Final Fantasy Tactics: War of the Lions walkthrough part 2

Sinkhole : Soil, Wasteland

Torrent : Canal, River, Lake, Ocean, Waterfall

Tanglevine : Grassland, Underbrush, Vines

Contortion : Gravel, Flagstone, Stone Wall, Earthen Wall, Gravestone

Tremor : Stone Outcropping, Basalt

Wind Slash : Book, Tree, Brick, Bridge, Furnishings, Iron, Moss, Coffin

Will-o’-the-Wisp: Wooden Floor, Carpet, Coffer, Stairs, Wooden Deck

Quicksand : Marsh, Swamp, Poisonous Fen

Sandstorm : Sand, Stalactite, Salt Flat

Snowstorm : Snow

Wind Blast : Roof, Chimney

Magma Surge : Lava, Machinery

 

–Reaction Abilities–

TRIGGER BRV JP EFFECT

———————————————————-

Nature’s Wrath Phys. attack Yes 300 Counter using Geomancy command

or Geomancy

 

–Support Abilities–

JP EFFECT

———————————————————-

Attack Boost * 400 Raises physical attack damage

 

–Movement Abilities–

JP EFFECT

———————————————————-

Ignore Terrain 220 Moving through water does not

decrease movement range

Lavawalking 150 Can move across and stop on lava

tiles

 

JP to master: 2870

 

–MY THOUGHTS–

Geomancers are sort of a hybrid physical/magick job — they’re pretty decent

fighters, and can also do long-range elemental and status attacks with their

Geomancy. When the Geomancer job first becomes available, it can be quite

useful. Geomancy doesn’t cost any MP and activates instantly, and it can hit a

group of enemies. Unfortunately, as the game progresses, the damage inflicted

by Geomancy doesn’t keep pace with enemy HP, and they quickly become less

useful. Plus, there’s also the disadvantage that you don’t have much choice

over the Geomancy attacks available at any given time — at most, you can

choose between two or three different attacks by moving to tiles with different

terrain. You can’t really choose a specific kind of status condition to

inflict.

 

Attack Boost, however, is a good support ability throughout the game and can be

useful for any fighting-oriented job (though not as good as Dual Wield). It

increases the power not just of the Attack command, but other "special"

physical attacks like sword techniques.

 

Lavawalking is the game’s most singularly useless ability, as only a single,

optional map has lava on it, and it’s usually a fairly easy battle anyway.

But, hey, it’s only 150 JP, what a steal!

 

—DRAGOON———————————————————————

Required jobs : Thief lv. 4

Needed for jobs : Samurai (lv. 2), Dancer (lv. 5), Mime (lv. 5),

Dark Knight (lv. 8)

 

Equippable weapons: Polearms Movement range : 3

Equippable armor: Shields, helms, armor, robes Jump height : 4

Physical evade : 10%

Stats When Active Job:

HP: **** MP: * Phys. Atk.: **** Mag. Atk.: * Speed: ***

Stat Growth Rates:

HP: **** MP: ** Phys. Atk.: **** Mag. Atk.: * Speed: *

 

–ABILITIES–

–Action Abilities: Jump–

Damage based on user’s: Physical Attack & Weapon Strength

Attack time based on user’s: Speed

RNG RAD

MP TIC H/V H/V TAR JP EFFECT

—————————————————————

Horizontal Jump 2 * 150 Extends horizontal range of Jump to

2 or fewer tiles

Horizontal Jump 3 350 Extends horizontal range of Jump to

3 or fewer tiles

Horizontal Jump 4 550 Extends horizontal range of Jump to

4 or fewer tiles

Horizontal Jump 5 800 Extends horizontal range of Jump to

5 or fewer tiles

Horizontal Jump 8 * 1100 Extends horizontal range of Jump to

8 or fewer tiles

Vertical Jump 2 * 100 Extends vertical range of Jump to 2

Vertical Jump 3 250 Extends vertical range of Jump to 3

Vertical Jump 4 400 Extends vertical range of Jump to 4

Vertical Jump 5 550 Extends vertical range of Jump to 5

Vertical Jump 6 700 Extends vertical range of Jump to 6

Vertical Jump 7 * 1000 Extends vertical range of Jump to 7

Vertical Jump 8 1500 Extends vertical range of Jump to 8

 

The Jump command causes the user to temporarily disappear from the battlefield

(by jumping off the screen). On return, the user strikes the targeted unit

with a physical attack, then bounces back to his/her original tile. (Note that

the user’s tile cannot be moved into while s/he is off the screen.) Jump does

NOT require an unobstructed line of fire.

 

Initially, Jump has a horizontal range of 1 and a vertical range of 1. All the

action abilities simply extend the maximum horizontal range or vertical range of

the Jump command.

 

Jump cannot be evaded and always has a 100% hit rate, except when the target

has Shirahadori.

