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PRE-ORDER NOW!! Final Fantasy VII: Remake - PlayStation 4
Here is a cheat sheet for jobs and their prerequisites:

Name:

Prerequisites:

Squire

none

Knight

Lv. 2 Squire

Archer

Lv. 2 Squire

Monk

Lv. 2 Knight

Thief

Lv. 2 Archer

Geomancer

Lv. 3 Monk

Lancer

Lv. 3 Thief

Dancer (females only)

Lv. 4 Geomancer, Lv. 4 Lancer

Chemist

none

Priest

Lv. 2 Chemist

Wizard

Lv. 2 Chemist

Oracle

Lv. 2 Priest

Time Mage

Lv. 2 Wizard

Mediator

Lv. 2 Oracle

Summoner

Lv. 2 Time Mage

Bard (males only)

Lv. 4 Mediator, Lv. 4 Summoner

Samurai

Lv. 3 Knight, Lv. 4 Monk, Lv. 2 Lancer

Ninja

Lv. 3 Archer, Lv. 4 Thief, Lv. 2 Geomancer

Calculator

Lv. 4 Priest, Lv. 4 Wizard, Lv. 3 Time Mage, Lv. 3 Oracle

Mime

Lv. 8 Squire, Lv. 8 Chemist, Lv. 4 Geomancer, Lv. 4 Lancer, Lv. 4 Mediator, Lv. 4 Summoner

Name:

Prerequisites:


Special Classes:

Holy Knight
Dark Knight
Engineer
Heaven/Hell Knight
Divine Knight
Holy Swordsman
Temple Knight
Dragoner
Soldier



Job Class Skills and Abilities:

-Reference Key:

- Name: The skill or ability name.

- Description: What the skill does, and the range, speed, effects, etc.

- Range: This number value indicates the horizontal distance the skill can be used. Auto means that the ability is centered on the user. The first number indicates how many panels away the skill can be executed, and the height/vertical indicates the maximum difference in height between user and target for the skill to be able to be used. If no height is indicated, than there is no height restriction.

- Effect: The numbers are the same as with range, only 'effect' indicates how many squares around the target that are also affected. 1 means that only the target is affected, 2 means that the four squares around the target are affected, etc.

- Reflect: The skill can be reflected.

- Calc: The skill can be used by a Calculator via Math Skill.

- Add: This means that the skill adds the listed status effects are added to the target. If the status effects list is long, the only a few or one is added to the target.

- Cancel: The skill removes the specified status effects from the target. If the status effects list is long, typically all of the status effects on the list will be removed from the target.

- Ground type: For a Geomancer, this refers to the ability that is used when the Geomancer is standing on the specified ground type associated with the skill.

- Trigger: This indicates what type of action triggers the reaction ability.

- SP: The speed which the skill will be executed. Higher numbers are faster.

- MP: How many magic points the skill typically uses up.

- Speed: How quickly the skill is executed (higher numbers are faster).

- JP: How many job points are required to learn the skill.

- Elemental: This means that the skill has the indicated element.



Job Classes:

 
Squire:
- Basic job for all units. The starting point to becoming a fine warrior.

Prerequisite: none
Weapons: Knife, Sword, Axe, Flail
Helmet: Hat
Armor: Clothes

Move: 4
Jump: 3
Physical Evasion Rate: 5%


- Basic Skill:

Name

Description

Speed

JP

Accumulate

Charge up one's power to raise physical attack power.
Range: Auto
Effect: 1
[physical attack +1]

Now

300

Dash

Run into enemy with body.
Range: 1, Vertical 1
Effect: 1
[can knock target back one square]

Now

80

Throw Stone

Throw stones at a distant enemy.
Range: 4
Effect: 1
[can knock target back one square]

Now

90

Heal

Recover from abnormal status effects.
Range: 1, Vertical 2
Effect: 1
Cancel: Darkness, Silence, Poison

Now

150

Name

Description

Speed

JP


- Reaction Ability:

Name

Description

JP

Counter Tackle

Counter with a dash attack.

180

Name

Description

JP


- Support Ability:

Name

Description

JP

Equip Axe

Equip axe regardless of job.

170

Monster Skill

Target friendly monster within a range of 3 acquires new abilities.

200

Defend

Defend and prepare for attack. Select act command, 'Defend.'

50

Gained JP UP

Amound of JP earned in battle is increased.

200

Name

Description

JP


- Move Ability:

Name

Description

JP

Move +1

Increase movement range by 1.

200

Name

Description

JP



Notes:
The Squire's Basic Skill ability should be equipped as a secondary whenever you desire to build your character's job levels. Accumulate is a skill that will get you "free" job points, without any condition, because you can always get more strength. Other abilities require you to do damage, or heal someone, etc. Also, Gained JP UP is definitely a Squire ability you want on your warriors when level building. Move +1 is also very useful as a move ability, to start.



 
Knight
- Fine warriors, bold and brave with etiquette. Draws 'Battle Skill' with the powerful knight sword.
Prerequisite: Lv. 2 Squire
Weapons: Sword, Knight Sword (Can use shield)
Helmet: Armored Helmet
Armor: Armor, Robe

Move: 3
Jump: 3
Physical Evasion Rate: 10%


- Battle Skill:

Name

Description

Speed

JP

Head Break

Used to destroy item equipped on enemy's head.
Range: depends on weapon
Effect: 0

Now

300

Armor Break

Used to destroy item equipped on enemy's chest.
Range: depends on weapon
Effect: 0

Now

400

Shield Break

Used to destroy equipped shield of enemy.
Range: depends on weapon
Effect: 0

Now

300

Weapon Break

Used to destoy equipped weapon of enemy.
Range: depends on weapon
Effect: 0

Now

400

Magic Break

Diminishes enemy's MP.
Range: depends on weapon
Effect: 0

Now

250

Speed Break

Diminishes enemy's speed level.
Range: depends on weapon
Effect: 0

Now

250

Power Break

Diminishes enemy's attack power.
Range: depends on weapon
Effect: 0

Now

250

Mind Break

Diminishes enemy's magic attack power.
Range: depends on weapon
Effect: 0

Now

250

Name

Description

Speed

JP


- Reaction Ability:

Name

Description

JP

Weapon Guard

Parry attacks with equipped weapon.
[Trigger: Weapon attack]

200

Name

Description

JP


- Support Ability:

Name

Description

JP

Equip Armor

Equip armor regardless of job

500

Equip Shield

Equip shield regardless of job

250

Equip Sword

Equip sword regardless of job

400

Name

Description

JP


- Move Ability:
         [The Knight does not have move abilities]



Notes:
The Knight is a well-rounded character. The class has a few weaknesses, but many strengths. The abilities are not what you should consider; it's the equipment and reaction ability. If a Knight is wearing a good shield, mantle, and has Weapon Guard equipped, you have a powerhouse that can hardly be hit. The Knight's only weakness would be magic, and you can lower his/her Faith for that possibility. The Battle Skill abilities aren't very useful, but can come in handy. Keep in mind that the Knight is only useful when he/she is right next to the target.



 
Archer
- Useful in preemptive attacks, the Archer is best utilized in high locations to extend arrow range.
Prerequisite: Lv. 2 Squire
Weapons: Bow, Crossbow (Can use shield only with crossbow)
Helmet: Hat
Armor: Clothes

Move: 3
Jump: 3
Physical Evasion Rate: 10%


- Charge:

Name

Description

Speed

JP

Charge +1

Attack requires charging.
The more you charge, the stronger attack power will be.

Now

100

Charge +2

Attack requires charging.
The more you charge, the stronger attack power will be.

Now

150

Charge +3

Attack requires charging.
The more you charge, the stronger attack power will be.

Now

200

Charge +4

Attack requires charging.
The more you charge, the stronger attack power will be.

Now

250

Charge +5

Attack requires charging.
The more you charge, the stronger attack power will be.

Now

300

Charge +7

Attack requires charging.
The more you charge, the stronger attack power will be.

Now

400

Charge +10

Attack requires charging.
The more you charge, the stronger attack power will be.

Now

600

Charge +20

Attack requires charging.
The more you charge, the stronger attack power will be.

Now

1000

Name

Description

Speed

JP


- Reaction Ability:

Name

Description

JP

Speed Save

Raise Speed.
Trigger: HP Damage.
[Raises Speed by 1]

800

Arrow Guard

Evade bow/crossbow attack.
Trigger: Bow/crossbow attack.

450

Name

Description

JP


- Support Ability:

Name

Description

JP

Equip Crossbow

Equip crossbow regardless of job

350

Concentrate

Cannot evade your attacks.
If enemy is targetted in panel, attack rate is 100%

400

Name

Description

JP


- Move Ability:

Name

Description

JP

Jump +1

Increase jump elevation by one

200

Name

Description

JP



Notes:
The Archer is a good job class to use in the beginning, but becomes more and more obsolete as the game goes on. Eventually, the bows just aren't as powerful as the other weapons. There are some better bows in the Deep Dungeon, however. However, the range on the Archer can become devastating as height increases. The Charge and Concentrate abilities are definitely useful in other job classes.



