Regen, or snapping
people out of Charm or Confusion. It can also be used to help weaken monsters
for capture. Drop Weapon isn't as useful as Steal: Weapon, but it can still be
great for weakening strong enemies. Parley is a diplomatic move that convinces
a unit with VERY low HP (probably about 1 to 4 or even less) to leave the
battlefield, preventing it from being revived. They have to have so little HP
that's it best to just KO them instead of wasting several turns weakening them.
The Paladin's final 2 abilities are by far his most powerful. Saint Cross deals
large Holy damage to all tiles adjacent to the Paladin, like a stronger version
of Wild Swing. Holy Blade deals INSANE Holy damage to an adjacent unit, at
least twice the normal melee damage (especially with a Holy Weapon like
Excalibur or SaveTheQueen equipped). With a strong and Holy weapon equipped,
this attack can take out even tough enemies in one mighty hit. That's good,
because your Paladin will likely only have the mana to use it once until level
30 or so. Make sure he levels up as a magical class to increase his mana.
Finally, Reflex in quite possibly the second best Human reaction ability. With
it equipped, your Paladin becomes invulnerable to the fight command.
Ratings
Strength Rating: *****
Cunning Rating: **
Mystic Rating: *
Overall Rating: *****
FIGHTER
Required A-Abilities: 2 Soldier
Equippable Items: Blades, Hats, Clothing
Leads to: N/A
Stat Growth
Movement: 4 Defense: 8 (10%)
Jump: 2 HP: 7 (40%)
Evade: 45 MP: 1 (40%)
Speed: 1 (10%) Magic Power: 5 (60%)
Attack: 9 (20%) Magic Resistance: 6 (90%)
Fighter Tech
A-Abilities
Rush - Sweep Blade - Damages and knocks back target
Wild Swing - Ogun Blade - Damages all adjacent units
Beatdown - Shadow Blade - High damage but low accuracy
Blitz - Sun Blade- Low damage but high accuracy
Air Render - Atmos Blade - Deals damage from up to 3 squares away
Far Fist - Kwigon Blade - Deals area damage from up to 4 squares away
Air Blast- Air Blade - Damages in shockwave radius
Backdraft - Flametongue - Heavy damage but deals one fourth to self
R-Abilities
Bonecrusher - Ninja Gear - Counters melee attacks with 1.5 normal damage
Strikeback - Wygar - Dodges Fight action and counters
S-Ability
Doublehand - Venus Blade - Hold 1-hand blade in 2 hands to raise attack
C-Ability
Fight Combo- Mythril Blade - Use all JP to do a combination attack
Equippable Weapons
Adaman Blade
Air Blade
Atmos Blade
Avuiyr Blue
Avuiyr Red
Ebon Blade
Flametongue
Ice Brand
Kwigon Blade
Mythril Blade
Ogun Blade
Paraiba Blade
Pearl Blade
Shadow Blade
Sun Blade
Sweep Blade
Venus Blade
Description
Fighters are the best Human class at fighting (duh). They focus more on offense
than Paladins, dealing possibly the most damage of any Human class. They are
also more mobile than Paladins are. On to the abilities. Rush is basically a
100% critical hit, without the extra damage. It's useful for preventing
counterattacks. Wild Swing can be helpful if you're surrounded, but isn't
generally useful other than that. Beatdown and Blitz are polar opposites, each
favoring either accuracy or power. Beatdown is very good if you've stopped the
target or put it to sleep, while Blitz is useful for finishing off weakened
foes. Air Render is possibly the Fighter's best A-Ability, with the power and
accuracy of the Fight command but with added range. Far Fist has even more
range and deals area damage, but is less powerful. Air Blast fan be fired in
any direction, damaging the square in front of the Fighter and spreading out to
also hit the 3 behind that. If you can find enemies arranged the right way, Air
Blast can do massive total damage. Finally, Backdraft deals even more damage
than Beatdown with respectable accuracy, but deals one fourth of the damage to
the user as well. Fighters have some of the best R-Abilities too. Bonecrusher
is basically Counter on steroids, and make most enemies think twice about
attacking you. (unlike Counter, Bonecrusher only activates if the hostile
attack connects) Strikeback is one of the best R-Abilities in the game. If an
enemy tries to Fight you from within the user's weapon range, they stop the
attack and counter it. Their S-Ability increases their attack with 1-handed
weapons, but is nowhere near as good as Double Sword.
Ratings
Strength Rating: *****
Cunning Rating: *
Mystic Rating: *
Overall Rating: ****
THIEF
Required A-Abilities: None
Equippable Items: Knives, Hats, Clothing
Stat Growth
Movement: 4 Defense: 7 (60%)
Jump: 3 HP: 6 (60%)
Evade: 65 MP: 1 (10%)
Speed: 1 (80%) Magic Power: 7 (60%)
Attack: 7 (60%) Magic Resistance: 6 (40%)
Steal
A-Abilities
Steal: Armor - Rondell Dagger - Steals Armor worn by foe
Steal: Shield - Scramasax - Steals Shield held by foe
Steal: Access - Jambiya - Steals Accessory held by foe
Steal: Helm - Kard - Steals Helmet worn by foe
Steal: Weapon -Sword Breaker - Steals Weapon wielded by foe
Steal: Gil -Jack Knife- Steals Gil from foe
Steal: EXP -Khukuri - Steals Experience points from foe
Steal: JP - Orihalcum - Steals 1 JP from a foe
Steal: Ability - Cinquedea - Steals 1 random A-Ability from foe
R-Ability
Counter -Brigandine - Counter's enemy's melee attack
S-Ability
Maintenance - Adaman Vest - Can't be stolen from and weapons can't be broken
C-Ability
Thief Combo - Mythril Knife - Use all JP to do a combination attack
Equippable Weapons
Cinquedea
Jack Knife
Jambiya
Kard
Khukuri
Kris Knife
Mythril Knife
Orihalcum
Rondell Dagger
Scramasax
Sword Breaker
Tiptaptoe
Tonberrian
Zorlin Shape
Description
While Paladins focus on defense and Fighters on offense, Thieves focus on
agility. They aren't as physically powerful as the other two, but they are
faster and better at evasion. Their special abilities all consist of being able
to Steal anything under the sun from an adjacent unit. Most of the Steal
Abilities aren't too good, but Steal: Armor and Steal: Weapon can net you some
rare items. The best Stealing Ability of all is Steal: Ability. If the attack
works (it has low accuracy; stop or sleep the foe to increase your luck) and
the target has an ability available to a Human or Moogle Class (depending on
the race of the Thief), the ability is automatically mastered! Because Thief's
stat growths aren't too good on their own, Steal does better as a secondary A-
Ability for another job.
Ratings
Strength Rating: ***
Cunning Rating: ****
Mystic Rating: *
Overall Rating: ****
NINJA
Required A-Abilities: 2 Thief
Equippable Items: Katanas, Hats, Clothing
Stat Growth
Movement: 4 Defense: 7 (20%)
Jump: 3 HP: 5 (70%)
Evade: 60 MP: 2 (10%)
Speed: 2 (20%) Magic Power: 8 (20%)
Attack: 8 (40%) Magic Resistance: 7 (50%)
Ninja Skill
A-Abilities
Throw - Ninja Knife - Throw item from inventory up to 4 squares
Wood Veil - Kotetsu - Damages and may immobilize from up to 4 squares
Fire Veil - Ashura- Damages and may confuse from up to 4 squares
Earth Veil - Osafune - Damages and by slow from up to 4squares
Metal Veil - Kikuichimonji - Damages and may blind from up to 4 squares
Water Veil- Murasame - Damages and may silence from up to 4 squares
Unspell - Heaven's Cloud - Removes status enhancements fromtarget
Oblivion - Masamune- Causes forgetfulness
R-Ability
Last Haste - Ninja Gear - Casts haste on self when made critical
S-Ability
Double Sword - Nosada - Can hold a 1-handed sword in each hand
C-Ability
Ninja Combo- Mythril Epee - Use all JP to do a combination attack
Equippable Weapons
Ashura
Charfire
Heaven's Cloud
Kikuichimonji
Kotetsu
Masamune
Masamune 100
Murasame
Mythril EpeƩ
Ninja Knife
Nosada
Osafune
Petal Chaser
Silkmoon
Zanmoto
Description
Ninjas are one of the most dangerous Human classes in the game. They are fast,
evasive, and very powerful attackers. Their basic ability, Throw, lets them use
an item from your inventory to inflict damage. Not a very useful ranged attack.