 

While the Jump command can be used with any weapon type, you receive a 50%

BONUS to the damage dealt by Jump if you’re equipped with a polearm.

 

The number of clock ticks required for a Jump attack to activate is equal to

50 divided by the user’s Speed statistic. If you want to determine for sure

whether or not your Jump will strike before the enemy moves, first calculate the

number of ticks your Jump will take (50 divided by your Speed). Then, look at

the enemy’s current CT and Speed. The number of ticks until the enemy’s next

turn is the number of CT points needed to reach 100, divided by the enemy’s

Speed stat (rounded up). If the number of ticks needed for the Jump attack is

less than or equal to the number of ticks until the enemy’s next turn, the enemy

will have no chance to move away from your Jump and you can land the hit.

 

Note that the Jump command cannot be used when you are standing directly

underneath a tile at a higher elevation. It also can’t target any enemies who

happen to be standing on a tile like that. (This is only an issue on a very

small number of maps.)

 

–Reaction Abilities–

TRIGGER BRV JP EFFECT

———————————————————-

Dragonheart * Phys. Attack Yes 600 Cast Reraise on self (return once

from KO automatically)

 

–Support Abilities–

JP EFFECT

———————————————————-

Equip Polearms + 400 Can equip Polearms regardless of job

 

–Movement Abilities–

JP EFFECT

———————————————————-

Ignore Elevation * 700 Infinite jump height in movement

 

JP to master: 9150

 

–MY THOUGHTS–

Dragoons are sort of a souped-up Knight. They have comparable HP and attack

power, can equip armor, and their polearms have a range of two tiles. Dragoons

also have the Jump attack, which is quite effective. It does a good amount of

damage, potentially has a HUGE range (if you’ve learned the right abilities),

and puts the Dragoon temporarily out of damage. Just make sure your target

doesn’t move out of the way and cancel your Jump attack! Unfortunately, you

can’t preview the exact CT list for a Jump attack like you can with magicks,

but you can look at the enemy CT gauges when selecting a target. Don’t target

any enemy who has a high CT gauge, especially if your character is relatively

slow.

 

A tip about learning the Jump action abilities: Each Horizontal Jump or

Vertical Jump ability replaces all the ones below it. In other words, if you

have Horizontal Jump 8, you can do a jump of 1-8 panels; you don’t need to

learn any other remaining Horizontal Jumps. So, a good strategy is to just

learn a couple of the early Horizontal and Vertical Jump abilities (like

2 or 3) to give yourself a decent Jump, then save up your JP for Horizontal

Jump 8 and Vertical Jump 7 or 8. Once you get those, your Jump attack will be

amazing! Don’t waste your JP building up your range one ability at a time.

(Horizontal Jump 8 is more advantageous to learn first because in most cases

you don’t need that great a vertical range to your jump, anyways.)

 

Dragonheart and Ignore Elevation are also valuable abilities, though neither is

essential. Dragonheart gives you a Reraise when physically attacked, and

Ignore Elevation is helpful for taking shortcuts up and down towers and cliffs.

Note, however, that the Time Mage’s Teleport gives you this same ability and

then some, so Ignore Elevation is kind of redundant. The only reason to learn

Ignore Elevation is if you’ve been building a melee-oriented character and

don’t want to spend time earning JP as a Time Mage — and, in fact, it can be

quite useful for this purpose.

 

—SAMURAI———————————————————————

Required jobs : Knight lv. 4, Monk lv. 5, Dragoon lv. 2

Needed for jobs : Dark Knight (lv. 8)

 

Equippable weapons: Katanas Movement range : 3

Equippable armor: Helms, armor, robes Jump height : 3

Physical evade : 20%

Stats When Active Job:

HP: ** MP: **** Phys. Atk.: ***** Mag. Atk.: *** Speed: ***

Stat Growth Rates:

HP: ** MP: *** Phys. Atk.: **** Mag. Atk.: * Speed: *

 

–ABILITIES–

–Action Abilities: Iaido–

Damage based on user’s: Magick Attack

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Ashura 0 Slf 3/3 Foe N 100 "Spirit Blade": Non-elemental

magick attack

Kotetsu 0 Slf 3/3 Foe N 200 "Binding Darkness": Non-elemental

magick attack

Osafune 0 Slf 3/3 Foe N 300 "Verse of Oblivion": Lowers enemy

MP

Murasame * 0 Slf 3/3 Ally N 400 "Rain of Wisdom": Restores HP

Ama-no-Murakumo * 0 Slf 3/3 Foe N 500 "Cloudsea Curse": Non-elemental

magick attack, causes Slow

Kiyomori 0 Slf 3/3 Ally N 600 "Purifying Breeze": Gives both

Protect and Shell status

Muramasa * 0 Slf 3/3 Foe N 700 "Doomed Aspirations": Non-

elemental magick attack,

causes Confuse and Doom

Kiku-ichimonji 0 4Dir 8/3 Foe N 800 "Sanguine Blossom": Non-elemental

magick attack

Masamune 0 Slf 3/3 Ally N 900 "Ethereal Embrace": Gives Regen

and Haste status

Chirijiraden 0 Slf 3/3 Foe N 1000 "Raging Inferno": Non-elemental

magick attack

 

Iaido abilities can only be used if you possess the corresponding katana in

your inventory (NOT equipped on the character). There is a chance that the

katana will break when the ability is used. Aside from the Masamune and

Chirijiraden, all of the katanas can be purchased at the Outfitter, although

some do not become available until later in the game.