 
Monk
- Monks are warriors who train their bodies in the ways of martial arts. Their battle ability 'Punch Art' drives enemies away.
Prerequisite: Lv. 2 Knight
Weapon: None
Helmet: Females can equip a ribbon, males can't equip a helmet.
Armor: Clothes

Move: 3
Jump: 4
Physical Evasion Rate: 20%


- Punch Art:

Name

Description

Speed

JP

Spin Fist

Attacks with spinning fists.
Range: Auto
Effect: 2, Vertical 0

Now

150

Repeating Fist

Punch repeatedly with one's fist.
Range: 1, Vertical 1
Effect: 1

Now

300

Wave Fist

Attacks from afar by emitting battle spirits.
Range: 3, Vertical 3
Effect: 1

Now

300

Earth Slash

Unleashes a spirit in a straight line, splitting the earth along its path.
Range: 4 directions
Effect: 8, Vertical 2
Earth elemental

Now

600

Secret Fist

Causes death gradually, striking vital points and blood vessels.
Range: 1, Vertical 0
Effect: 1
Add: Death Sentence

Now

300

Stigma Magic

Recovers abnormal status by emitting the yin spirit.
Range: Auto
Effect: 2, Vertical 0

Cancel: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don't Move, Don't Act

Now

200

Chakra

Restore HP and MP by focusing one's mind on vital pressure points and blood vessels.
Range: Auto
Effect: 2, Vertical 0

Now

350

Revive

Calls back dead units with a loud cry.
Range: 1, Vertical 0
Effect: 1
Cancel: Dead

Now

500

Name

Description

Speed

JP


- Reaction Ability:

Name

Description

JP

HP Restore

Restore HP when terminal.
Trigger: Critical.

500

Counter

Counter with physical attack.
Trigger: Physical attack.

300

Hamedo

Attack before being attacked.
Trigger: Physical attack.

1200

Name

Description

JP


- Support Ability:

Name

Description

JP

Martial Arts

Gain the bare-handed fighting strength of a monk.

200

Name

Description

JP


- Move Ability:

Name

Description

JP

Move-HP Up

Recover HP as you move.

300

Name

Description

JP



Notes:
The Monk has some of the most useful abilities of any job. There's long-ranged attack, healing, status remedies, even a resurrection ability. However, the Monk does not have a lot of hit points due to the limited amount of armor. Remember to keep your Brave level up as a Monk so that he/she will be stronger and have the Reaction Abilities triggered more. Also, I recommend Counter for any of the Squire Job classes.



 
Thief
- Warriors who can steal anything from anyone. Their skill and boldness are legendary.
Prerequisite: Lv. 2 Archer
Weapon: Knife
Helmet: Hat
Armor: Clothes

Move: 4
Jump: 4
Physical Evasion Rate: 25%


- Steal

Name

Description

Speed

JP

Gil Taking

Steals gil.
Range: 1, Vertical 1
Effect: 1 enemy

Now

10

Steal Heart

Charms an enemy that is of the opposite sex.
Range: 3
Effect: 1 enemy
Add: Charm

Now

150

Steal Helmet

Used to steal equipped helmets.
Range: 1, Vertical 1
Effect: 1 enemy

Now

350

Steal Armor

Used to steal equipped armor.
Range: 1, Vertical 1
Effect: 1 enemy

Now

450

Steal Shield

Used to steal equipped shield.
Range: 1, Vertical 1
Effect: 1 enemy

Now

350

Steal Weapon

Used to steal equipped weapons.
Range: 1, Vertical 1
Effect: 1 enemy

Now

600

Steal Accessory

Used to steal equipped accessories.
Range: 1, Vertical 1
Effect: 1 enemy

Now

500

Steal Exp

Used to steal Exp from an enemy.
Range: 1, Vertical 1
Effect: 1

Now

250

Name

Description

Speed

JP


- Reaction Ability:

Name

Description

JP

Caution

Take defensive position.
Add: Defense
Trigger: HP Damage.

200

Gilgame Heart

Receive gil in the amount of damage you received.
Trigger: HP Damage.

200

Catch

Catch thrown item and keep it.
Trigger: Throw.

200

Name

Description

JP


- Support Ability:

Name

Description

JP

Secret Hunt

If you beat a monster, you can take it to a fur shop.

200

Name

Description

JP


- Move Ability:

Name

Description

JP

Move +2

Increase movement range by 2.

520

Jump +2

Increase jump elevation by 2.

480

Name

Description

JP



Notes:
The Thief's abilities are the only way to get some items that you can't normally find elsewhere (Elmdor's Genji equipment, Meliadoul's Defender, etc.). Also, Secret Hunt and Move +2 are useful abilities to have. The advantage to Secret Hunt is that not only can you get great items from the furs, but you can also remove an enemy from the battlefield, like those pesky reviving Skeletons and Ghouls. However, the Thief has low attack power and low hit points due to the weak armor that he/she can only wear.



 
Geomancer
- Warrior who knows of good and bad luck, from the earth. Uses 'Elemental', which brings mysterious geographical powers.
Prerequisite: Lv. 3 Monk
Weapons: Sword, Axe (Can use shield with sword)
Helmet: Hat
Armor: Clothes, Robe

Move: 4
Jump: 3
Physical Evasion Rate: 10%


- Elemental

Name

Description

Speed

JP

Pitfall

Elemental that damages with a warp in space-time.
Ground type: Natural Surface, Wasteland, Road
Range: 5
Effect: 2, Vertical 0
Add: Don't Move.

Now

150

Water Ball

Elemental that damages with the mysterious power of water.
Ground type: Waterway, River, Lake, Sea, Waterfall
Range: 5
Effect: 2, Vertical 0
Water elemental
Add: Frog

Now

150

Hell Ivy

Elemental that damages with the mysterious power of plants.
Ground type: Grassland, Thicket, Water plant, Ivy
Range: 5
Effect: 2, Vertical 0
Add: Stop

Now

150

Carve Model

Elemental that damages with the mysterious power of stones.
Ground type: Gravel, Stone floor, Stone wall, Mud wall, Tombstone
Range: 5
Effect: 2, Vertical 0
Add: Petrify

Now

150

Local Quake

Elemental that damages with the mysterious power of rocks.
Ground type: Rocky cliff, Lava rocks
Range: 5
Effect: 2, Vertical 0
Earth elemental
Add: Confusion

Now

150

Kamaitachi

Elemental that damages with atmospheric power.
Ground type: Book, Tree, Brick, Bridge, Furniture, Iron plate, Moss, Coffin
Range: 5
Effect: 2, Vertical 0
Wind elemental
Add: Don't Act

Now

150

Demon Fire

Elemental that damages with mysterious powers within the place.
Ground type: Wooden floor, Rug, Box, Stairs, Deck
Range: 5
Effect: 2, Vertical 0
Fire elemental
Add: Sleep

Now

150

Quicksand

Elemental that damages with the mysterious power of water.
Ground type: Swamp, Marsh, Poisoned marsh
Range: 5
Effect: 2, Vertical 0
Water elemental
Add: Death Sentence

Now

150

Sand Storm

Elemental that damages with the mysterious power of dust.
Ground type: Sand area, Stalactite, Salt
Range: 5
Effect: 2, Vertical 0
Wind elemental
Add: Darkness

Now

150

Blizzard

Elemental that damages with the mysterious power of snow.
Ground type: Snow, Ice
Range: 5
Effect: 2, Vertical 0
Ice elemental
Add: Silence

Now

150

Gusty Wind

Elemental that damages with the mysterious power of wind.
Ground type: Roof, Sky, Chimney
Range: 5
Effect: 2, Vertical 0
Wind elemental
Adds: Slow

Now

150

Lava Ball

Elemental that damages with atmospheric power.
Ground type: Lava, Machine
Range: 5
Effect: 2, Vertical 0
Fire elemental
Add: Dead

Now

150

Name

Description

Speed

JP


- Reaction Ability:

Name

Description

JP

Counter Flood

Counter with geomancy.
Trigger: Physical attack, geomancy.

300

Name

Description

JP


- Support Ability:

Name

Description

JP

Attack UP

Can cause great damage with physical attack.

400

Name

Description

JP


- Move Ability:

Name

Description

JP

Any Ground

Walk easily over waterlands like rivers.

220

Move on Lava

Move and stop over rocks.

150

Name

Description

JP



Notes:
What's nice about the Geomancer is that he/she can have a good physical attack and decent defense, while having useful special abilities. Geomancy is magic based on the current ground the Geomancer is standing on. It does a little bit of damage (some attacks have elements) and they all add a status anomaly. The status anomaly doesn't work often, but it is nice when it does. I wouldn't recommend Elemental as a second ability, unless you're fighting on some of the more useful ground types.



 
Lancer
- Warrior 'Jumps' high and attacks enemies despite heavy arms and weapons. An expert with spears.
Prerequisite: Lv. 3 Thief
Weapon: Spear (Can use shield)
Helmet: Armored Helmet
Armor: Armor, Robe

Move: 3
Jump: 4
Physical Evasion Rate: 15%


- Jump

Name

Description

JP

Level Jump2

Allows you to jump 2 panels horizontally.

150

Level Jump3

Allows you to jump 3 panels horizontally.

300

Level Jump4

Allows you to jump 4 panels horizontally.

450

Level Jump5

Allows you to jump 5 panels horizontally.