The Ninja's signature moves are their 5 Veils, which for 4 MP can do a small
amount of damage at a range and possibly inflict a helpful status ailment.
Unspell is useful if your opponents have powerful status buffs, especially
Auto-Life. Oblivion causes Addle, which apparently prevents the target from
using A-Abilities and restricts its movement. It's arguably much worse than
Aim: Arm, which prevents the target from fighting, is ranged, and costs no MP.
Last Haste isn't a very good support ability, but it can still be good for
getting your Ninja out of trouble. Lastly, Ninjas are the proud wielders of one
of the best Support Abilities in the game, Double Sword. With it equipped, the
user can hold a sword in each hand. This lets them attack twice instead of
once, effectively doubling the damage dealt. After painstakingly mastering
Double Sword, you can also master two abilities at once, or one ability twice
as fast.
Ratings
Strength Rating: ****
Cunning Rating: *****
Mystic Rating: **
Overall Rating: *****
ARCHER
Required A-Abilities: None
Equippable Items: Bows, Hats, Clothing
Stat Growth
Movement: 4 Defense: 7 (20%)
Jump: 2 HP: 7 (20%)
Evade: 50 MP: 1 (40%)
Speed: 1 (40%) Magic Power: 6 (40%)
Attack: 7 (20%) Magic Resistance: 8 (10%)
Aim
A-Abilities
Boost - Longbow- Increases damage of next attack
Aim: Legs - Thorn Bow - Immobilizes target for 3 turns
Aim: Arm - Nail Bow - Disables target for 3 turns
Cupid - Artemis Bow - Charms target
Burial - Silver Bow - Banishes undead
Take Aim - Yoichi Bow - High accuracy but low damage
Faster - Perseus Bow - Ignores R-Abilities
Blackout - Char Bow- Blinds target
R-Ability
Block Arrows - Green Beret - Dodges all arrow-based attacks
S-Ability
Concentrate - Target Bow - Increases accuracy
C-Ability
Bow Combo- Mythril Bow - Use all JP to do a combination attack
Equippable Weapons
Artemis Bow
Char Bow
Crescent Bow
Longbow
Malbow
Mythril Bow
Nail Bow
Perseus Bow
Silver Bow
Target Bow
Thorn Bow
Yoichi Bow
Description
Although Archers are the basic Human ranged class they definitely aren't weak.
Their speciality is staying behind your melee units and riddling the enemy
with arrows. Their first ability, Boost, more than doubles their next attack's
damage. Use it if you can't get within range in one turn. Their two Aim
abilities are what make them powerful. Aim: Legs keeps the target from moving
for 3 turns, very useful against a tough class like a Warrior. Aim: Arm is
universally useful, keeping the target from using any actions. Both are
overshadowed, however, by Cupid, which Charms the target to fight on your side
for several turns. Burial, despite its low hit rate, is good against zombies,
as it destroys them completely. Take Aim is very weak, but useful for finishing
weakened enemies off (basically a ranged Blitz). Faster isn't useful in many
situations, but is still worth mastering if you have the time (plus it looks
cooler than the normal fight command). Blackout is a handy attack, blinding the
target to greatly reduce their accuracy. The Archer's R-Ability, Block Arrows,
is the type of attack Faster was made for. With it equipped, no arrows will
touch your Archer. Their S-Ability nearly ties with Double Sword as the best
Human S-Ability. Concentrate greatly increases the Archer's accuracy from all
his actions, making him even more deadly.
Ratings
Strength Rating: **
Cunning Rating: *****
Mystic Rating: *
Overall Rating: ****
HUNTER
Required A-Abilities: 2 Archer
Equippable Items: Greatbows, Hats, and Clothing
Stat Growth
Movement: 4 Defense: 6 (90%)
Jump: 2 HP: 6 (80%)
Evade: 55 MP: 3 (10%)
Speed: 1 (70%) Magic Power: 6 (90%)
Attack: 8 (70%) Magic Resistance: 8 (40%)
Hunt
A-Abilities
Sonic Boom - Cranequin - Deals area damage up to 4 squares away
Oust - Windslash Bow- Sweeps monsters off the field
Advice - Twin Bow- Raises critical hit rate of target
Aim: Vitals - Fey Bow - Causes random status ailment
Hunting - Hunt Bow- Receive 10 JP if target is KOed
Addle - Master Bow- Addles monster
Ultima Shot - Seventh Heaven-Triple damage attack
Sidewinder -Hades Bow-Heavy damage to monsters
Capture - Ranger Bow- Captures weakened monster
R-Ability
Auto-Regen -Gaia Gear - Casts Regen on self when damaged
S-Ability
Weapon ATK+ - Nike Bow - Increases physical attack damage
C-Ability
Hunt Combo - Mythril Shot - Use all JP to do a combination attack
Equippable Weapons
Arbalest
Cranequin
Fey Bow
Gastra Bow
Hades Bow
Hunt Bow
Marduk Bow
Master Bow
Max's Oathbow
Mythril Shot
Nike Bow
Ranger Bow
Seventh Heaven
Twin Bow
Windslash Bow
Description
Hunters are the advanced Human ranged job. They can be powerful support units,
but they specialize against monsters. Sonic Boom is a copy of the Fighter's Far
First, useful for hitting clustered targets. Oust is supposed to remove
monsters from the field, but I don't know how it works like Parley, so I still
need help making it work. Advice is useful when used on a powerful unit near a
cliff; you can deal heavy damage with a critical hit and more with a long fall.
Aim: Vitals is useful for weakening tough fighters, but you never know what
you'll get. If you're desperate to Summon Mateus, Hunting can get you there
instantly. Although it does one third to one half of the normal attack damage,
it can be incredibly powerful. Hunters can Summon Mateus and then pick off the
survivors with Hunting. Addle is slightly better than the Ninja's Oblivion; it
costs no mana and is ranged, but can only target monsters. Still, Aim: Arm is
probably better. Sidewinder helps the Hunter excel against monsters, dealing
roughly double damage to them. Capture is essential for building up a Morpher.
Use it on a severely weakened monster to capture it and send it to the monster
bank. Keep in mind that Rockbeasts, Undead, Fairies, and Tonberries can't be
captured. Neither can the last enemy on the field. The Hunters are the proud
users of the Human Ultima attack, Ultima Shot. If you have the MP, it can take
out virtually anything in one hit. Auto-Regen isn't very good, as the
regeneration effect is small. Weapon ATK+ is useful for powering up just about
any job, but Concentrate is probably better.