 

All Iaido abilities have a 100% hit rate.

 

When Iaido abilities are used, a special attack name (not just the name of the

sword) is displayed — these are listed in quotation marks above.

 

–Reaction Abilities–

TRIGGER BRV JP EFFECT

———————————————————-

Bonecrusher Critical HP Yes 200 Counterattack and do damage equal to

your own maximum HP

Shirahadori * Phys. Attack Yes 700 Block physical attacks. DOES work

work against bows and crossbows,

despite the in-game description.

Even works against guns and

physical monster attacks!

 

–Support Abilities–

JP EFFECT

———————————————————-

Equip Katana + 400 Can equip Katanas regardless of job

Doublehand 900 Equip one weapon in two hands to

increase damage dealt by regular

attacks and Aim. Does not affect

other weapon-related abilities

like Jump.

 

–Movement Abilities–

JP EFFECT

———————————————————

Swim 300 Can move and act even in water of

depth = 2 (i.e., water up to your

head)

 

JP to master: 8000

 

–MY THOUGHTS–

Somewhat like the Monk and Summoner, Iaido nicely mixes both offense and

healing. Murasame in particular is a GREAT healing ability, since it restores

HP to a large group and requires no charge time. Masamune is in theory also

very useful as it casts Regen and Haste to a group of characters, but its value

is more limited in practice since Masamunes are pretty hard to get.

Unfortunately, the downside to Iaido is that the katana have a tendency to

break pretty frequently, which means that this job expensive quickly. (Why,

it’s almost like Samurai were throwing money at their enemies!) This means

Iaido actually tends to get more useful later on, when you have more spare cash

for katana. If you want to use a particular Iaido ability, bringing a couple

of copies of that katana into battle is a pretty good ability. Equipping

accessories that boosts your magick attack is also advantageous since damage

from Iaido depends on your magick attack stat, not physical attack.

 

Perhaps the best Samurai ability, then, is Shirahadori, which pumps up your

evade rate in accordance with your Bravery. With a high Bravery, you can be

virtually invulnerable to physical attacks! This is the best reaction

ability in the game and definitely worth learning.

 

Note that the Samurai only has modest stats. They have limited HP, although

they can equip heavy armor to boost it. Their attack is pretty good, but since

they only have one katana for a weapon, they falter in comparison to the Ninja

(which gets TWO weapons) or the Knight (which can use knight’s swords). Sure,

you can equip Doublehand to increase your attack power, but that uses up your

support ability slot.

 

Overall, my feeling is that Samurai is a decent job, but not quite as effective

as Dragoons or (especially) Ninja. However, Iaido is a good supplementary

Action Ability and can be particularly good when paired with a magick-oriented

job — the job’s high magick attack will increase the power of Iaido, and Iaido

gives a mage an alternative to magick that doesn’t cost MP and doesn’t require

charging.

 

—NINJA———————————————————————–

Required jobs : Archer lv. 4, Thief lv. 5, Geomancer lv. 2

Needed for jobs : Dark Knight (lv. 8)

 

Equippable weapons: Knives, ninja blades, flails Movement range : 4

Equippable armor: Hats, clothes Jump height : 4

Innate ability: Dual Wield Physical evade : 30%

Stats When Active Job:

HP: * MP: * Phys. Atk.: **** Mag. Atk.: ** Speed: *****

Stat Growth Rates:

HP: ** MP: *** Phys. Atk.: **** Mag. Atk.: * Speed: *****

 

–ABILITIES–

–Action Abilities: Throw–

Damage based on user’s: Speed

Range based on user’s: Move

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Shuriken * 0 #/* 1/- Any Y 50 Throw shuriken

Bomb 0 #/* 1/- Any Y 70 Throw bombs

Knife 0 #/* 1/- Any Y 100 Throw knives

Sword * 0 #/* 1/- Any Y 100 Throw swords

Flail * 0 #/* 1/- Any Y 100 Throw flails

Katana 0 #/* 1/- Any Y 100 Throw samurai katanas

Ninja Blade 0 #/* 1/- Any Y 100 Throw ninja blades

Axe 0 #/* 1/- Any Y 120 Throw axes

Polearm 0 #/* 1/- Any Y 100 Throw polearms

Pole 0 #/* 1/- Any Y 100 Throw poles

Knight’s Sword 0 #/* 1/- Any Y 100 Throw knight’s swords

Book 0 #/* 1/- Any Y 100 Throw books

 

The Throw command allows you to attack by throwing weapons & items from your

inventory. Obviously, the item/weapon is lost when it is thrown.