600

Level Jump8

Allows you to jump 8 panels horizontally.

900

Vertical Jump2

Allows you to jump 2 panels vertically.

100

Vertical Jump3

Allows you to jump 3 panels vertically.

200

Vertical Jump4

Allows you to jump 4 panels vertically.

300

Vertical Jump5

Allows you to jump 5 panels vertically.

400

Vertical Jump6

Allows you to jump 6 panels vertically.

500

Vertical Jump7

Allows you to jump 7 panels vertically.

600

Vertical Jump8

Allows you to jump 8 spaces vertically.

900

Name

Description

JP


- Reaction Ability:

Name

Description

JP

Dragon Spirit

Protection from death.
Add: Reraise
Trigger: Physical attack

560

Name

Description

JP


- Support Ability:

Name

Description

JP

Equip Spear

Equip spear regardless of Job

400

Name

Description

JP


- Move Ability:

Name

Description

JP

Ignore Height

Jump to any height regardless of jumping ability

700

Name

Description

JP



Notes:
The Lancer is much like a Knight in equipment (although the attack for a Lancer is better). The Jump ability has a few flaws, however. First, when you are learning the Jump skills, you only need to learn Level Jump8 and Vertical Jump8. If you learn those two, you will be able to jump at maximum range, and every square inside that range. Also, there is no specified time when the Jump will complete. If that enemy moves out of the way, the Jump will be unsuccessful. As for the other abilities, Ignore Height will allow you to jump skyscrapers in a single bound (literally). In any case, a Lancer is probably better than a Knight.



 
Dancer
- Warrior who dances in battle in charming costumes. Can 'Dance' and disturb enemies.
Prerequisites: Lv. 4 Geomancer, Lv. 4 Lancer, [Female units only]
Weapon: Knife, Cloth
Helmet: Hat
Armor: Clothes

Move: 3
Jump: 4
Physical Evasion Rate: 5%


- Dance

Name

Description

Speed

JP

Witch Hunt

Dance causes MP damage with a mysterious costume.
Range: Auto
Effect: all enemies
[Small amount of damage]

17

100

Wiznaibus

Dance causes HP damage with powerful dance steps.
Range: Auto
Effect: all enemies
[Small amount of damage]

17

100

Slow Dance

Dance lowers enemies' Speed level by confusing them with slow dance movements.
Range: Auto
Effect: all enemies
[Reduces Speed by 1]

13

100

Polka Polka

Dance with vivacious moves. Lowers physical attack power.
Range: Auto
Effect: all enemies
[Reduces physical attack power by 1]

13

100

Disillusion

Dance lowers enemies' magic attack power by distracting them with a mysterious costume.
Range: Auto
Effect: all enemies

10

100

Nameless Dance

Dance with unexplainable moves. Causes various abnormal status.
Range: Auto
Effect: all enemies
Add: Darkness, Confusion, Silence, Frog, Poison, Slow, Stop, Sleep

10

100

Last Dance

Ultimate dance. Turns enemies' CT count to 0.
Range: Auto
Effect: all enemies

5

100

Name

Description

Speed

JP


- Reaction Ability:

Name

Description

JP

A Save

Raise physical attack power.
Trigger: HP Damage.
[Raises physical attack by 1]

550

Brave Up

Raise Brave.
Trigger: Physical Attack.

500

Name

Description

JP


- Reaction Ability:
         [The Dancer does not have support abilities]



- Move Ability:

Name

Description

JP

Jump +3

Increase jump elevation by 3.

1000

Fly

Leap over enemies and obstacles.

1200

Name

Description

JP



Notes:
The Dancer's dances can be very effective, so long as you know your tactics. The MP and HP damage dances hardly do any damage, but can be vital for the final death blow. The most useful dances are the Last Dance and Nameless Dance. The reasons should be self explanitory. The Support and Move abilities are sometimes concidered more useful than the Dances themselves. Only women can change into this job class.



 
Chemist
- Chemist who perscribes items to restore HP and treat abnormal status. Item throw ability.
Prerequisite: none
Weapons: Knife, Gun
Helmet: Hat
Armor: Clothes

Move: 3
Jump: 3
Physical Evasion Rate: 5%


- Item

Name

Description

Speed

JP

Potion

Potion recovers a little HP. It damages when used on undead. HP restore +30

Now

30

Hi-Potion

Hi-Potion recovers some HP. It damages when used on undead. HP restore +70

Now

200

X-Potion

X-Potion recovers a lot of HP. It damages when used on undead. HP restore +150

Now

300

Ether

Ether restores a little MP. MP restore +20

Now

300

Hi-Ether

Hi-Ether restores some MP. MP restore +50

Now

400

Elixer

Restores HP and MP to full.

Now

900

Antidote

Neutralizes all poison.
Cancel: Poison

Now

70

Eye Drop

Eye drops restore sight.
Cancel: Darkness

Now

80

Echo Grass

Echo Grass lets you cast magic again.
Cancel: Silence

Now

120

Maiden's Kiss

Maiden's Kiss restores you to your original shape from Frog.
Cancel: Frog

Now

200

Soft

Tool to cure petrified state. It breaks after one use.
Cancel: Petrify

Now

250

Holy Water

This water restores life to undead.
Cancel: Undead, Blood Suck

Now

400

Remedy

Cures many types of abnormal status.
Cancel: Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison, Sleep

Now

700

Phoenix Down

This feather revives dead units.
Cancel: Dead

Now

90

Name

Description

Speed

JP


- Reaction Ability:

Name

Description

JP

Auto Potion

Use lowest available potion when attacked.
Trigger: HP Damage

400

Name

Description

JP


- Support Ability:

Name

Description

JP

Throw Item

Be able to throw items and expand range, even if not a Chemist.

350

Maintenance

Equipped items are immune to break techniques.

250

Equip Change

Change equipment even in battle. Select act command, 'Equip Change.'

0

Name

Description

JP


- Move Ability:

Name

Description

JP

Move-Find Item

Find any hidden items at your destination.

100

Name

Description

JP



Notes:
The Chemist is a job class that just about all of your warriors should spend some time in. The items are all useful in battle, and you could definitely use healing or a Phoenix Down during the course of battle. The other abilities aren't as useful, although Move-Find Item is what you will need to get all of the good stuff in the Deep Dungeon. A note about Move-Find Item: The lower your brave level, the better your chances are of finding a good item. This is very helpful in the Deep Dungeon when you are trying to find the really good equipment and items.



 
Priest
- The Priest controls holy magic by borrowing soul power. Often uses recuperative and support magic, 'White Magic.'
Prerequisite: Lv. 2 Chemist
Weapon: Staff
Helmet: Hat
Armor: Clothes, Robe

Move: 3
Jump: 3
Physical Evasion Rate: 5%


- White Magic

Name

Description

MP

Speed

JP

Cure

White magic cures physical injuries and restores HP.
Range: 4
Effect: 2, Vertical 1
Reflect, Calc

6

25

50

Cure 2

White magic cures physical injuries and restores HP.
Range: 4
Effect: 2, Vertical 1
Reflect, Calc

10

20

180

Cure 3

White magic cures physical injuries and restores HP.
Range: 4
Effect: 2, Vertical 2
Reflect, Calc

16

15

400

Cure 4

White magic cures physical injuries and restores HP.
Range: 4
Effect: 2, Vertical 3

20

10

700

Raise

White magic revives dead units from abyss.
Range: 4
Effect: 1
Cancel: Dead
Reflect, Calc

10

25

180

Raise 2

White magic revives dead units from abyss.
Range: 4
Effect: 1
Cancel: Dead
Reflect, Calc
[Revives dead unit, and restores full HP.]

20

10

500

Reraise

Divine protection. Once cast, will raise units automatically upon death.
Range: 3
Effect: 1
Add: Reraise
Reflect, Calc

16

15

800

Regen

White magic restores a unit by gradually replenishing its HP.
Range: 3
Effect: 2, Vertical 0
Add: Regen
Reflect, Calc

8

25

300

Protect

White magic protects units from physical attacks by covering them with invisible armor.
Range: 3
Effect: 2, Vertical 0
Add: Protect
Reflect, Calc

6

25

70

Protect 2

White magic protects units from physical attacks by covering them with invisible armor.
Range: 3
Effect: 2, Vertical 3
Add: Protect

24

15

500

Shell

White magic protects units from magic attacks by covering them with an invisible magic veil.
Range: 3
Effect: 2, Vertical 0
Add: Shell
Reflect, Calc

6

25

70

Shell 2

White magic protects units from magic attacks by covering them with an invisible magic veil.
Range: 3
Effect: 2, Vertical 3
Add: Shell

20

25

500

Wall

White magic protects units from physical and magic attacks by covering them with an invisible barrier.
Range: 3
Effect: 1
Add: Protect, Shell
Reflect, Calc

24

25

380

Esuna

White magic cancels abnormal status with its purifying light.
Range: 3
Effect: 2, Vertical 2
Cancel: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don't Move, Don't Act
Reflect, Calc

18

34

280

Holy

White magic attacks by enveloping enemy within a holy light.
Range: 5
Effect: 1
Holy elemental
Reflect, Calc

56

17

600

Name

Description

MP

Speed

JP


- Reaction Ability:

Name

Description

JP

Regenerator

Receive Regen when attacked.