Ratings
Strength Rating: ***
Cunning Rating: ****
Mystic Rating: *
Overall Rating: ***
5. Human Jobs - Magic
WHITE MAGE
Required A-Abilities: None
Equippable Items: Staves, Hats, Clothing, Robes
Stat Growth
===========
Movement: 3 Defense: 6 (90%)
Jump: 2 HP: 7 (30%)
Evade: 40 MP: 4 (80%)
Speed: 1 (70%) Magic Power: 8 (40%)
Attack: 6 (20%) Magic Resistance: 8 (20%)
White Magic
===========
A-Abilities
-----------
NAME - AP - MP - ITEM - DESCRIPTION
Cure - 100 - 6 - White Staff - Area heals small amount of HP
Cura - 200 - 10 - Cure Staff - Area heals medium amount of HP
Curaga - 300 - 16 - Spring Staff - Area heals large amount of HP
Esuna - 200 - 18 - Pure Staff - Area recovers status
Life - 200 - 10 - Bless Staff - Revives target
Full-Life - 300 - 20 - Nirvana Staff - Revives target with full HP
Auto-Life - 200 - 16 - Cheer Staff - Auto-Revives target when KOed
Shell - 100 - 6 - Judge Staff - Area increases magic resistance
Protect - 100 - 6 - Guard Staff - Area increases weapon defense
S-Ability
---------
Turbo MP - 300 - White Robe - Doubles MP for double magic power and accuracy
C-Ability
---------
White Combo - 100 - Mythril Staff - Use all JP to do a combination attack
Equippable Weapons
==================
Bless Staff
Cheer Staff
Cure Staff
Dreamwatcher
Garnet Staff
Guard Staff
Judge Staff
Mythril Staff
Nirvana Staff
Power Staff
Pure Staff
Snake Staff
Spring Staff
White Staff
Description
===========
Simply put, White Magi are THE best support units in the game. Their life-
giving spells keep your units healthy, and they can also shield your units from
harm. The Cure series of spells all restores HP to up to 5 units in an X
pattern. Their use is obvious; keeping your units alive. If they fail at that,
Life and Full-Life can revive KOed units, while Auto-Life can safeguard against
KOs ahead of time. Esuna is incredibly valuable, curing almost any status
ailment on up to 5 units. Shell and Protect can shield your units from harm if
you can find the time to cast them. Finally, Turbo MP can superpower your
Mage's spells if you have the MP to use it.
Ratings
=======
Strength Rating: *
Cunning Rating: ***
Mystic Rating: ****
Overall Rating: *****
===================================
BLACK MAGE
===================================
Required A-Abilities: None
Equippable Items: Rods, Hats, Clothing, Robes
Stat Growth
===========
Movement: 3 Defense: 6 (80%)
Jump: 2 HP: 5 (60%)
Evade: 35 MP: 4 (40%)
Speed: 1 (10%) Magic Power: 8 (80%)
Attack: 6 (40%) Magic Resistance: 3 (60%)
Black Magic
===========
A-Abilities
-----------
NAME - AP -MP - ITEM - DESCRIPTION
Fire - 100 - 6 - Rod - Small area fire damage
Fira - 200 - 12 - Firewheel Rod - Medium area fire damage
Firaga - 300 - 24 - Flame Rod - Large area fire damage
Thunder - 100 - 6 - Rod - Small area electric damage
Thundara - 200 - 12 - Thunder Rod - Medium electric area damage
Thundaga - 300 - 24 - Thor Rod - Large area electric damage
Blizzard - 100 - 6 - Rod - Small area ice damage
Blizzara - 200 - 12 - Sleet Rod - Medium area ice damage
Blizzaga - 300 - 24 - Chill Rod - Large area ice damage
R-Ability
---------
Return Magic - 300 - Black Robe - Casts hostile spells back at user
S-Ability
---------
Geomancy - 300 - Sage Robe - Lowers enemy elemental resistance
C-Ability
---------
Black Combo - 100 - Mythril Rod - Use all JP to do a combination attack
Equippable Weapons
==================
Chill Rod
Firewheel Rod
Flame Rod
Force Rod
Heretic Rod
Mythril Rod
Princess Rod
Rod
Sapere Aude
Sleet Rod
Stardust Rod
Terre Rod
Thor Rod
Thunder Rod
Description
===========
Shrouded in mysterious cloaks and straw hats, Black Magi are the opposites of
White Magi. Rather than healing your party with Holy magic like the benevolent
White Mages, they like nothing better than blasting the life out of your
enemies with raw elemental fury! All the Black Mage's A-Abilities are elemental
spells of fire, ice, or lightning. Each also has 3 levels of power. Like White
Magi, Black Magi are best off staying behind your fighting units, snooping
around blasting the enemies to atoms. Their Return Magic R-Ability makes them
effective anti-casters. They can cripple enemy mages by copying spells they're
hit with back onto the caster. Geomancy decreases the elemental resistance of
all the enemies they attack. For example, enemies that would absorb the magic
now take no damage from it; enemies immune to magic take reduced damage...
Ratings
=======
Strength Rating: *
Cunning Rating: **
Mystic Rating: *****
Overall Rating: ****
===================================
ILLUSIONIST
===================================
Required A-Abilities: 3 White Mage, 5 Black Mage
Equippable Items: Rods, Clothing, Hats, Robes
Stat Growth
===========
Movement: 3 Defense: 6 (50%)
Jump: 2 HP: 5 (10%)
Evade: 30 MP: 7 (20%)
Speed: 0 (90%) Magic Power: 9 (30%)
Attack: 6 (10%) Magic Resistance: 8 (30%)
Phantasm Skill
==============
A-Abilities
-----------
NAME - AP - MP - ITEM -DESCRIPTION
Prominence - 100 - 32 - Firewheel Rod - Fire damage to all enemies
Tempest - 100 - 32 - Thunder Rod - Electric damage to all enemies
Freezeblink - 100 - 32 - Sleet Rod - Ice damage to all enemies
Star Cross - 300 - 32 - Princess Rod - Holy damage to all enemies
Stardust - 300 - 32 - Stardust Rod - Damage to all enemies
Deluge - 200 - 32 - Chill Rod - Water damage to all enemies
Soil Evidence - 200 - 32 - Terre Rod - Earth damage to all enemies
Wild Tornado - 200 - 32 - Thor Rod - Wind damage to all enemies
R-Ability
---------
Absorb MP - 300 - Lordly Robe - Absorbs MP from any spells cast on user
S-Ability
---------
Half MP - 300 - Light Robe - Spells cost half as much MP
C-Ability
---------
Spell Combo - 100 - Mythril Rod - Use all JP to do a combination attack
Equippable Weapons
==================
Chill Rod
Firewheel Rod
Flame Rod
Force Rod
Heretic Rod
Mythril Rod
Princess Rod
Rod
Sapere Aude
Sleet Rod
Stardust Rod
Terre Rod
Thor Rod
Thunder Rod
Description
===========
Illusionists are some of the most powerful spellcasters in the game, wielding
visually impressive spells that attack all enemies at once. Unlike Totema,
however, they may miss, so be careful. Since the spells always hit enemies no
matter the caster's position, you should always keep your Illusionist as far
away from the enemies as possible. The Illusionist's R-Ability, Absorb MP,
isn't too useful unless he manages to survive an Ultima attack. His S-Ability
is actually quite valuable because of the high costs of the Phantasm spells.