 

Damage from the Throw command is based on the power of the weapon being thrown

and on the user’s Speed statistic (a higher Speed is better).

 

# The range of the Throw command is equal to the user’s current Move range.

(So, anything that changes your Move statistic also changes the range of Throw.)

 

Note that some weapons can only be found in the game’s multiplayer modes. Such

weapons cannot be thrown with the Throw command.

 

–Reaction Abilities–

TRIGGER BRV JP EFFECT

———————————————————-

Vanish Any HP loss Yes 1000 Gain Invisiblity status

Reflexes Any evadable No 400 Doubles existing evade %

attack

 

–Support Abilities–

JP EFFECT

———————————————————-

Dual Wield +* 1000 Equip weapons in both hands

 

Note that the damage estimate for Dual Wielded attacks is just for the FIRST

attack — if you have a weapon in both hands, the total damage will be much

higher!

 

–Movement Abilities–

JP EFFECT

———————————————————

Waterwalking 420 Stand on surface of water rather

than decreasing height to go

underwater. Can move on top of

deep water without penalty.

 

JP to master: 4040

 

–MY THOUGHTS–

With a high speed and attack strength, and the innate ability to wield two

weapons, Ninja make life very dangerous for your opponents. You can do a lot

of damage with two weapons, and their high speed means that Ninjas get to act

first and strike before your enemy does. (Plus, their good movement range

and jump height makes it easy for them to reach enemies.) Ninjas are effective

for sneaking in and taking out enemy archers, gunners, or mages before they can

get a spell or shot off. Overall, Ninja is one of the most effective standard

job. Aim for leveling up Archer and Thief quickly to unlock it!

 

Throw is also a pretty good action ability. It’s not the strongest attack, but

throwing good weapons usually does a fair amount of damage and has a nice

range. The strongest weapon that you can buy to throw is the Morning Star

flail … well, it’s tied with the Slasher axe, but the Slasher costs more

money. Buying weapons does mean that the gil costs of Throw add up, but,

fortunately, you can always switch back to regular attacks since the Ninja’s

regular attacks are good too.

 

Good abilities from other jobs to consider for your Ninja are Steal (Ninjas

have a very high speed, so this makes your steals more effective) and the

Monk’s Brawler. Brawler lets you get two punches, which can be an extremely

strong physical attack, especially with high Bravery.

 

The main weakness of Ninjas (besides pirates) is their physical frailty; they

have very low HP and can’t take much damage. This is particularly problematic

if you’re using Ninjas to rush in and attack first — they can get surrounded

and KOed while your other characters catch up. To solve this, you can equip

cloaks or Shirahadori to boost their evade rate, give them an Angel Ring or

Chantage or the Dragonheart reaction ability for a Reraise, or use Equip Heavy

Armor to gain more HP.

 

Note that Ninjas can equip both ninja blades and flails. Overall, flails are

stronger, but they’re also more unpredictable — sometimes they do MORE than

the estimated damage, sometimes they do LESS. This can be frustrating if

you’re trying to finish off a weak enemy and end up not quite doing enough

damage. On the other hand, in the long run, flails DO do more damage. It’s

your call whether you want to favor predictability or the potential for more

damage.

 

—ARITHMETICIAN—————————————————————

Required jobs : White Mage lv. 5, Black Mage lv. 5,

Time Mage lv. 4, Mystic lv. 4

Needed for jobs : none

 

Equippable weapons: Poles, books Movement range : 3

Equippable armor: Hats, clothes, robes Jump height : 3

Physical evade : 5%

Stats When Active Job:

HP: * MP: *** Phys. Atk.: * Mag. Atk.: * Speed: *

Stat Growth Rates:

HP: ** MP: **** Phys. Atk.: * Mag. Atk.: * Speed: *

 

–ABILITIES–

–Action Abilities: Arithmeticks–

Damage based on user’s: Magick Attack & Faith, plus target’s Faith

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

CT 0 n/a Any N 250 Base equations on CT

Level 0 n/a Any N 350 Base equations on level

Exp 0 n/a Any N 200 Base equations on EXP

Height * 0 n/a Any N 250 Base equations on height

Prime * 0 n/a Any N 300 Selects by prime number

Multiple of 5 0 n/a Any N 200 Selects by multiple of 5

Multiple of 4 * 0 n/a Any N 400 Selects by multiple of 4

Multiple of 3 * 0 n/a Any N 600 Selects by multiple of 3

 

Each time you use Arithmeticks, you select one from the first four abilities

and one from the second four abilities. This determines what characters the

ability will target. For example, selecting "Height" "Multiple of 5" will

target all characters whose current height on the map is a multiple of 5.