400

Name

Description

JP


- Support Ability:

Name

Description

JP

Magic DefendUP

Magic attack damage is reduced.

400

Name

Description

JP


- Move Ability:

Name

Description

JP

Name

Description

JP


- Move Ability:
         [The Priest does not have move abilities]



Notes:
The Priest is excellent for healing and defense. Also, the Priest has a great attack spell as well, which works well on Undead. You can use White Magic as an alternative to Items for healing, and you'll get a good attack spell out of it as well. Learn all but Cure 4, Protect 2, and Shell 2 for training a Calculator. However, if you're looking for a good magic attack unit, the Wizard, Summoner, and Time Mage are better.



 
Wizard
- The Wizard controls the elements which make up this world. Often uses attack magic, 'Black Magic.'
Prerequisite: Lv. 2 Chemist
Weapon: Rod
Helmet: Hat
Armor: Clothes, Robe

Move: 3
Jump: 3
Physical Evasion Rate: 5%


- Black Magic

Name

Description

MP

Speed

JP

Fire

Black magic erupts in a blazing inferno.
Range: 4
Effect: 2, Vertical 1
Fire elemental
Reflect, Calc

6

25

50

Fire 2

Black magic erupts in a blazing inferno.
Range: 4
Effect: 2, Vertical 2
Fire elemental
Reflect, Calc

12

20

200

Fire 3

Black magic erupts in a blazing inferno.
Range: 4
Effect: 2, Vertical 3
Fire elemental
Reflect, Calc

24

15

480

Fire 4

Black magic erupts in a blazing inferno.
Range: 4
Effect: 3, Vertical 3
Fire elemental

48

10

850

Bolt

Black magic stikes down in a flash of lightning.
Range: 4
Effect: 2, Vertical 1
Lightning elemental
Reflect, Calc

6

25

50

Bolt 2

Black magic strikes down in a flash of lightning.
Range: 4
Effect: 2, Vertical 2
Lightning elemental
Reflect, Calc

10

20

200

Bolt 3

Black magic strikes down in a flash of lightning.
Range: 4
Effect: 2, Vertical 3
Lighting elemental
Reflect, Calc

24

15

480

Bolt 4

Black magic strikes down in a flash of lightning.
Range: 4
Effect: 3, Vertical 3
Lightning elemental

48

10

850

Ice

Black magic releases falling ice shards.
Range: 4
Effect: 2, Vertical 1
Ice elemental
Reflect, Calc

6

25

50

Ice 2

Black magic releases falling ice shards.
Range: 4
Effect: 2, Vertical 2
Ice elemental
Reflect, Calc

12

20

200

Ice 3

Black magic releases falling ice shards.
Range: 4
Effect: 2, Vertical 3
Ice elemental
Reflect, calc

24

15

480

Ice 4

Black magic releases falling ice shards.
Range: 4
Effect: 3, Vertical 3
Ice elemental

48

10

850

Poison

Black magic creates poison inside one's body, gradually lowering HP as the body is consumed from inside. Range: 4
Effect: 2, Vertical 2
Add: Poison
Reflect, Calc

6

34

150

Frog

Black magic turns target into a frog. Can also be used to reverse the effects of this spell.
Range: 3
Effect: 1
Add: Frog
Reflect, Calc

12

20

500

Death

Black magic slays target instantly by removing its soul.
Range: 4
Effect: 1
Add: Dead
Reflect, Calc

24

10

600

Flare

Black magic burns an entire area by converting ultra-energy to heat.
Range: 5
Effect: 1
Reflect, Calc

60

15

900

Name

Description

MP

Speed

JP


- Reaction Ability:

Name

Description

JP

Counter Magic

When attacked by magic, counter with same.
Trigger: Magic Effect

800

Name

Description

JP


- Support Ability:

Name

Description

JP

Magic AttackUP

Can cause great damage with magic attack.

400

Name

Description

JP


- Move Ability:
         [The Wizard does not have move abilities]



Notes:
The Wizard is a strong addition to any army. All of his abilities are useful, but they are all offensive spells. These spells don't have the variety that some of the other classes do; they are purely for attack. The Wizard does have the highest magic attack rating of any of the jobs, so when you finish learning the Calculator skills, change the Calculator to a Wizard, and give him/her a Wizard Rod, Flash Hat, Magic Gauntlet, etc., and use Magic AttackUP. You'll see some powerful results.



 
Oracle
- The Oracle has control over elements of life itself, through the manipulation of Yin and Yang.
Prerequisite: Lv. 2 Priest
Weapons: Stick, Rod, Staff, Dictionary
Helmet: Hat
Armor: Clothes, Robe

Move: 3
Jump: 3
Physical Evasion Rate: 5%


- Yin-Yang Magic

Name

Description

MP

Speed

JP

Blind

Yin Yang magic blinds enemy and lowers the rate of physical attacks.
Range: 4
Effect: 2, Vertical 1
Reflect, Calc
Add: Darkness

4

50

100

Spell Absorb

Yin Yang magic absorbs enemy's MP, restoring one's own MP.
Range: 4
Effect: 1

2

50

200

Life Drain

Yin Yang magic absorbs enemy's HP, restoring one's own HP.
Range: 4
Effect: 1

16

50

350

Pray Faith

Yin Yang magic fills soul with faith.
Range: 4
Effect: 1
Reflect, Calc
Add: Faith

6

25

400

Doubt Faith

Yin Yang magic makes targets lose their faith, reducing their faith level.
Range: 4
Effect: 1
Reflect, Calc
Add: Innocent

6

25

400

Zombie

Yin Yang magic brings bodily death.
Range: 4
Effect: 1
MP: 20 SP: 20
Reflect, Calc
Add: Undead

20

20

300

Silence Song

Yin Yang magic mutes enemy, making it impossible to cast spells.
Range: 4
Effect: 2, Vertical 1
Reflect, Calc
Add: Silence

16

34

170

Blind Rage

Yin Yang magic releases desire to destroy, makes enemy turn wild.
Range: 4
Effect: 1
Reflect, Calc
Add: Berserk

16

20

400

Foxbird

Yin Yang magic lowers brave level.
Range: 4
Effect: 1
Reflect, Calc

20

25

200

Confusion Song

Yin Yang magic makes enemy lose rationality and act confused.
Range: 4
Effect: 1
Reflect, Calc
Add: Confusion

20

20

400

Dispel Magic

Yin Yang magic cancels positive status effect by neutralizing Yin and Yang.
Range: 4
Effect: 1
Calc
Cancel: Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Reflect

34

34

700

Paralyze

Yin Yang magic doesn't allow enemy to take action.
Range: 4
Effect: 2, Vertical 0
Reflect, Calc
Add: Don't Act

10

20

100

Sleep

Yin Yang magic immediately puts enemy to sleep.
Range: 4
Effect: 2, Vertical 1
Reflect, Calc
Add: Sleep

24

17

350

Petrify

Yin Yang magic immediately turns enemy's body to stone.
Range: 4
Effect: 1
Reflect, Calc
Add: Petrify

16

12

600

Name

Description

MP

Speed

JP


- Reaction Ability:

Name

Description

JP

Absorb Used MP

250

Restore your MP by the same amount your enemy used.
Trigger: MP Effect.

Name

Description

JP


- Support Ability:

Name

Description

JP

Defense UP

Physical attack damage is lessened.

400

Name

Description

JP


- Move Ability:

Name

Description

JP

Any Weather

Walk easily over swamps, marshes, poison marshes, regardless of climate.

200

Move-MP Up

Recover MP as you move.

350

Name

Description

JP



Notes:
The Oracle is an excellent support wizard. He or she will have to rely on others to defeat the enemies, but Yin Yang Magic makes it an easier task. There are a number of beneficial spells such as Paralyze, Sleep and Petrify that will stop your enemies in their tracks. All but the HP and MP draining spells can be implemented in calculation, and are extremely useful in that regard.



 
Time Mage
- The Time Mage controls time and space. This sorceror toys with the laws of the universe.
Prerequisite: Lv. 2 Wizard
Weapon: Staff
Helmet: Hat
Armor: Clothes, Robe

Move: 3
Jump: 3
Physical Evasion Rate: 5%


- Time Magic

Name

Description

MP

Speed

JP

Haste

Time Magic increases speed by accelerating time.
Range: 3
Effect: 2, Vertical 0
Reflect, Calc
Add: Haste

8

50

100

Haste 2

Time Magic increases speed by accelerating time.
Range: 3
Effect: 2, Vertical 3
Add: Haste

30

15

550

Slow

Time Magic decreases speed by slowing the passage of time.
Range: 3
Effect: 2, Vertical 0
Reflect, Calc
Add: Slow

8

50

80

Slow 2

Time Magic decreases speed by slowing the passage of time.
Range: 3
Effect: 2, Vertical 3
Add: Slow

30

15

520

Stop

Time Magic puts target in stasis, preventing its AT from occurring.
Range: 3
Effect: 2, Vertical 0
Reflect, Calc
Add: Stop

14

15

330

Don't Move

Time Magic breaks space apart, making it impossible to move.
Range: 3
Effect: 2, Vertical 1
Reflect, Calc
Add: Don't Move

10

34

100

Float

Time Magic distorts space, let's one float 1h above the ground.
Range: 4
Effect: 2, Vertical 1
Reflect, Calc
Add: Float

8

50

200

Reflect

Time Magic creates are that reflects magic by inverting magic space.
Range: 4
Effect: 1
Reflect, Calc
Add: Reflect

12

50

300

Quick

Time Magic vastly increases the speed of time passage, hastening AT.
Range: 4
Effect: 1
Reflect

24

25

800

Demi

Time Magic damages with the powerful pull of gravity by creating ultra high-density space.
Range: 4
Effect: 2, Vertical 1
Reflect, Calc

24

17

250

Demi 2

Time Magic damages with the powerful pull of gravity by creating ultra high-density space.
Range: 4
Effect: 2, Vertical 3
Reflect, Calc

50

12

550

Meteor

Time Magic unleashes a huge meteor from the heavens, devastating its target.
Range: 4
Effect: 4, Vertical 3

70

8

1500

Name

Description

MP

Speed

JP


- Reaction Ability:

Name

Description

JP

Critical Quick

When HP level is lessened, your AT is executed next.