Ratings
=======
Strength Rating: *
Cunning Rating: **
Mystic Rating: *****
Overall Rating: ***
===================================
BLUE MAGE
===================================
Required A-Abilities: 1 White Mage, 1 Black Mage
Equippable Items: Sabers, Hats, Clothing, Robes
Stat Growth
===========
Movement: 4 Defense: 8 (60%)
Jump: 2 HP: 6 (90%)
Evade: 55 MP: 3 (70%)
Speed: 1 (20%) Magic Power: 8 (20%)
Attack: 8 (10%) Magic Resistance: 9 (20%)
Blue Magic
==========
A-Abilities
-----------
NAME - MP - MONSTER - DESCRIPTION
Goblin Punch - 8 - Goblin - Random damage
Magic Hammer - 8 - Red Cap - MP damage
Acid - 12 - Jellies - Random status ailment
- Ice Flans
- Creams
Blowup - 2 - Bombs - Heavy fire damage to all sides, KOs self
- Grenades
Mighty Guard - 8 - Icedrake - Increases defense and resistance of target
Guard-Off - 10 - Firewyrm - Decreases defense and resistance of target
Dragon Force - 12 - Thundrake - Increases all stats of target
Night - 24 - Lillith - Puts everyone except user to sleep
Twister - 20 - Lamia - Area halves target's HP
LV3 Def-Less - 12 - Antlion - 100% area lowers target's defense and
- Jawbreaker - resistance is their level is divisible by 3
Poison Claw - 8 - Panther - Damages and poisons
Hastebreak - 12 - Coeurl - Slows target, stops them if they're Hasted
Bad Breath - 20 - Malboro - 5 random status ailments to target
- Big Malboro
Stare - 12 - Floateye - Confuses front-facing targets on 4 squares
ahead of user
Roulette - 20 - Ahriman - KOs random unit on field
Matra Magic - 24 - Toughskin - Reverses target's HP and MP
- Blade Biter
Drain Touch - 10 - Zombie - Drains HP from adjacent unit
LV ? S-Flare - 30 - Vampire - Dark damages all units with same ones level
digit
White Wind - 12 - Sprite - Area heals HP amount equal to user's HP
Angel Whisper - 24 - Titania - Heals HP and casts Auto-Life
R-Ability
---------
NAME - AP - ITEM - DESCRIPTION
Damage > MP - 300 - Judo Uniform - Take MP damage instead of HP
S-Abilities
-----------
Immunity - 300 - Survival Vest - Immune to status ailments
Learning - 400 - Blue Saber - Learn Blue Magic by being hit by it
C-Ability
---------
Blue Combo - 100 - Mythril Saber - Use all JP to do a combination attack
Equippable Weapons
==================
Aqua Saber
Blue Saber
Harpe
Manganese
Mythril Saber
Shamshir
Soul Saber
Description
===========
Blue Magi are one of the most unique and versatile classes in the game. They
can learn certain monster abilities simply by being hit by them. The Goblin
Punch spell isn't too useful because of its randomness, but Magic Hammer can be
effective against spellcasters. Remember to get Goblin Punch early; Goblins
eventually stop appearing forever! Acid isn't nearly as powerful as Bad Breath,
but is ranged instead. Blowup is basically a self-destruct attack. It never
misses and can do good elemental damage. Combine is with Auto-Life to get a
killing machine. Mighty Guard and Guard-Off either make your opponent's weaker
or your allies stronger; useful if you don't have a White Mage or Bishop.
Dragon Force can be very effective for powering up your heavy hitters, or even
magic users. Like Goblins, Thundrakes eventually become extinct, so get this
great ability early! Night isn't too useful alone, since it targets your allies
as well as enemies, but if you combine it with standard-issue Fortune Rings you
can have an extremely powerful attack. Twister is very overpowered; it's
basically an area-of-effect Demi for less mana. LV3 Def-Less is very selective
about targets, but if an enemy's level is divisible by 3 it can area reduce
their defense and resistance with 100% accuracy. Plus it looks weird. Just
remember to get it early though; if a character reaches level 49 without
learning it, they never will. Poison Claw is a basic spell, but can be good if
you have nothing better. Hastebreak is a very opportunistic spell; it's best to
only use it on Hasted opponents. Bad Breath is the mother of all status
attacks; it inflicts 5 (yes, five) random status afflictions on the target,
turning the strongest enemies into whimpering wimps. Stare isn't too good; it
only works if the target is facing you and only confuses them. Roulette is very
powerful if your Blue Mage is outnumbered, but it seems impossible to get. If
your Blue Mage is Auto-Lifed when he's hit by it, he'll learn the attack.
Matra Magic is one of the most effective attacks in the game against powerful
fighters or anything with low HP; any excess points during the switch simply
disappear. Drain Touch isn't too good; the damage inflicted is small. LV? S-
Flare can be as powerful as Totema if it doesn't affect anyone on your side, or
they have armor that absorbs dark damage. White Wind area heals HP equal to the
user's current HP. If you're at high HP, it can be more useful than Curaga.
Finally Angel Whisper will likely be your main source of Auto-Life through most
of the game. Strangely enough, Damage > MP is less useful in a Blue Mage job as
it is in other classes. If the user is only attacked by one unit per turn,
they're basically invincible. Even 1 MP is enough to stop an attack. Because
all the Blue Mage's A-Abilities use MP, he'll likely find himself without
enough mana to use any powerful spells. The R-Ability is best used in a
physical class like Fighter. Immunity is basically a free Ribbon, but still
isn't as good as Double Sword or Weapon ATK+. Learning is obviously essential
for any Blue Mage, at least if you want any of his A-Abilities.
Ratings
=======
Strength Rating: ***
Cunning Rating: *****
Mystic Rating: ****
Overall Rating: *****
------------------------------------------------------------------------------
6. Bangaa Jobs - Physical
------------------------------------------------------------------------------
-BPJ-
===================================
WARRIOR
===================================
Required A-Abilities: None
Equippable Items: Swords, Broadswords, Hats, Helmets, Clothing, Armor, Shields
Stat Growth
===========
Movement: 4 Defense: 8 (40%)
Jump: 2 HP: 9 (20%)
Evade: 50 MP: 2 (10%)
Speed: 0 (90%) Magic Power: 6 (20%)
Attack: 9 (20%) Magic Resistance: 6 (80%)
Battle Tech
===========
A-Abilities
-----------
NAME - AP - MP - ITEM - DESCRIPTION
First Aid - 100 - - Shortsword - Heal HP and recover status
Powerbreak - 200 - - Samson Sword - Lowers target's attack power
Mindbreak - 200 - - Buster Sword - Lowers target's magic power
Magicbreak - 200 - - Falchion - Damages target's mana
Speedbreak - 200 - - Silver Sword - Lowers target's speed
Body Slam - 300 - - Striborg - Large damage but deals one fourth to
user
Greased Bolt - 300 - - Gale Sword - Damage bypasses R-Abilities
Downsize - 300 - 24 - Restorer - Halves target's HP
S-Abilities
-----------
Monkey Grip - 300 - Claymore - Can hold 2-handed swords in one hand
Shieldbearer - 300 - Bronze Shield - Equip shield regardless of job
- Opal Shield
C-Ability
---------
Combat Combo - 100 - Mythril Sword - Use all JP to do a combination attack
Equippable Weapons
==================
Beastsword
Blood Sword
Burglar Sword
Buster Sword
Chirirjiraden
Claymore
Eclipse
El Cid Sword
Estrel Edge
Falchion
Gale Sword
Leglace Sword
Mythril Sword
Onion Sword
Predator
Restorer
Rhomphia
Samson Sword
Shortsword
Silver Sword
Striborg
Tabarise
Vajra
Victor Sword
Vitanova
Description
===========
The brutish Warriors are the Bangaa version of Soldiers. Their first 5 attacks,
S, and C-Abilities are the same as the Soldiers. Body Slam is a slightly weaker
version of Backdraft and deals heavy damage; use it only if you have plenty of
HP to spare. Greased Bolt not only looks cool; it bypasses R-Abilities, which
can sometimes come in handy. Downsize is ridiculously out of place on a
Warrior, but it's still welcome; this Demi-style attack works great on units
with high HP and defense like Paladins or Rockbeasts.
Ratings
=======
Strength Rating: *****
Cunning Rating: **
Mystic Rating: *
Overall Rating: ***
===================================
DRAGOON
===================================
Required A-Abilities: 2 Warrior
Equippable Items: Swords, Spears, Helmets, Armor
Stat Growth
===========
Movement: 3 Defense: 8 (30%)
Jump: 3 HP: 8 (20%)
Evade: 40 MP: 1 (10%)
Speed: 1 (10%) Magic Power: 5 (50%)
Attack: 9 (90%) Magic Resistance: 6 (00%)
Dragon Tech
===========
A-Abilities
-----------
NAME - AP - ITEM - DESCRIPTION
Jump - 100 - Javelin - High damage from up to 4 squares away,
can only be used with a spear
Lancet - 300 - Restorer - Drains HP from target
Wyrmtamer - 200 - Buster Sword - Makes Dragon leave battle
Fire Breath - 300 - Lava Spear - Spreading fire damage
Bolt Breath - 300 - Gae Bolg - Spreading lightning damage
Ice Breath - 300 - Ice Lance - Spreading ice damage
Wyrmkiller - 300 - Blood Sword - Heavy damage to Dragons
Bangaa Cry - 200 - Dragon Whisker - Spreading damage
R-Abilities
-----------
Dragonheart - 300 - Vitanova - Cats Auto-Life on self when damaged
C-Abilities
-----------
Dragon Combo - 100 - Mythril Spear - Use all JP to do a combination attack
Equippable Weapons
==================
Bangaa Spike
Beastspear
Blood Sword
Burglar Sword
Buster Sword
Chirirjiraden
Dragon Whisker
Gae Bolg
Gale Sword
Ice Lance
Javelin
Kain's Lance
Laglace Sword
Lava Spear
Mythril Spear
Mythril Sword
Odin Lance
Onion Sword
Partisan
Restorer
Shortsword
Silver Sword
Trident
Victor Sword
Vitanova
Description
===========
Dragoons are a cool-looking, powerful warrior class that gets power by
imitating the abilities of Dragons. They have the highest base attack power of
any job and can attack 2 units simultaneously with Spears. Their Jump ability
is a more powerful version of Air Render, but it can only be used with a Spear
equipped. Lancet is only useful when you're damaged; I don't think it deals as
much damage as a regular attack. Like Oust and Parley, I can't figure out how
to get Wyrmtamer to work (sorry). Their 3 elemental breaths are the same as the
real Dragon's. They spread out like Air Blast and deal good elemental damage.