Finally, you select the magick to cast on these targets. Allowable magicks are

those marked with an "A" under Black Mage, White Mage, Time Mage, and Mystic

(see above). Note that you do NOT need those jobs’ Action Abilities equipped;

Arithmeticks always allows access to ALL the allowable magicks you’ve learned.

 

–Reaction Abilities–

TRIGGER BRV JP EFFECT

———————————————————-

Cup of Life HP restore Yes 200 If healing ability used on character

restores more HP than is needed to

return to max HP, the excess HP is

distributed to the rest of the

party

Soulbind * Any HP loss Yes 300 Inflicted damage is divided between

you and the character who

inflicted it

 

–Support Abilities–

JP EFFECT

———————————————————-

EXP Boost * 350 Doubles EXP received in battle

 

–Movement Abilities–

JP EFFECT

———————————————————

Accrue EXP 400 Earn EXP whenever you move

Accure JP 400 Earn JP whenever you move

 

JP to master: 4550

 

–MY THOUGHTS–

Arithmeticians are extremely powerful magick-wielders. Unlike conventional

magick, Arithmeticks takes no time to charge, can strike all the way across the

board, and costs no MP! By trying different combinations of multiple and

CT/Level/EXP/Height, you can customize exactly who your magick is going to hit.

 

Note that you can preview who Arithmeticks will hit before you use it. Look

for the characters with yellow targeting tiles at their feet. If you don’t

like the combination of targets you’re getting, cancel back a few menus and

pick a different match of base and multiple. You can’t always target exactly

the characters you want, but you can usually get reasonably close. Check out

the Arithmeticks Chart (Ctrl+F and then 00arith) for help targeting.

 

The problem is that Arithmeticians also require a lot of JP to reach this level

of power. First of all, you need to learn spells from the other magick-using

jobs, then you have to learn all the Arithmeticks abilities to make your

targeting flexible. Moreover, Arithmeticians are REALLY pokey and don’t get

many turns, making them slow to earn JP. (Giving them an accessory to boost

their speed will help.)

 

Arithmeticks also have a very low magick strength, so their spells won’t be too

effective while they’re still an Arithmetician. To remedy this, change the

Arithmetician into a Black Mage after you’ve learned all their abilities and

set their second action ability to Arithmeticks. In this highly-evolved form,

they can toast enemies around the battlefield or heal your whole party, without

even having to charge or use MP!

 

In other words, Arithmeticians are great if you want to spend the time to build

them up, but you certainly don’t need them to beat the regular game.

 

—BARD————————————————————————

Required jobs : Summoner lv. 5, Orator lv. 5, MALE characters only

Needed for jobs : none

 

Equippable weapons: Instruments Movement range : 3

Equippable armor: Hats, clothes Jump height : 3

Physical evade : 5%

Stats When Active Job:

HP: * MP: * Phys. Atk.: * Mag. Atk.: **** Speed: ***

Stat Growth Rates:

HP: * MP: * Phys. Atk.: * Mag. Atk.: * Speed: *

 

–ABILITIES–

–Action Abilities: Bardsong–

Damage based on user’s: Magick Attack (Seraph Song/Life’s Anthem)

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Seraph Song * 6 All allies N 100 Restores MP

Life’s Anthem 6 All allies N 100 Restores HP

Rousing Melody * 8 All allies N 100 Raises speed by 1

Battle Chant * 8 All allies N 100 Raises physical attack power by 1

Magickal Refrain 10 All allies N 100 Raises magick attack power by 1

Nameless Song * 10 All allies N 100 Gives Reraise, Regen, Protect,

Shell, or Haste

Finale * 20 All allies N 100 Fills CT to 100 (instant turn!)

 

Bardsong abilities activate repeatedly until a new command is entered for the

character. This means that even if you wait out your turns, you can keep

activating the ability.

 

Bardsong abilities do not affect allies afflicted with Sleep status.

 

–Reaction Abilities–

TRIGGER BRV JP EFFECT

———————————————————-

Magick Boost Any HP loss Yes 500 Magick attack power + 1

Faith Boost Magick Yes 400 Faith + 3

 

–Support Abilities–

none

 

–Movement Abilities–

JP EFFECT

———————————————————-

Move +3 * 1000 Movement range + 3

Fly 5000 Ignore terrain and obstacles while

JP to master: 7900

 

–MY THOUGHTS–

Bards can cast a variety of buffs to your whole party, regardless of where the

characters are standing. Boosting your speed and attack/magic power, or

quickly filling your CT gauge, can help your whole team fight more effectively.