700

MP Switch

Physical damage is converted into magic damage. MP is lost instead of HP.

400

Name

Description

JP


- Support Ability:

Name

Description

JP

Short Charge

CT is shortened.

800

Name

Description

JP


- Move Ability:

Name

Description

JP

Teleport

Distort time, moving immediately to your destination.
Moving too far will end in failure.

600

Float

Float 1h over land.

540

Name

Description

JP



Notes:
The Time Mage's magic is quite powerful. Haste, Slow, and Don't Move can easily turn the tide of a battle. However, like the Oracle, the Time Mage does not have much damaging power, with the exception of Meteor, which is nice if you can pull it off due to its long casting time. However, the other abilities is where the Time Mage is really good. MP Switch is excellent for use on non-magic using jobs, such as Knights or Monks. Short Charge is an excellent (almost necessary) support ability for Summoners, and is also very useful on Wizards. Teleport is also excellent, if you know its limits.



 
Mediator
- Warrior who joins battles by talking to the enemy. Uses clever 'Talk Skill.' Monster talk ability
Prerequisite: Lv. 2 Oracle
Weapons: Knife, Gun
Helmet: Hat
Armor: Clothes, Robe

Move: 3
Jump: 4
Physical Evasion Rate: 5%


- Talk Skill

Name

Description

Speed

JP

Invitation

Word skill tricks enemy into becoming an ally.
Range: 3, Vertical 3
Effect: 1 enemy
Add: Invitation

Now

100

Persuade

Word skill used to ask enemy to wait its turn to act.
Resets the CT count.
Range: 3, Vertical 3
Effect: 1

Now

100

Praise

Word skill raises Brave level by complimenting the target and raising their confidence.
Range: 3, Vertical 3
Effect: 1

Now

200

Threaten

Word skill lowers Brave level by frightening target.
Range: 3, Vertical 3
Effect: 1

Now

200

Preach

Word skill used to raise Faith by preaching the miracles of God.
Range: 3, Vertical 3
Effect: 1

Now

200

Solution

Word skill used to lower Faith by preaching about other secular theories.
Range: 3, Vertical 3
Effect: 1

Now

200

Death Sentence

Word skill foretells the enemy's death.
Range: 3, Vertical 3
Effect: 1
Add: Death Sentence

Now

500

Negotiate

Word skill used to negotiate with enemy and receive gil.
Range: 3, Vertical 3
Effect: 1 enemy

Now

100

Insult

Word skill used to upset enemy with curses and abuse.
Range: 3, Vertical 3
Effect: 1 enemy
Add: Berserk

Now

300

Mimic Daravon

Word skill used to put enemy asleep with boring stories.
Range: 3, Vertical 3
Effect: 2
Add: Sleep

Now

300

Name

Description

Speed

JP


- Reaction Ability:

Name

Description

JP

Finger Guard

Evade word attacks.
Trigger: word skills.

300

Name

Description

JP


- Support Ability:

Name

Description

JP

Equip Gun

Equip gun regardless of Job.

750

Train

When enemy becomes terminal, force them into becoming allies.

450

Monster Talk

Speak with monsters and use 'Word Skill' even if not a Mediator.

100

Name

Description

JP


- Move Ability:
         [The Mediator does not have move abilities]



Notes:
The Mediator is useful in a couple of ways. First, Invite is the only way to get some monsters in your party, and the only way to get some of those very rare items for poaching. Second, it is another class that equip guns, which is very useful once you get some of the elemental guns. As for the abilities, several of them have a low success rate (40-55%, depending on Zodiac compatibility). The only useful ones are Invite, Preach, Threaten, and Solution. Praise is easily outdone by Ramza's Cheer Up ability, which has a 100% success rate. Solution is the only way I am aware of to raise Faith, and it's success rate is 40-55% as well.



 
Summoner
- Warrior who can call illusionary monsters, spirits of the highest rank. Uses 'Summon Magic', a special contract with the spirits.
Prerequisite: Lv. 2 Time Mage
Weapons: Rod, Staff
Helmet: Hat
Armor: Clothes, Robe

Move: 3
Jump: 3
Physical Evasion Rate: 5%


- Summon Magic

Name

Description

MP

Speed

JP

Moogle

Summon monster cures target's wounds with pure wind and restores HP.
Range: 4
Effect: 3, Vertical 2 ally

8

50

110

Shiva

Summon monster breathes on the enemy with extremely cold breath.
Range: 4
Effect: 3, Vertical 2 enemy
Ice elemental

24

25

200

Ramuh

Summon monster mercilessly pours lightning shower on enemy.
Range: 4
Effect: 3, Vertical 2 enemy
Lightning elemental

24

25

200

Ifrit

Summon monster rains a blazing inferno down upon the enemy.
Range: 4
Effect: 3, Vertical 2 enemy
Fire elemental

24

25

200

Titan

Summon monster overturns the earth by striking it with a powerful blow.
Range: 4
Effect: 3, Vertical 2 enemy
Earth elemental

30

20

220

Golem

Summon monster shares part of ally's damage. Evades physical weapon damage.
Range: Auto
Effect: all allies

40

34

500

Carbunkle

Summon monster protects allies by reflecting magic attacks with ruby light.
Range: 4
Effect: 3, Vertical 2 ally
Add: Reflect

30

25

350

Bahamut

Summon monster unleashes a devastating breath attack.
Range: 4
Effect: 4, Vertical 3 enemy

60

10

1200

Odin

Summon monster charges through enemies on the back of a dragon-horse.
Range: 4
Effect: 4, Vertical 3 enemy

50

12

900

Leviathan

Summon monster engulfs the battlefield with a huge water swell.
Range: 4
Effect: 4, Vertical 3 enemy
Water elemental

48

12

850

Salamander

Summon monster burns battlefield with scorching red flame.
Range: 4
Effect: 3, Vertical 2 enemy
Fire elemental

48

12

820

Silf

Summon monster mutes enemy with the spirit of leaves in the wind.
Range: 4
Effect: 3, Vertical 2 enemy
Add: Silence

26

20

400

Fairy

Summon monster restores ally's HP.
Range: 4
Effect: 3, Vertical 2 ally

28

25

460

Lich

Summon monster born from darkness, dwells in the bowels of hell.
Range: 4
Effect: 3, Vertical 2 enemy
Darkness elemental

40

12

600

Cyclops

Summon monster sunders the battlefield in the wake of its catastrophic onslaught.
Range: 4
Effect: 3, Vertical 2 enemy

62

12

1000

Zodiac

Summon monster focuses star light energy, and unleashes it in a blazing beam of destruction.
Range: 4
Effect: 4, Vertical 3 enemy

99

10

-

Name

Description

MP

Speed

JP


- Reaction Ability:

Name

Description

JP

MP Restore

Restore MP when terminal.
Trigger: Critical.

400

Name

Description

JP


- Support Ability:

Name

Description

JP

Half of MP

MP used when casting magic is half.

900

Name

Description

JP


- Move Ability:
         [The Summoner does not have move abilities]



Notes:
The Summoner has some of the best magic spells around, and with good variety. There are several heavily damaging magics along with some good support magic, Golem and Fairy. There is even a spell that provides Reflect and Silence for several allies or enemies, although your need for these spells will be minimal. The reaction and support abilities will have excellent uses for any of your magic using characters.



 
Bard
- Warrior who uses his voice as a weapon. Can 'Sing' songs that protect allies.
Prerequisite: Lv. 4 Mediator, Lv. 4 Summoner
Weapon: Harp
Helmet: Hat
Armor: Clothes
[Male units only.]

Move: 3
Jump: 3
Physical Evasion Rate: 5%


- Sing

Name

Description

Speed

JP

Angel Song

Song for divine protection of an angel. Restores MP.
Range: Auto
Effect: all allies

17

100

Life Song

Song about the greatness of life. Restore HP.
Range: Auto
Effect: all allies

17

100

Cheer Song

Song about encouraging and cheering up someone. Raises Speed level.
Range: Auto
Effect: all allies

13

100

Battle Song

Song about battle. Raises physical attack power.
Range: Auto
Effect: all allies

13

100

Magic Song

Song about laws of sorcery and origins of magic. Raises magic attack power.
Range: Auto
Effect: all allies

10

100

Nameless Song

Unknown song which has been handed down for generations. Various divine protection.
Range: Auto
Effect: all allies
Add: Reraise, Regen, Protect, Shell, Haste

10

100

Last Song

Ultimate song. Raises ally's CT count to 100.
Range: Auto
Effect: all allies

5

100

Name

Description

Speed

JP


- Reaction Ability:

Name

Description

JP

MA Save

Raise Magic attack power.
Trigger: HP damage.