Wyrmkiller can quickly neutralize the most dangerous monsters in the game; it
makes Dragoons completely worthwhile when fighting Dragons. Bangaa Cry is a
slightly stronger version of the breath attacks, but deals nonelemental damage.
Their R-Ability, Dragonheart, is probably the best R-Ability in the game.
They're invincible with it unless taken out in one hit.
Ratings
=======
Strength Rating: *****
Cunning Rating: *
Mystic Rating: *
Overall Rating: ****
===================================
DEFENDER
===================================
Required A-Abilities: 2 Warrior
Equippable Items: Knightswords, Broadswords, Helmets, Armor, Robes
Stat Growth
===========
Movement: 3 Defense: 9 (40%)
Jump: 3 HP: 8 (40%)
Evade: 35 MP: 1 (40%)
Speed: 0 (90%) Magic Power: 6 (30%)
Attack: 8 (80%) Magic Resistance: 7 (20%)
Defend
======
A-Abilities
-----------
NAME - AP - ITEM - DESCRIPTION
Tremor - 100 - El Cid Sword - Damage and knock back all adjacent units
Meltdown - 200 - Vajra - Fire damage on all sides equal to user's
HP, KOs self
Defense - 200 - Lionheart - Raises defense and resistance for 1 turn
Drop Weapon - 200 - Ragnarok - Disarms target
Hibernate - 100 - Defender - Recovers status
Mow Down - 200 - Striborg - Heavy damage to all sides, slows self
Aura - 300 - Lohengrin - Casts Regen and Auto-Life on self
Expert Guard - 300 - SaveTheQueen - Lose all evasion and prevent all HP and MP
damage for a turn
R-Ability
---------
Last Berserk - 300 - Predator - Goes berserk when in critical health
S-Ability
---------
Weapon DEF+ - 300 - Diamond Armor - Increases physical defense
C-Ability
---------
Defend Combo - 100 - Mythril Brand - Use all JP to do a combination attack
Equippable Weapons
==================
Apocalypse
Arch Sword
Beastsword
Claymore
Defender
Eclipse
El Cid Sword
Estrel Edge
Excalibur
Excalibur 2
Falchion
Lionheart
Lohengrin
Mythril Brand
Nagrarok
Predator
Ragnarok
Rhomphia
Samson Sword
SaveTheQueen
Sequence
Striborg
Tabarise
Vajra
Description
===========
Defenders are the Bangaa version of Paladins. Obviously, they have very
powerful physical defense and are also capable attackers. Tremor is a slightly
weaker hybrid of Wild Swing and Rush. It's supremely useful when surrounded. It
damages all nearby units, pushes them back to create an escape route, and
prevents counters. Meltdown can also be useful when surrounded; it's basically
Blowup with less accuracy. Defense is exactly the same as the Paladin ability;
useful if you can't reach enemies. Drop Weapon is also the same. Hibernate
isn't very useful; use First Aid or Chakra if possible. Mow Down also damages
all adjacent units, but dizzies the Defender, slowing him down and reducing his
evasion. Aura is probably the Defender's best ability; it can make him nearly
invincible with Auto-Life. It also combos well with Meltdown. Once you have it,
make sure it's always in effect. Expert Guard is an upgrade of Defense; once
you have it you'll never go back. No attacks will miss your Defender, but when
they don't scratch you, who cares? (unless they're status attacks) Last Berserk
isn't too good if you like using non-fight commands; Bonecrusher and
Dragonheart are much better.
Ratings
=======
Strength Rating: *****
Cunning Rating: **
Mystic Rating: *
Overall Rating: ****
===================================
GLADIATOR
===================================
Required A-Abilities: 2 Warrior
Equippable Items: Blades, Hats, Clothing
Stat Growth
===========
Movement: 3 Defense: 8 (70%)
Jump: 2 HP: 8 (40%)
Evade: 50 MP: 2 (70%)
Speed: 1 (10%) Magic Power: 5 (90%)
Attack: 9 (70%) Magic Resistance: 6 (40%)
Spellblade Tech
===============
A-Abilities
-----------
NAME - AP - MP - ITEM - DESCRIPTION
Rush - 100 - - Sweep Blade - Damage and knock back target
Wild Swing - 200 - - Ogun Blade - Damage on all sides
Beatdown - 200 - - Shadow Blade - High damage but low accuracy
Blitz - 200 - - Sun Blade - Low damage but high accuracy
Fire Sword - 200 - 10 - Flametongue - Large fire melee damage
Bolt Sword - 200 - 10 - Air Blade - Large lightning melee damage
Ice Sword - 200 - 10 - Icebrand - Large ice melee damage
Ultima Sword - 999 - 60 - Materia Blade - Triple damage attack
R-Ability
---------
Strikeback - 300 - Wygar - Block and counter normal attacks
S-Ability
---------
Doublehand - 300 - Venus Blade - Increase attack of 1-handed swords
C-Ability
---------
Sword Combo - 100 - Mythril Blade - Use all JP to do a combination attack
Equippable Weapons
==================
Adaman Blade
Air Blade
Atmos Blade
Avuiyr Blue
Avuiyr Red
Ebon Blade
Flametongue
Ice Brand
Kwigon Blade
Mythril Blade
Ogun Blade
Paraiba Blade
Pearl Blade
Shadow Blade
Sun Blade
Sweep Blade
Venus Blade
Description
===========
Gladiators are experienced warriors, the Bangaa equivalent of Fighters. Their
first 4 abilities, and S and R-Abilities are copies of the Fighter's. Their 3
Spellblade attacks use 10 MP to power up their blades with fire, ice, or
lightning. If you have the MP, it can be a great way to deal extra damage.
Gladiators are also capable of using the Bangaa Ultima, Ultima Sword. Like all
other Ultima attacks, it deals huge damage.