On the other hand, Bards can’t do much ELSE; they have very little HP or MP and

a weak attack. Also, their buffs don’t always succeed and will miss quite a

few of your party members each time they’re used.

 

Bards can learn Fly, which costs an astronomical 5000 JP! Since Fly is

basically just a more expensive Teleport, it’s not worth the JP cost at all.

On the other hand, Move +3 is much more reasonably priced and is extremely

effective for getting around the map quickly! Of course, if you have Move +3,

then Move +1 and Move +2 become completely obsolete.

 

—DANCER———————————————————————-

Required jobs : Geomancer lv. 5, Dragoon lv. 5, FEMALE characters only

Needed for jobs : none

 

Equippable weapons: Knives, cloths Movement range : 3

Equippable armor: Hats, clothes Jump height : 3

Physical evade : 5%

Stats When Active Job:

HP: * MP: * Phys. Atk.: **** Mag. Atk.: *** Speed: ***

Stat Growth Rates:

HP: * MP: * Phys. Atk.: *** Mag. Atk.: * Speed: *

 

–ABILITIES–

–Action Abilities: Dance–

Damage based on user’s: Physical Attack (Witch Hunt/Mincing Minuet)

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Witch Hunt 6 All enemies N 100 Lowers enemy MP

Mincing Minuet 6 All enemies N 100 Lowers enemy HP

Slow Dance * 8 All enemies N 100 Lowers enemy speed by 1

Polka 8 All enemies N 100 Lowers enemy physical attack by 1

Heathen Frolick * 10 All enemies N 100 Lowers enemy magical attack by 1

Forbidden Dance * 10 All enemies N 100 Causes Blind, Confuse, Silence,

Toad, Poison, Slow, Stop, or

Sleep

Last Waltz 20 All enemies N 100 Empties enemy CT

 

Dance abilities activate repeatedly until a new command is entered for the

character. This means that even if you wait out your turns, you can keep

activating the ability.

 

Dance abilities do not affect enemies afflicted with Sleep status.

 

–Reaction Abilities–

TRIGGER BRV JP EFFECT

———————————————————-

Fury Any HP loss Yes 600 Physical attack power + 1

Bravery Boost Physical atk Yes 700 Bravery + 3

 

–Support Abilities–

none

 

–Movement Abilities–

JP EFFECT

———————————————————-

Jump +3 1000 Jump height + 3

Fly 5000 Can fly over terrain and enemies

 

JP to master: 8000

 

–MY THOUGHTS–

Whereas Bards cast buffs to help your entire party, Dancers lower the stats of

the entire party. Mincing Minuet does far too little damage to bother with,

but lowering enemy speed or attack power, or inflicting status conditions with

Forbidden Dance, can be useful.

 

Dancers tend to be better than Bards. Since there are generally more bad guys

on the map than party members, it’s more effective to drop the enemies’ stats

than boost your own. Plus, they have a stronger physical attack. Dancers also

work well with the Knight’s Parry ability, as their cloth weapons have a VERY

high parry rate (50%).

 

As with Bard, Fly is definitely not worth 5000 JP … and Jump +3 is pretty

pointless too, since Teleport essentially duplicates all its effects and costs

fewer JP!

 

—MIME————————————————————————

Required jobs : Squire lv. 8, Chemist lv. 8, Summoner lv. 5,

Orator lv. 5, Geomancer lv. 5, Dragoon lv. 5

Needed for jobs : none

 

Equippable weapons: None Movement range : 4

Equippable armor: None Jump height : 4

Physical evade : 5%

Stats When Active Job:

HP: ***** MP: * Phys. Atk.: ***** Mag. Atk.: **** Speed: *****

Stat Growth Rates:

HP: ***** MP: **** Phys. Atk.: ***** Mag. Atk.: **** Speed: **

 

–ABILITIES–

NO ABILITIES

The Mime copies every action that your other characters take.

 

–MY THOUGHTS–

Mimes aren’t quite as good as you’d think. They only mimic abilities in the

exact direction and range that they were originally used, which means they

usually miss. However, if you use them very carefully, they can be useful, as

they could potentially double the number of actions you take. Try pairing a

Mime with a Arithmetician — everything spell the Arithmetician calculates, the

Mime will repeat for twice the effect (of course, you could just make two

Arithmeticians instead…).

 

The main asset of Mimes is that they have great stat growth, making this a

great job to level up with. (Along with a level 8 Onion Knight, they’re the

only generic job that can raise your Magick Attack.)