450

Face Up

Raise Faith.
Trigger: Magic Effect.

500

Name

Description

JP


- Support Ability:
         [The Summoner does not have support abilities]



- Move Ability:

Name

Description

JP

Move+3

Increase movement range by 3.

1000

Fly

Leap over enemies and obstacles.

1200

Name

Description

JP



Notes:
The Bard is probably just as useful as the Dancer, if not more. The Dancer's attacks are as weak as the support for your allies is with the Bard. However, Nameless Song, Last Song, and possibly Magic Song are useful, but I'd say the only good thing about the Bard is Move+3.



 
Samurai
- Foreign warrior who forges their soul by improving swordsmanship. Uses skill that 'Draw Out' the spirit of the sword.
Prerequisite: Lv. 3 Knight, Lv. 4 Monk, Lv. 2 Lancer
Weapon: Katana
Helmet: Armored Helmet
Armor: Armor, Robe

Move: 3
Jump: 4
Physical Evasion Rate: 20%


- Draw Out

Name

Description

Speed

JP

Asura Knife

Releases spirit of the katana. An invisible blade slashes the enemy.
Range: Auto
Effect: 3, Vertical 3 enemy

Now

100

Koutetsu

Releases spirit of the katana. The cry of the Banshee, released in a brutal wave.
Range: Auto
Effect: 3, Vertical 3 enemy

Now

180

Bizen Boat

Releases spirit of the katana. Ghost's whisper causes MP damage.
Range: Auto
Effect: 3, Vertical 3 enemy

Now

260

Murasame

Releases spirit of the katana. Released spirit's tears restore HP.
Range: Auto
Effect: 3, Vertical 3 ally

Now

340

Heaven's Cloud

Releases spirit of the katana. Ethereal spirit flows out and attacks.
Range: Auto
Effect: 3, Vertical 3 enemy
Add: Slow

Now

420

Kiyomori

Releases spirit of the katana. Spiritual essence engulfs allies in a protective veil.
Range: Auto
Effect: 3, Vertical 3 ally
Add: Protect, Shell

Now

500

Muramasa

Releases spirit of the katana. Vengeful wraiths gradually remove the soul of the enemy.
Range: Auto
Effect: 3, Vertical 3 enemy
Add: Confusion, Death Sentence

Now

580

Kikuichimoji

Releases spirit of the katana. Vengeful spirit charges the enemy in rage.
Range: 4 directions
Effect: 8, Vertical 3 enemy

Now

660

Masamune

Releases spirit of the katana. Benevolent spirits enhance the strength and agility of allies.
Range: Auto
Effect: 3, Vertical 3 ally
Add: Regen, Haste

Now

740

Chirijiraden

Releases spirit of the katana. Spirits become blue flame and attack living beings.
Range: Auto
Effect: 3, Vertical 3 enemy

Now

820

Name

Description

Speed

JP


- Reaction Ability:

Name

Description

JP

Meatbone Slash

When terminal, give damage in the amount of your max HP.
Trigger: Critcal.

200

Blade Grasp

Evade physical attack.
Trigger: Physical Attacks other than Bow/Crossbow.

700

Name

Description

JP


- Support Ability:

Name

Description

JP

Equip Knife

Equip Katana regardless of Job.

400

Two Hands

Hold weapon in both hands raising destructive power.

900

Name

Description

JP


- Move Ability:

Name

Description

JP

Walk on Water

Move or stop over the surface of the water.

300

Name

Description

JP



Notes:
The Samurai is a warrior with excellent strength and good defense. The Draw Out abilities give a lot of versatility to this Job class, and the Blade Grasp and Two Hands abilities will make your Samurai very tough to defeat. The Draw Out ability will only work if you have extra Katanas in stock, and there is always a chance of that Katana breaking. So, I would suggest keeping 3 or 4 of the more useful Katanas around.



 
Ninja
- Combatant who hides as a means of battle. Can 'Throw' weapons at distant enemies. 2-sword ability
Prerequisite: Lv. 3 Archer, Lv. 4 Thief, Lv. 2 Geomancer
Weapons: Knife, Ninja Sword, Flail
Helmet: Hat
Armor: Clothes

Move: 4
Jump: 5
Physical Evasion Rate: 30%


- Throw

Name

Description

Speed

JP

Shuriken

Allows to you throw shuriken.

Now

50

Ball

Allows you to throw a Ball.

Now

70

Knife

Allows you to throw a knife.

Now

100

Sword

Allows you to throw a sword.

Now

100

Hammer

Allows you to throw a flail.

Now

100

Katana

Allows you to throw a Katana.

Now

100

Ninja Sword

Allows you to throw a Ninja sword.

Now

100

Axe

Allows you to throw an axe.

Now

120

Spear

Allows you to throw a spear.

Now

100

Stick

Allows you to throw a stick.

Now

100

Knight Sword

Allows you to throw a Knight sword.

Now

100

Dictionary

Allows you to throw a Dictionary.

Now

100

Name

Description

Speed

JP


- Reaction Ability:

Name

Description

JP

Sunken State

Hide by become invisible.
Add: Invisible
Trigger: HP damage.

900

Abandon

Evade % rises and it becomes easier to dodge attacks.
Trigger: Physical attacks and some Magic attacks.

400

Name

Description

JP


- Support Ability:

Name

Description

JP

Two Swords

Use a weapon in each hand even if not a Ninja.

900

Name

Description

JP


- Move Ability:

Name

Description

JP

Move in Water

Move or stop on water.

420

Name

Description

JP



Notes:
The Ninja's attack power is very high. Complemented with a high speed rating and good initial movement values, the Ninja can be a very useful character. However, it is probably best to keep your distance if possible. The Ninja's weak armor gives a low HP amount, and so the Ninja can easily be taken down by Magic or an accurate hit. With a high physical evasion rate, the Ninja relies on dodging attacks rather than taking them, so you should probably equip your Ninjas with mantles.



 
Calculator
- Scholarly warrior creates phenomenon through math. Uses 'Math Skill' to drive away the target.
Prerequisite: Lv. 4 Priest, Lv. 4 Wizard, Lv. 3 Oracle, Lv. 3 Time Mage
Weapons: Stick, Dictionary
Helmet: Hat
Armor: Clothes, Robe

Move: 3
Jump: 3
Physical Evasion Rate: 5%


- Math Skill

Name

Description

JP

CT

Math skill to calculate CT.

250

Level

Math skill to calculate level.

350

Exp

Math skill to calculate Exp.

200

Height

Math skill to calculate height.

250

Prime Number

Math skill that guides selected item in prime
number. (A Prime Number is any number that is
only divisible by 1 or itself.) Below is a list
of prime numbers under 100:

 2  3  5  7 11 13 17
19 23 29 31 37 41 43
47 53 59 61 67 71 73
79 83 89 97

300

5

Math skill that guides items in multiples of 5.

200

4

Math skill that guides items in multiples of 4.

400

3

Math skill that guides items in multiples of 3.

600

Name

Description

JP


- Reaction Ability:

Name

Description

JP

Distribute

When HP is maxed, excess HP is shared with party.
Trigger: HP restore.

200

Damage Split

Shift damage received from yourself to your enemy.

300

Name

Description

JP


- Support Ability:

Name

Description

JP

Gained Exp UP

Spirit is heightened. Gain more Exp. from the same experiences.

350

Name

Description

JP


- Move Ability:

Name

Description

JP

Move-Get Exp

Gain Exp. as you move.

400

Move-Get JP

Gain JP as you move.

360

Name

Description

JP



Notes:
The Calculator is hands down the best job class. However, to get a fully strong Calculator, you will need to spend many hours getting spells and the Math Skill abilities. The way the Calculator works is that you are able to cast any spell from the large group of spells that have "Calc" in their description. Then, you pick either CT, Level, Exp, or Height, and divide that number by either a Prime Number, 5, 4, or 3. Then, the spell targets all in that calculation. This is explained in detail in my Calculator Strategy section in the Secrets file.
As for the other abilities, they are excellent. Damage Split is probably one of the best reaction abilities: it takes half the damage that you took from an attack, and deals it to the enemy, and heals you in that same amount. Gained Exp UP doubles the amount of experience you receive, a skill ideal for Cloud.