Ratings
=======
Strength Rating: *****
Cunning Rating: *
Mystic Rating: **
Overall Rating: ****
===================================
WHITE MONK
===================================
Required A-Abilities: None
Equippable Items: Knuckles, Clothing
Stat Growth
===========
Movement: 4 Defense: 7 (50%)
Jump: 2 HP: 6 (00%)
Evade: 60 MP: 1 (10%)
Speed: 1 (40%) Magic Power: 8 (30%)
Attack: 8 (10%) Magic Resistance: 6 (80%)
Monk Tech
=========
A-Abilities
-----------
NAME - AP - ITEM - DESCRIPTION
Whirlwind - 100 - Hard Knuckles - Damage all adjacent units
Air Render - 200 - Kaiser Knuckles - Damage from up to 3 squares away
Earth Render - 200 - Tiger Fangs - Damages in a line in front of user
Far Fist - 200 - Godhand - Area damage up to 4 squares away
Chakra - 200 - Cat Claws - Heals own HP and recovers status
Revive - 300 - Survivor - Revive adjacent KOed unit
Exorcise - 300 - Rising Sun - Banish undead
Holy Sign - 200 - White Fangs - Dispel status enhancements
R-Abilities
-----------
Reflex - 300 - Mirage Vest - Dodge all Fight actions
Counter - 300 - Brigandine - Counter melee attacks
C-Ability
---------
Monk Combo - 100 - Mythril Claws - Use all JP to do a combination attack
Equippable Weapons
==================
Cat Claws
Death Claws
Dream Claws
Godhand
Greasebust
Hard Knuckles
Kaiser Knuckles
Magic Hands
Mythril Claws
Rising Sun
Sick Knuckles
Survivor
Tiger Fangs
White Fang
Description
===========
White Monks are lighter, more magical Bangaa units than Warriors. Their
Whirlwind ability is Wild Swing with a different name, and Far Fist and Air
Render are copies of the useful Fighter moves. Earth Render is a very useful
and long-ranged attack. It deals earth damage to EVERYTHING in front of the
White Monk, no matter how far away they are. Chakra is basically a stronger
version of First Aid, strong enough to actually be useful. Revive is a melee-
range Life with no MP cost, very useful in a pinch. Exorcise, like Burial, is
invaluable when fighting Undead, and has a slightly higher hit rate. Holy Sign
works like Unspell, but is mainly useful for getting rid of Auto-Life.
Ratings
=======
Strength Rating: ****
Cunning Rating: **
Mystic Rating: **
Overall Rating: ****
===================================
TEMPLAR
===================================
Required A-Abilities: 2 White Monk
Equippable Items: Spears, Knightswords, Helmets, Hats, Armor, Clothing, Robes
Stat Growth
===========
Movement: 3 Defense: 9 (90%)
Jump: 2 HP: 7 (20%)
Evade: 60 MP: 3 (10%)
Speed: 0 (80%) Magic Power: 8 (20%)
Attack: 8 (10%) Magic Resistance: 7 (20%)
Sacred Tech
===========
A-Abilities
-----------
NAME - AP - MP - ITEM-DESCRIPTION
Astra - 200 - 8 - SaveTheQueen - Area guards once against status
ailments
Warcry - 300 - - Javelin - Decreases speed of all adjacent
enemies
Rasp - 100 - 24 - Apocalypse - Area MP damage from up to 3 squares
away
Cheer - 100 - - Partisan - Increases damage of next physical
attack
Silence - 200 - 8 - Ragnarok - Area Silences units
Soul Sphere - 300 - - Arch Sword - Area MP damage from up to 2 squares
away
Haste - 200 - 24 - Lohengrin - Increases frequency of target's turns
Lifebreak - 300 - - Kain's Lance - Deals damage equal to lost HP
R-Ability
---------
Bonecrusher - 300 - Carabini Mail - Counterattack melee attacks for 1.5X
damage
S-Ability
---------
Weapon ATK+ - 300 - Trident - Increases physical attack power
C-Ability
---------
Sacred Combo - 100 - Mythril Brand - Use all JP to do a combination attack
Equippable Weapons
==================
Apocalypse
Arch Sword
Bangaa Spike
Beastspear
Defender
Dragon Whisker
Excalibur
Excalibur 2
Gae Bolg
Ice Lance
Javelin
Kain's Lance
Lava Spear
Lionheart
Lohengrin
Mythril Brand
Mythril Spear
Nagrarok
Odin Lance
Partisan
Ragnarok
SaveTheQueen
Sequence
Trident
Description
===========
Templar are more physical offshoots of the White Monk than Bishops, but still
have decent magic stat growth. They also have the highest defense growth of any
class, making them great tanks. They are an obviously anti-Magic class, great
against magic users. Astra encases an area of units in magical pyramids that
offer one-time protection from status ailments. It's a useful blessing if you
have nothing else to cast. Warcry is basically an upgrade of Speedbreak, but
still isn't too good. Rasp deals a large amount of MP damage, making it a great
way to hurt enemy Mages until you get Soul Sphere, which costs no mana. Cheer
is a great spell to cast if you can't reach enemies immediately (common with
the Templar's low movement). A Cheered Templar can often take out hostile units
in one strong blow. Silence is another useful anti-Mage move, preventing all
spellcasting for units in the target area. Strangely enough, Templar can use
the Time Spell Haste, which as always is very useful for powering up your
strong units. Lifebreak is a very opportunistic spell; it can be incredibly
strong if the user is critical. Templar can learn the powerful R-Ability
Bonecrusher, which ties with Strikeback as the second best Bangaa R-Ability.
While Templar have huge weapon defense, their attack is only a little above
average. Increase the strength of their attacks with Weapon ATK+ and you have
yourself a Mage-killing machine.
Ratings
=======
Strength Rating: *****
Cunning Rating: ***
Mystic Rating: ****
Overall Rating: *****
------------------------------------------------------------------------------
7. Bangaa Jobs - Magic
------------------------------------------------------------------------------
-BMJ-
===================================
BISHOP
===================================
Required A-Abilities: 2 White Monk
Equippable Items: Staves, Hats, Clothing, Robes
Leads to: N/A
Stat Growth
===========
Movement: 3 Defense: 6 (30%)
Jump: 2 HP: 6 (10%)
Evade: 30 MP: 4 (40%)
Speed: 1 (40%) Magic Power: 8 (80%)
Attack: 7 (70%) Magic Resistance: 7 (70%)
Prayer
======
A-Abilities
-----------
NAME - AP - MP - ITEM - DESCRIPTION
Cura - 200 - 10 - Cure Staff - Area heals HP, damages zombies
Dispel - 200 - 12 - Bless Staff - Dispels status enhancements
Holy - 300 - 32 - Nirvana Staff - Area Holy damage
Barrier - 300 - 10 - Garnet Staff - Increases defense and resistance of
target
Judge - 300 - 6 - Cheer Staff - Steals 2-3 JP from target
Water - 200 - 12 - Spring Staff - Area water damage
Aero - 200 - 12 - Judge Staff - Area wind damage
Break - 200 - 20 - Snake Staff - Petrifies target
R-Ability
---------
Return Magic - 300 - Black Robe - Casts hostile spells back at user
S-Ability
---------
Half MP - 300 - Light Robe - Use half normal MP for spells
C-Ability
---------
Pray Combo - 100 - Mythril Staff - Use all JP to do a combination attack
Equippable Weapons
==================
Bless Staff
Cheer Staff
Cure Staff
Dreamwatcher
Garnet Staff
Guard Staff
Judge Staff
Mythril Staff
Nirvana Staff
Power Staff
Pure Staff
Snake Staff
Spring Staff
White Staff
Description
===========
Bishops are the only remotely magical Bangaa class. They are still pretty
tough, but can cast some valuable spells. Cura makes them useful healers,
though they must be comboed with White Monk abilities to revive KOed units.
Dispel works like Holy Sign and Unspell, only ranged. Holy is a powerful,
visually impressive spell that can deal heavy damage. While Barrier only
affects one target, it combines the effects of Shell and Protect. Judge is
better than Steal: JP, but you'll still rarely use it unless you're desperate
for JP. Water and Aero are weaker than Holy, but are actually more efficient
because of their low costs. Break is a very impressive status spell; Petrified
units are counted as KOed and can't do anything. Half MP is a very important
ability; it remedies the Bangaa's overall low MP growth.