 

—DARK KNIGHT—————————————————————–

Required jobs : Knight MASTERED, Black Mage MASTERED, Samurai lv. 8,

Ninja lv. 8, Geomancer lv. 8, Dragoon lv. 8, must kill 20

enemies (so that they turn into chests/crystals) with the

character

Needed for jobs : none

 

Equippable weapons: Swords, knight’s swords, Movement range : 3

fell swords, axes, flails Jump height : 3

Equippable armor: Shields, helms, clothes, armor, robes Physical evade : 0%

Stats When Active Job:

HP: *** MP: **** Phys. Atk.: ***** Mag. Atk.: ** Speed: ***

Stat Growth Rates:

HP: ** MP: * Phys. Atk.: **** Mag. Atk.: * Speed: *

 

–ABILITIES–

–Action Abilities: Darkness–

Damage based on user’s: Physical Attack & Weapon Strength

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Sanguine Sword * 0 3/* 1/- Any N 500 Drains HP

Infernal Strike 0 3/* 1/- Any N 500 Drains MP

Crushing Blow * 0 3/2 1/2 Any N 300 Attack, causes Stop. Element of

this attack is based on element

of user’s current weapon.

Abyssal Blade * 0 #Cone#/2 Any N 1000 Non-elemental attack; does more

damage to units closer to

caster. Consumes HP equal to

20% of user’s maximum HP

Unholy Sacrifice 0 Slf 3/3 Any N 1200 Dark attack, causes Slow.

Consumes HP equal to 30% of

user’s max HP. The greater the

user’s max HP, the more damage

this ability does.

 

# Abyssal Blade has a "cone" attack pattern. Within its vertical range of 2,

it strikes the first tile in the orientation you’re facing, three tiles in a row

behind that, and five tiles in the row behind *that*. In other words, it looks

something like this:

X

XX U = user

UXXX X = affected tiles

XX

X

 

All Darkness techniques have a 100% hit rate. However, they cannot be used

unless the user is equipped with a sword, knight’s sword, or fell sword.

 

Damage from Darkness techniques increases when you have a stronger weapon

equipped. When you have two weapons Dual Wielded, only the weapon in the

upper slot counts (whether it’s a sword or not!).

 

–Reaction Abilities–

none

 

–Support Abilities–

JP EFFECT

———————————————————-

HP Boost 2000 Increases maximum HP by 20%

Vehemence * 400 Increases by 50% the effectiveness

of user’s attacks and HP-restoring

abilities, but also increases

damage received by 50%

 

–Movement Abilities–

JP EFFECT

———————————————————

Move +3# * 1000 Movement range + 3

Jump +3# 1000 Jump height + 3

 

#: Move +3 is available for female Dark Knights, Jump +3 for males.

 

JP to master: 6700

 

–MY THOUGHTS–

Well, Dark Knights are very strong. They have the strongest attack power of

any regular job, can equip knight’s swords and heavy armor, and pretty much

all of their abilities are great (though Crushing Blow, Abyssal Blade, and

Unholy Sacrifice are all height-limited). Note that you can negate the HP

costs associated with Abyssal Blade and Unholy Sacrifice by equipping the

Time Mage ability Mana Shield. Unlocking the Dark Knight job allows even

generic characters to use sword techniques, and the HP-draining effect of

Sanguine Sword makes it a particularly advantageous attack to have. Vehemence

is also a great support ability for characters who aren’t too fragile.

 

Dark Knights are also the only job (aside from Onion Knights, of course) that

can equip the fell swords, special weapons found in the game’s multiplayer

mode. Fell swords aren’t really that great, though, since they require both

hands and don’t carry all the buffs that knight’s swords do.

 

So what’s the catch? Well, the requirements for this job are also

astronomical. You need to completely master two other jobs (one physical, one

magickal) and get four other jobs up to level 8 … plus you need to kill

20 enemies with the character. By the time you do all that, you’ll probably be

tough enough that you don’t even *need* the Dark Knight job to complete the

single-player mode!

 

So, while the Dark Knight is indisputably powerful, you definitely don’t need

to jump through the hoops to get it just to use in the single-player mode. On

the other hand, if you want to finish all the Rendezvous Mode missions, the

Dark Knight and its HP-draining ability is quite important!

 

—ONION KNIGHT—————————————————————-

Required jobs : Squire lv. 6, Chemist lv. 6

Needed for jobs : None

 

Equippable weapons: All Movement range : 3

Equippable armor: All Jump height : 3

Physical evade : 5%

Stats When Active Job: when job lv.8: 30%

HP: * MP: * Phys. Atk.: * Mag. Atk.: * Speed: ***

Upon reaching job level 8 (see below), the Onion Knight’s stats will increase:

HP: ***** MP: ***** Phys. Atk.: ***** Mag. Atk.: **** Speed: *****

 

Stat Growth Rates:

HP: ** MP: *** Phys. Atk.: * Mag. Atk.: * Speed: *

Stat Growth Rates at job level 8:

HP: ***** MP: ***** Phys. Atk.: ***** Mag. Atk.: **** Speed: *****

 

–ABILITIES–

NO ABILITIES

The Onion Knight cannot use any abilities, but can use any kind of equipment.