 
Mime
- Warrior who can 'Mimic' others. When an ally takes action, he mimics it.
Prerequisite: Lv. 8 Squire, Lv. 8 Chemist, Lv. 4 Geomancer, Lv. 4 Lancer, Lv. 4 Mediator, Lv. 4 Summoner
Weapon: None
Helmet: None
Armor: None

Move: 4
Jump: 4
Physical Evasion Rate: 5%

- Support, Reaction, Move Ability:
         [The Mime does not have any abilities]







Special Classes

Squire: Ramza, Delita (Chapter 1), Algus
- Unlike other Squires, he can equip robes, shields, helmets, armor, and knight swords, but not axes.
Weapons: Knife, Sword, Knight Sword, Flail (Can use shield)
Helmet: Armored Helmet, Hat
Armor: Armor, Clothes, Robe

Move: 4
Jump: 3
Physical Evasion Rate: 10%


- Guts

Name

Description

MP

Speed

JP

Accumulate

Charge up one's power to raise physical attack power.
Range: Auto
Effect: 1
[physical attack +1]

--

Now

300

Dash

Run into enemy with body.
Range: 1, Vertical 1
Effect: 1
[can knock target back one square]

--

Now

80

Throw Stone

Throw stones at a distant enemy.
Range: 4
Effect: 1
[can knock target back one square]

--

Now

90

Heal

Recover from abnormal status effects.
Range: 1, Vertical 2
Effect: 1
Cancel: Darkness, Silence, Poison

--

Now

150

Yell

Raise speed level by yelling.
Range: 3
Effect: 1

--

Now

200

Wish

Offer one's own HP to the spirits, wishing to restore the target's HP by double that amount.
Range: 1, Vertical 3
Effect: 1

--

Now

--

Cheer Up

Raise Brave level by encouraging.
Range: 3
Effect: 1

--

Now

200

Scream

Raise one's Brave level, Speed level, and physical/magic attack powers by shouting.
Range: Auto
Effect: 1

--

Now

500

Ultima

Magic damages with absolute energy.
Range: 4
Effect; 2, Vertical 1

10

20

--

Name

Description

MP

Speed

JP



Notes:
The special Squire class is definitely better than the regular Squire class. Ramza can become quite the powerhouse later on in the game with either a Defender or Save the Queen, and heavy armor. I've had blocking rates of higher than 70% from any side with some powerful equipment and abilities. Ultima isn't a great spell, but since his only ranged attack is Throw Stone, it's certainly better than nothing. It does around 100 damage at normal magic levels.



 
Holy Knight: Agrias, Delita (Chapter 2 & 4)
- Devoted knight baptized by the church. Draws 'Holy Sword' skill from the weapon under divine protection of God.
Weapons: Sword, Knight Sword (Can equip shield)
Helmet: Armored Helmet
Armor: Armor, Robe

Move: 3
Jump: 3
Physical Evasion Rate: 25%


- Holy Sword -Sword or Knight Sword must be equipped to use this skill set during battle

Name

Description

Speed

JP

Stasis Sword

Damages with holy sword spirit.
Range: 2
Effect: 2, Vertical 0
Holy elemental
Add: Stop

Now

--

Split Punch

Damages with holy sword spirit.
Range: 3, Vertical 2
Effect: 1
Holy elemental
Add: Death Sentence

Now

400

Crush Punch

Damages with holy sword spirit.
Range: 3, Vertical 1
Effect: 1
Holy elemental
Add: Dead

Now

500

Lightning Stab

Damages with holy sword spirit.
Range: 3
Effect: 2, Vertical 1
Lightning elemental
Add: Silence

Now

700

Holy Explosion

Damages with holy sword spirit.
Range: 4 directions
Effect: 5, Vertical 2
Holy elemental
Add: Confusion

Now

800

Name

Description

Speed

JP



Notes:
The Holy Knight is a very useful job class once you get the longer range abilities: Lightning Stab and Holy Explosion. With a good sword, you can do a lot of damage with these strikes. The variety of status anomalies associated with these attacks occur very infrequently. Keep in mind that all but Lightning Stab are holy elemental, so they are more effective against undead, and can heal your characters that are equipped with Chameleon Robes or Excaliburs.



 
Dark Knight: Gafgarion
- Knight of darkness who lives without facing the light of God. His 'Dark Sword' absorbs enemies' spirits.
Weapon: Sword (Can equip shield)
Helmet: Armored Helmet
Armor: Armor

Move: 3
Jump: 3
Physical Evasion Rate: 15%


- Dark Sword

Name

Description

Speed

JP

Dark Sword

Absorbs MP with the power of darkness.
Range: 3
Effect: 1
Darkness elemental

Now

500

Night Sword

Absorbs MP with the power of darkness.
Range: 3
Effect: 1
Darkness elemental

Now

100

Name

Description

Speed

JP



Notes:
While Gafgarion's job class is relatively simple, it's quite powerful. Since he can draw health from his enemies while depleting it, killing him is difficult. His physical evasion rate is only a bit higher than that on a normal Knight's, so depending on the shield and accessory equipped, he can be approached physically. His Dark Sword attack is more for depleting the MP of enemies rather that absorbing it; it does enough damage to totally deplete an opponent's MP in a single use.



 
Engineer: Mustadio
- Technician who works for a revival of a lost civilization. His best skill is 'Snipe', using the ancient legendary 'Gun'.
Weapon: Gun
Helmet: Hat
Armor: Clothes

Move: 4
Jump: 4
Physical Evasion Rate: 18%


- Snipe

Name

Description

Speed

JP

Leg Aim

Damages enemy's legs making it impossible to move.
Range: depends on weapon
Effect: 1
Add: Don't Move

Now

200

Arm Aim

Damages enemy's arms making it impossible to use weapons or cast spells.
Range: depends on weapon
Effect: 1
Add: Don't Act

Now

300

Seal Evil

Petrifies the cursed Undead, turning it into stone.
Range: depends on weapon
Effect: 1
Add: Petrify

Now

200

Name

Description

Speed

JP



Notes:
The ability to use a gun is a very useful skill in any job class, but the Engineer takes it one step further by having three excellent abilities. Leg Aim and Arm Aim are long range attacks that, while having a success rate of around 50%, can immobilize or paralyze your enemy. Seal Evil only works on undead, but has a higher success rate.



 
Heaven and Hell Knights:
Rafa (Heaven Knight)
- Assassin who controls the laws of nature. Buries his enemies with the forbidden spell 'Truth'.

Malak (Hell Knight)
- Assassin who controls the laws of nature. His 'Un-Truth' has the opposite effect of the Heaven Knight's 'Truth.
Weapons: Staff, Stick
Helmet: Hat
Armor: Clothes, Robe

Move: 4
Jump: 3
Physical Evasion Rate: 10% (Heaven), 8% (Hell)


- Heaven/Hell Knight

Name

Description

Speed

JP

Heaven/Hell Thunder

Spell attacks with philosophy. Randomly attacks in effect range.
Range: 4
Effect: 2, Vertical 3
Lightning elemental

34

--

Asura

Spell attacks with philosophy. Randomly attacks in effect range.
Range: 4
Effect: 2, Vertical 3
Fire elemental

25

200

Diamond Sword

Spell attacks with philosophy. Randomly attacks in effect range.
Range: 4
Effect: 2, Vertical 3
Wind elemental

20

300

Hydragon Pit

Spell attacks with philosophy. Randomly attacks in effect range.
Range: 4
Effect: 2, Vertical 3
Water elemental

17

400

Space Storage

Spell causes abnormal status with philosophies.
Randomly attacks in its effective range.
Range: 4
Effect: 2, Vertical 3
Add: Darkness, Confusion, Silence, Frog, Poison, Slow, Sleep

20

500

Sky Demon

Spell attacks with philosophy. Randomly attacks in effect range.
Range: 4
Effect: 2, Vertical 3
Earth elemental

15

600

Name

Description

Speed

JP



Notes:
The Heaven and Hell Knights' abilities are not all that useful. They only do around 70-200 damage a hit, and hit randomly in the effect radius. For example, if you cast Asura, the game will first randomly select how many times the spell is cast (up to a maximum of six times, I believe), and the spell is cast in a random location in the five square panel (effect 2). So, if you are targeting a single enemy with it, there is only a 20% chance of actually hitting the enemy per casting. It's better to use when there are multiple enemies, or when you can eliminate a square from the effect range by casting it up against a wall, or on a cliff.



 
Divine Knight: Meliadoul
- Holy knight who pledges his loyalty and devotion to God. He takes holy orders with his sword.
Weapons: Sword, Knight Sword, Crossbow, Spear (Can equip Shield)
Helmet: Armored Helmet
Armor: Armor, Clothes, Robe

Move: 4
Jump: 3
Physical Evasion Rate: 12%


- Mighty Sword

Name

Description

Speed

JP

Shellbust Stab

Destroys the target's equipped armor.
Range: 3
Effect: 1

Now

200

Blastar Punch

Destroys the target's equipped helmet.
Range: 3
Effect: 1

Now

400

Hellcry Punch

Destroys the target's equipped weapon.
Range: 3
Effect: 1

Now

500

Icewolf Bite

Destroys the target's equipped accessory.
Range: 3
Effect: 1

Now

800

Name

Description

Speed

JP



Notes:
The 'Mighty Sword' abilities can destroy any piece of equipment, except for the shield. These attacks are 100% effective, like the Holy Sword attacks. These attacks also do quite a bit of damage, 150+ damage, depending on the strength of the sword that is used. Divine Knights aren't as good as Holy Knights, but the advantages of Hellcry Punch and Icewolf Bite are significant.



