Job Classes

Here is a cheat sheet for jobs and their prerequisites:

Name:
Prerequisites:
none
Lv. 2 Squire
Lv. 2 Squire
Lv. 2 Knight
Lv. 2 Archer
Lv. 3 Monk
Lv. 3 Thief
Dancer (females only)
Lv. 4 Geomancer, Lv. 4 Lancer
none
Lv. 2 Chemist
Lv. 2 Chemist
Lv. 2 Priest
Lv. 2 Wizard
Lv. 2 Oracle
Lv. 2 Time Mage
Bard (males only)
Lv. 4 Mediator, Lv. 4 Summoner
Lv. 3 Knight, Lv. 4 Monk, Lv. 2 Lancer
Lv. 3 Archer, Lv. 4 Thief, Lv. 2 Geomancer
Lv. 4 Priest, Lv. 4 Wizard, Lv. 3 Time Mage, Lv. 3 Oracle
Lv. 8 Squire, Lv. 8 Chemist, Lv. 4 Geomancer, Lv. 4 Lancer, Lv. 4 Mediator, Lv. 4 Summoner
Name:
Prerequisites:



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.