Ratings
=======
Strength Rating: ***
Cunning Rating: ****
Mystic Rating: ****
Overall Rating: ****
------------------------------------------------------------------------------
8. Moogle Jobs - Physical
------------------------------------------------------------------------------
-MPJ-
===================================
THIEF
===================================
Required A-Abilities: None
Equippable Items: Knives, Hats, Clothing
Leads to: Juggler (2 Thief A-Abilities)
Gadgeteer (2 Thief A-Abilities)
Stat Growth
===========
Movement: 4 Defense: 8 (40%)
Jump: 3 HP: 6 (80%)
Evade: 70 MP: 2 (20%)
Speed: 1 (90%) Magic Power: 6 (80%)
Attack: 7 (30%) Magic Resistance: 7 (60%)
Steal
=====
A-Abilities
-----------
NAME - AP - ITEM - DESCRIPTION
Steal: Armor - 300 - Rondell Dagger - Steals Armor worn by foe
Steal: Shield - 200 - Scramasax - Steals Shield held by foe
Steal: Access - 300 - Jambiya - Steals Accessory held by foe
Steal: Helm - 300 - Kard - Steals Helmet worn by foe
Steal: Weapon - 300 - Sword Breaker - Steals Weapon wielded by foe
Steal: Gil - 100 - Jack Knife - Steals Gil from foe
Steal: EXP - 100 - Khukuri - Steals Experience points from foe
Steal: JP - 200 - Orihalcum - Steals 1 JP from a foe
Steal: Ability - 300 - Cinquedea - Steals 1 random A-Ability from foe
R-Ability
---------
Counter - 300 - Brigandine - Counter's enemy's melee attack
S-Ability
---------
Maintenance - 300 - Adaman Vest - Can't be stolen from and weapons can't be
broken
C-Ability
---------
Thief Combo - 100 - Mythril Knife - Use all JP to do a combination attack
Equippable Items
================
Cinquedea
Jack Knife
Jambiya
Kard
Khukuri
Kris Knife
Mythril Knife
Orihalcum
Rondell Dagger
Scramasax
Sword Breaker
Tiptaptoe
Tonberrian
Zorlin Shape
Description
===========
The Thief is the primary job of a Moogle. After all, isn't Montblanc a thief
when you first meet him? Their special abilities all consist of being able
to Steal anything under the sun from an adjacent unit. Most of the Steal
Abilities aren't too good, but Steal: Armor and Steal: Weapon can net you some
rare items. The best Stealing Ability of all is Steal: Ability. If the attack
works (it has low accuracy; stop or sleep the foe to increase your luck) and
the target has an ability available to a Human or Moogle Class (depending on
the race of the Thief), the ability is automatically mastered! Because Thief's
stat growths aren't too good on their own, Steal does better as a secondary A-
Ability for another job.
Ratings
=======
Strength Rating: ***
Cunning Rating: ****
Mystic Rating: *
Overall Rating: ***
===================================
MOG KNIGHT
===================================
Required A-Abilities: 1 Animist
Equippable Items: Blades, Helmets, Hats, Armor, Clothing, Shields
Leads to: N/A
Stat Growth
===========
Movement: 3 Defense: 9 (60%)
Jump: 2 HP: 7 (10%)
Evade: 45 MP: 3 (20%)
Speed: 1 (00%) Magic Power: 7 (20%)
Attack: 9 (80%) Magic Resistance: 8 (30%)
Charge
======
A-Abilities
-----------
NAME - AP - MP - ITEM - DESCRIPTION
Mog Attack - 100 - - Flametongue - Damage enemy and knock back 1 tile
Mog Guard - 200 - - Kwigon Blade - Raises defense and resistance for 1
turn
Mog Lance - 200 - - Atmos Blade - Damage from up to 3 squares away
Mog Rush - 200 - - Shadow Blade - High damage but low hit rate
Mog Shield - 300 - - Pearl Blade - Prevents next status ailment to
target
Mog Peek - 300 - - Paraiba Blade - Detects hidden equipment on target
Mog Aid - 300 - - Icebrand - Heal own HP and recovers status
Ultima Charge - 999 - 60 - Materia Blade - Triple damage attack
R-Ability
---------
Last Haste - 300 - Gold Armor - Casts Haste on self when made critical
S-Ability
---------
Shieldbearer - 300 - Round Shield/Opal Shield - Can equip shield in any class
C-Ability
---------
Charge Combo - 100 - Mythril Blade - Use all JP to do a combination attack
Equippable Weapons
==================
Adaman Blade
Air Blade
Atmos Blade
Avuiyr Blue
Avuiyr Red
Ebon Blade
Flametongue
Ice Brand
Kwigon Blade
Mythril Blade
Ogun Blade
Paraiba Blade
Pearl Blade
Shadow Blade
Sun Blade
Sweep Blade
Venus Blade
Description
===========
Mog Knights are the most physical Moogle class, blending the abilities of
Soldiers, Paladins, and Fighters. They have decent physical stats, and like all
Moogles are highly defensive. Mog Attack, Guard, Lance, Rush, and Aid are all
copies of said class's moves. Mog Shield works like the Templar's Astra, only
non-area effect and costing no mana. Mog Knights are the users of the Moogle's
Ultima, Ultima Charge. With a powerful weapon, this attack can be unbelievably
strong. For a deadly punch, equip Charge onto a Gunner with Concentrate and a
powerful Gun (like the Bindsnipe or Calling Gun). Can you say 400 damage from 8
tiles away? The Mog Knight's R-Ability, Last Haste, isn't as good for getting
out of trouble as Last Quicken, but still comes in handy for long battles.
Ratings
=======
Strength Rating: ****
Cunning Rating: **
Mystic Rating: **
Overall Rating: ****
===================================
GUNNER
===================================
Required A-Abilities: 1 Animist
Equippable Items: Guns, Hats, Clothing
Leads to: N/A
Stat Growth
===========
Movement: 3 Defense: 9 (20%)
Jump: 2 HP: 6 (20%)
Evade: 65 MP: 1 (10%)
Speed: 1 (10%) Magic Power: 5 (60%)
Attack: 7 (80%) Magic Resistance: 8 (10%)
Gunmanship
==========
A-Abilities
-----------
NAME - AP - ITEM - DESCRIPTION
Fireshot - 100 - Aiot Gun - Deals fire damage
Boltshot - 100 - Riot Gun - Deals lightning damage
Iceshot - 100 - Giot Gun - Deals ice damage
Confushot - 200 - Chaos Rifle - Damages and confuses target
Charmshot - 300 - Peacemaker - Damages and charms target
Blindshot - 100 - Silver Cannon - Damages and blinds target
Silenshot - 200 - Lost Gun - Damages and silences target
Stopshot - 300 - Outsider - Damages and stops target
S-Ability
---------
Concentrate - 300 - Longbarrel - Increases attack accuracy
C-Ability
---------
Gun Combo - 100 - Mythril Gun - Use all JP to do a combination attack
Equippable Weapons
==================
Aiot Gun
Blindsnipe
Calling Gun
Chaos Rifle
Giot Gun
Longbarrel
Lost Gun
Mythril Gun
Outsider
Peace Maker
Riot Gun
Silver Cannon
Description
===========
Except for Gadgeteers, Gunners are one of the most technologically advanced
classes, and they tie with Jugglers as the best Moogle class. Using their
amazing weapons, Gunners can damage and inflict status effects on enemies on
the other side of the map. Their 3 elemental shot attacks not only look cool,
but also can deal good damage to enemies with high weapon defense, like Flans,
Rockbeasts, and Paladins. (I think they deal elemental damage...) Confushot can
confuse the target, making it randomly attack friend or foe. It's not nearly as
good as Charmshot however, probably one of the best Moogle abilities. Blindshot
is great for disabling powerful enemies if nothing else works. Silence can be
great for disabling enemy healers if they're pressing their luck. Stopshot is
another incredibly powerful ability, prefect for setting units up for low-
accuracy attacks. Finally, Gunners can learn Concentrate, which is essential
for any good Gunner. Learn it as soon as you can.