 
Holy Swordsman: Orlandu
- Martial art expert who is one of the best knights. His swordsmanship has no match.
Weapon: Ninja Sword, Sword, Knight Sword, Katana (Can equip shield)
Helmet: Armored Helmet, Hat
Armor: Armor, Clothes, Robe

Move: 5
Jump: 3
Physical Evasion Rate: 20%


- All Swordskill -Sword or Knight Sword must be equipped to use this skill set during battle

Name

Description

Speed

JP

Stasis Sword

Damages with holy sword spirit.
Range: 2
Effect: 2, Vertical 0
Holy elemental
Add: Stop

Now

--

Split Punch

Damages with holy sword spirit.
Range: 3, Vertical 2
Effect: 1
Holy elemental
Add: Death Sentence

Now

400

Crush Punch

Damages with holy sword spirit.
Range: 3, Vertical 1
Effect: 1
Holy elemental
Add: Dead

Now

500

Lightning Stab

Damages with holy sword spirit.
Range: 3
Effect: 2, Vertical 1
Lightning elemental
Add: Silence

Now

700

Holy Explosion

Damages with holy sword spirit.
Range: 4 directions
Effect: 5, Vertical 2
Holy elemental
Add: Confusion

Now

800

Shellbust Stab

Destroys the target's equipped armor.
Range: 3
Effect: 1

Now

200

Blastar Punch

Destroys the target's equipped helmet.
Range: 3
Effect: 1

Now

400

Hellcry Punch

Destroys the target's equipped weapon.
Range: 3
Effect: 1

Now

500

Icewolf Bite

Destroys the target's equipped accessory.
Range: 3
Effect: 1

Now

800

Dark Sword

Absorbs MP with the power of darkness.
Range: 3
Effect: 1
Darkness elemental

Now

500

Night Sword

Absorbs MP with the power of darkness.
Range: 3
Effect: 1
Darkness elemental

Now

100

Name

Description

Speed

JP



Notes:
The Holy Swordsman is the ultimate attack unit. Orlandu comes equipped with an Excalibur, which not only gives Haste, but also strengthens holy elemental attacks, absorbs holy elemental attacks, and has an attack power of 21! All of these factors can cause Orlandu to do 200+ damage with his basic Holy Sword abilities, and more for the other abilities. He has all of the abilities for Holy Sword, Mighty Sword, and Dark Sword. In fact, the game becomes incredibly easy after you get Orlandu because he is so powerful.



 
Temple Knight: Beowulf
- Holy knight who protects the church from heathens. Uses 'Magic Sword' to drive away hostile enemies.
Weapon: Knife, Sword, Knight Sword (Can equip shield)
Helmet: Armored Helmet
Armor: Armor, Robe

Move: 4
Jump: 3
Physical Evasion Rate: 14%


- Magic Sword -Sword or Knight Sword must be equipped to use this skill set during battle

Name

Description

MP

Speed

JP

Blind

Magic sword blind enemy with darkness, lowering success % of direct attacks.
Range: 4
Effect: 1
Add: Darkness

6

Now

50

Aspel

Magic sword absorbs enemy's MP, restoring its own.
Range: 4
Effect: 1

2

Now

100

Drain

Magic sword absorbs enemy's HP, restoring its own.
Range: 4
Effect: 1

12

Now

180

Faith

Magic sword fills the soul with a huge amount of faith.
Range: 4
Effect: 1
Add: Faith

10

Now

200

Innocent

Magic sword makes enemy disrespectful and not believe in God.
Range: 4
Effect: 1
Add: Innocent

10

Now

200

Zombie

Magic sword brings bodily death. Unable to restore HP.
Range: 4
Effect: 1
Add: Undead

14

Now

150

Silence

Magic sword mutes enemy, making it impossible to cast spells.
Range: 4
Effect: 1
Add: Silence

16

Now

90

Berserk

Magic sword releases desire to destroy, making enemy wild.
Range: 4
Effect: 1
Add: Berserk

16

Now

200

Chicken

Magic sword strikes fear and cowardice into the enemy, lowering their Brave level.
Range: 4
Effect: 1

12

Now

500

Confuse

Magic sword makes enemy irrational and act disorderly.
Range: 4
Effect: 1
Add: Confusion

14

Now

300

Despair

Magic sword neutralizes magic power and cancels the effective status.
Range: 4
Effect: 1
Cancel: Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Reflect

20

Now

300

Don't Act

Magic sword limits movements making enemy unable to act.
Range: 4
Effect: 1
Add: Don't Act

14

Now

50

Sleep

Magic sword disrupts heartbeat, immediately putting enemy asleep.
Range: 4
Effect: 1
Add: Sleep

20

Now

170

Break

Magic sword alters body turning enemy to stone.
Range: 4
Effect: 1
Add: Petrify

24

Now

300

Shock!

The more damage you receive, the more damage you can inflict.
Range: 8
Effect: 1

20

Now

600

Name

Description

MP

Speed

JP



Notes:
Temple Knight is an interesting job class. Think of it as an Oracle mixed with a Knight. Beowulf also has some abilities that the Oracle doesn't even have. The combination of heavy armor and a sword with magical abilities turns out to be a rather good advantage. A Light Robe is fine for armor, as he will need MP for spells. However, his starting Brave level is low, so he will need some training with Ramza before he becomes an effective physical fighter.



 
Dragoner: Reis
- Has a human appearance, but is a dragon. The blood of the holy dragon running through her can work miracles.
Weapon: Fists, Bag
Helmet: Ribbon
Armor: None

Move: 3
Jump: 3
Physical Evasion Rate: 7%


- Dragon

Name

Description

Speed

JP

Ice Bracelet

Attacks enemy with arctic breath.
Range: 2 (4 directions)
Effect: 1
Ice elemental

Now

--

Fire Bracelet

Attacks enemy with fire breath.
Range: 2 (4 directions)
Effect: 1
Fire elemental

Now

--

Thunder Bracelet

Attacks enemy with thunder breath.
Range: 2 (4 directions)
Effect: 1
Lightning elemental

Now

--

Dragon Tame

Charms enemy and gets them to join your party.
Range: 2, Vertical 2
Effect: 1 enemy
Add: Invitation

Now

300

Dragon Care

Restores party member's HP and status by sacrificing own HP.
Range: 2, Vertical 2
Effect: 1
Cancel: Darkness, Confusion, Silence, Oil, Berserk, Frog, Poison, Stop, Sleep, Don't Move, Don't Act

Now

300

Dragon PowerUp

Raises Brave, Speed, Physical/Magic attack power with dragon energy.
Range: 2, Vertical 2
Effect: 1

Now

400

Dragon LevelUp

Disrupts time with unusual energy, raising CT and allowing AT turn to occur sooner.
Range: 2, Vertical 2
Effect: 1

Now

400

Holy Bracelet

Attacks enemy with holy breath.
Range: 4
Effect: 3, Vertical 3
Holy elemental
[Attacks randomly in effect range]

Now

900

Name

Description

Speed

JP



Notes:
The Dragoner can't equip any armor, but still has a good HP rating. Reis will do a two-hit attack with her fists if she does not have a bag equipped, and can wear a ribbon for a helmet. The Dragon abilities (Dragon Tame, Dragon Care, Dragon PowerUp, Dragon LevelUp) only work on dragons. Also, Holy Bracelet does quite a bit of damage, but rarely hits as it strikes randomly in a large effect range.



 
Soldier: Cloud
- A mysterious foreigner. Uses 'Limit' when his anger peaks.
Weapon: Sword, Knight Sword (Can use shield)
Helmet: Helmet
Armor: Robe, Armor

Move: 4
Jump: 3
Physical Evasion Rate: 20%


- Limit -"Materia Blade" must be equipped to use this skill set during battle

Name

Description

Speed

JP

Braver

Limit skill that blows enemy away with Samurai spirit.
Range: 2
Effect: 1

34

150

Cross-Slash

Limit skill slashes enemy 4 times.
Range: 2
Effect: 2, Vertical 0

25

200

Blade Beam

Limit skill lets you inflict more damage depending on how damaged you are.
Range: 2
Effect: 1

20

250

Climhazzard

Limit skill lets you inflict more damage depending on how injured the target is.
Range: 2
Effect: 1

15

450

Meteorain

Limit skill causes meteor to fall on enemies.
Range: 3
Effect: 3, Vertical 0

10

560

Finish Touch

Limit skill causes abnormal status.
Range: 3
Effect: 2, Vertical 0
Add: Dead, Petrify, Stop

20

670

Omnislash

Another Ultimate Limit skill.
Range: 3
Effect: 3, Vertical 0

7

900

Cherry Blossom

The most powerful limit skill.
Range: 3
Effect: 3, Vertical 0

5

1200

Name

Description

Speed

JP



Notes:
Cloud is a good Knight with Limit abilities. To use the Limit abilities, Cloud must have his Materia Blade, which can be found with Move-Find Item on the peak of the spire at Bervenia Volcano. Finish Touch is an excellent limit ability that will be useful no matter which status anomaly gets put on the enemy. The others do damage, some more than others. Limit works much in the same way that Charge for the Archer does. If the enemy moves out of the effect range, the attack is forfeit. This makes Omnislash and Cherry Blossom too impractical to use.

Article Source: Kuponut.com : Final Fantasy Tactics Job Classes  :  http://www.kuponut.com/cheats/fft/job_classes.html

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