Ratings
=======
Strength Rating: **
Cunning Rating: *****
Mystic Rating: *
Overall Rating: *****
===================================
JUGGLER
===================================
Required A-Abilities: 2 Thief
Equippable Items: Knives, Hats, Clothing
Leads to: N/A
Stat Growth
===========
Movement: 4 Defense: 9 (90%)
Jump: 2 HP: 6 (80%)
Evade: 40 MP: 1 (60%)
Speed: 1 (70%) Magic Power: 6 (40%)
Attack: 8 (20%) Magic Resistance: 6 (40%)
Stunt
=====
A-Abilities
-----------
NAME - AP - ITEM -DESCRIPTION
Hurl - 100 - Kris Knife - Throws stocked item at enemy up to 4 squares
away
Ring - 200 - Rondell Dagger - Stops target from up to 4 squares away
Firebomb - 300 - Khukuri - Damages and berserks up to 4 squares away
Ball - 200 - Scramasax - Confuses target from up to 4 squares away
Dagger - 300 - Jambiya - Damages and disables target up to 4 squares
away
Smile - 300 - Orihalcum - Causes unit up to 4 squares away to take
turn next
Gil Toss - 100 - Jack Knife - Throw 30 Gil to deal 30 damage
R-Abilities
-----------
Catch - 300 - Chain Plate - Catch thrown items and keep them
Return Fire - 300 - Power Sash - Catch arrows and throw them back
C-Ability
---------
Juggle Combo - 100 - Mythril Knife - Use all JP to do a combination attack
Equippable Weapons
==================
Cinquedea
Jack Knife
Jambiya
Kard
Khukuri
Kris Knife
Mythril Knife
Orihalcum
Rondell Dagger
Scramasax
Sword Breaker
Tiptaptoe
Tonberrian
Zorlin Shape
Description
===========
The clownlike Jugglers share the spot of best Moogle class with the Gunner.
They are light and nimble tricksters who can throw a variety of objects to
wreak havoc on the battlefield. Hurl uses a stocked item to deal damage
proportional to the strength of the projectile. It effectively allows you to
choose how much damage you'll do. Ring is one of the Juggler's best moves.
Unlike Stop it only targets 1 unit, but costs no MP and has better range,
making it incredibly useful. Firebomb, like all Berserk spells, is great
against enemy spellcasters but very bad on powerful enemy melee units. Ball
isn't too great; confused units may still attack you. You probably won't use it
much after you have Ring. Dagger is a useful upgrade of Aim: Arm; it deals good
damage and may disable the target, rendering them useless. Smile is arguably
the Juggler's best attack; it's Quicken, with better range for no mana. Gil
Toss uses 30 of your Gil to cast, but always deals 30 damage no matter what;
great against high defense units. The Juggler's first R-Ability, Catch, lets
them catch items thrown with Hurl or Toss and gives them to you. It's very
opportunistic; you're better off with Damage > MP. Return Fire is a ranged
version of Strikeback; not quite as good but still one of the better Moogle R-
Abilities.
Ratings
=======
Strength Rating: ***
Cunning Rating: *****
Mystic Rating: **
Overall Rating: *****
------------------------------------------------------------------------------
9. Moogle Jobs - Magic
------------------------------------------------------------------------------
-MMJ-
===================================
BLACK MAGE
===================================
Required A-Abilities: None
Equippable Items: Rods, Hats, Clothing, Robes
Leads to: Time Mage (5 Black Mage A-Abilities)
Stat Growth
===========
Movement: 3 Defense: 8 (60%)
Jump: 2 HP: 5 (40%)
Evade: 35 MP: 4 (80%)
Speed: 1 (10%) Magic Power: 8 (40%)
Attack: 6 (70%) Magic Resistance: 9 (70%)
Black Magic
===========
A-Abilities
-----------
NAME - AP - MP -ITEM - DESCRIPTION
Fire - 100 - 6 - Rod - Small area fire damage
Fira - 200 - 12 - Firewheel Rod - Medium area fire damage
Firaga - 300 - 24 - Flame Rod - Large area fire damage
Thunder - 100 - 6 - Rod - Small area electric damage
Thundara - 200 - 12 - Thunder Rod - Medium electric area damage
Thundaga - 300 - 24 - Thor Rod - Large area electric damage
Blizzard - 100 - 6 - Rod - Small area ice damage
Blizzara - 200 - 12 - Sleet Rod - Medium area ice damage
Blizzaga - 300 - 24 - Chill Rod - Large area ice damage
R-Ability
---------
Return Magic - 300 - Black Robe - Casts hostile spells back at user
S-Ability
---------
Geomancy - 300 - Sage Robe - Lowers enemy elemental resistance
C-Ability
---------
Black Combo - 100 - Mythril Rod - Use all JP to do a combination attack
Equippable Weapons
==================
Chill Rod
Firewheel Rod
Flame Rod
Force Rod
Heretic Rod
Mythril Rod
Princess Rod
Rod
Sapere Aude
Sleet Rod
Stardust Rod
Terre Rod
Thor Rod
Thunder Rod
Description
===========
Shrouded in mysterious cloaks and straw hats, Black Magi are the opposites of
White Magi. Rather than healing your party with Holy magic like the benevolent
White Mages, they like nothing better than blasting the life out of your
enemies with raw elemental fury! All the Black Mage's A-Abilities are elemental
spells of fire, ice, or lightning. Each also has 3 levels of power. Like White
Magi, Black Magi are best off staying behind your fighting units, snooping
around blasting the enemies to atoms. Their Return Magic R-Ability makes them
effective anti-casters. They can cripple enemy mages by copying spells they're
hit with back onto the caster. Geomancy decreases the elemental resistance of
all the enemies they attack. For example, enemies that would absorb the magic
now take no damage from it; enemies immune to magic take reduced damage...
Ratings
=======
Strength Rating: *
Cunning Rating: **
Mystic Rating: *****
Overall Rating: ****
===================================
TIME MAGE
===================================
Required A-Abilities: 5 Black Mage
Equippable Items: Rods, Hats, Clothing, Robes
Leads to: N/A
Stat Growth
===========
Movement: 3 Defense: 9 (60%)
Jump: 2 HP: 6 (20%)
Evade: 30 MP: 3 (40%)
Speed: 1 (20%) Magic Power: 9 (20%)
Attack: 6 (60%) Magic Resistance: 9 (60%)
Time Magic
==========
A-Abilities
-----------
NAME - AP -MP - ITEM - DESCRIPTION
Haste - 200 - 24 - Firewheel Rod - Double frequency of target's turns
Quicken - 300 - 24 - Thor Rod - Target takes turn after user
Slow - 200 - 12 - Terre Rod - Area half frequency of target's turns
Reflect - 300 - 8 - Thunder Rod - Casts Reflect on target
Stop - 300 - 24 - Chill Rod - Area stops targets
Silence - 200 - 8 - Sleet Rod - Prevents spellcasting from all units in
target area
Quarter - 200 - 10 - Force Rod - Damage = one fourth of target's HP
Demi - 300 - 24 - Stardust Rod - Damage = one half of target's HP
R-Ability
---------
Last Quicken - 300 - Lordly Robe - Casts Quicken on self when made critical
C-Ability
---------
Time Combo - 100 - Mythril Rod - Use all JP to do a combination attack
Equippable Weapons
==================
Chill Rod
Firewheel Rod
Flame Rod
Force Rod
Heretic Rod
Mythril Rod
Princess Rod
Rod
Sapere Aude
Sleet Rod
Stardust Rod
Terre Rod
Thor Rod
Thunder Rod
Description
===========
Except for White Magi, Time Magi are quite possibly the best support units to
have. Their time-altering spells can tilt the scales in your favor while
incapacitating enemies. When cast on a unit, Haste doubles the frequency of its
turns. Cast this on your most powerful unit (say, a Paladin with 2 Excalibur2s)
to double the damage it can inflict, making it a very powerful spell. Quicken
makes the target take a turn immediately after the user. It's useful for the
same reasons as Haste. If you absolutely need the services of one of your
units, cast Quicken and give your Time Mage's turn away. Slow is basically the
reverse of Haste. Cast it on powerful units of your opponents to severely
weaken them. When cast on a friendly unit, a Reflect shield nullifies White,
Black, Red, and Time Magic and sends it back at the caster. If your opponent
has lots of mages, it's always a good idea to cast this at the start of the
battle. Stop is in effect the upgrade of Slow. It stops enemies units
altogether, preventing them from doing anything and making them sitting ducks
for attack. Because Stopped units can't move a muscle, all attacks that can
hit, will hit. This is a great way to make inaccurate attacks like Steal:
Ability, Burial (or Exorcism), or Capture more effective. Unlike Sleep, Stopped
units
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