Even items normally reserved for female characters can be used by male Onion

Knights (and by female Onion Knights, too, of course).

 

–MY THOUGHTS–

Taken in their base form, Onion Knights seem how exactly how the game describes

them: sad. Sure, they can equip any piece of equipment, but they have

terrible stats and NO abilities. Even if you gave them a good sword and armor,

they’d still be just a weaker Knight with no abilities. Plus, they don’t gain

experience from taking actions.

 

So what’s the point of Onion Knights? Well, for every two other jobs you

master, the job level of Onion Knight increases. (Squire, Chemist, Mime, Dark

Knight, and special jobs that replace Squire do not count towards this count.)

If you master 14 jobs and get Onion Knight to job level 8, their stats will see

a BIG increase. (Yes, mastering 14 jobs is a LOT of abilities to learn.)

Also, if you play the game’s multiplayer mode, you can earn the Onion gear,

very strong equipment that can only be used by Onion Knights. With these two

things, Onion Knights can be very strong melee fighters, although they still

have no abilities.

 

Once at job level 8, the Onion Knight also gains the best stat bonuses on

level-up, but since they don’t get EXP from attacking and can’t equip Steal

EXP, the only way to level them up is with the Wild Boar’s Bequeath Bacon

ability (available with the Beastmaster support ability). Since Wild Boars can

only be obtained by breeding them from a Swine or from other Wild Boars, this

can take quite a while.

 

If you’re not interested in spending a lot of time leveling up your jobs or

breeding Wild Boars, you probably won’t have much use for the Onion Knight.

(And you certainly don’t *need* them for the single-player mode!) But, if you

want to spend the time, you’ll end up with the best stats available in the

game!

 

%%%SPECIAL JOBS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00job2

 

These are special jobs used by specific story characters. They aren’t

available to generic characters. In all cases where a story character has a

special job, the special job replaces the Squire job for that character.

 

All the special jobs have the same reaction, support, and movement abilities as

the Squire job (which they replace). Therefore, I haven’t bothered to list

them. The exceptions are the Ark Knight, Automaton, and Byblos jobs, which

do have different abilities.

 

—SQUIRE [RAMZA]————————————————————–

Used By: Ramza Movement range : 4

Equippable weapons: Knives, swords, Jump height : 3

knight’s swords (ch. 4), flails Physical evade : 10%

Equippable armor: Shields (ch. 2+), hats, helms (ch. 2+),

clothes, armor (ch. 2+), robes

Stats When Active Job:

HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***

Stat Growth Rates:

HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: ** Speed: **

 

–ABILITIES–

–Action Abilities: Mettle–

Damage based on user’s: Physical Attack (Rush/Stone)

Magick Attack and Faith, plus target’s Faith (Ultima)

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Focus * 0 Slf 1/- Self – 300 Raises physical attack power by 1

for duration of battle

Rush 0 1/1 1/- Any – 80 Weak physical attack, may knock

enemy back one tile; does

variable damage (may be more or

less than estimate)

Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack,

may knock enemy back one tile;

does variable damage (may be

more or less than estimate)

Salve 0 1/2 1/- Any – 150 Cures Blind, Silence, Poison

Tailwind * 0 3/* 1/- Any N 200 Raises speed by 1 for duration of

battle

Chant * 0 1/3 1/- Any – 0 Restores HP, Ramza loses HP equal

to 1/2 of amount healed

Steel (ch. 2+) * 0 3/* 1/- Any N 200 Raises Bravery by 5 #

Shout (ch. 4) * 0 Slf 1/- Self – 500 Raises Bravery by 10 #, physical

and magick strength by 1, speed

by 1

Ultima (ch. 4) 10 5 4/* 2/1 Any N & Non-elemental magick attack

 

JP to master: 2570

 

# Note: These abilities increase your Bravery. Most of this change remains

only for the battle, but for every 4 points you increase your Bravery during

battle, you get a 1 point permanent increase in Bravery.

 

Ultima can only be learned by having Luso or an enemy cast it on Ramza; see the

"Learning Ultima" section under Advanced Tactics for more information on this.

 

–MY THOUGHTS–

Ramza’s Squire job is powered up quite a bit relative to a regular Squire. He

has better stats, some extra abilities, and he can equip knight’s swords and

heavy armor. (Unlike a regular Squire, though, he can’t use axes, oddly

enough.)

 

Most of Ramza’s extra abilities are quite useful. Tailwind is a speed boost,

Steel is a Bravery boost, and Shout raises all stats but only works on Ramza.

Steel is particulary useful as it’s the fastest way of permanently adding to

your Bravery; it has a 100% hit rate and costs no MP. Whenever Ramza has a

spare turn, it’s a good idea to have him use Steel to boost a teammate’s

Bravery (or Shout to boost his own); increasing your Bravery makes your

reaction abilities much more effective. In a pinch, Chant is good for healing

too. On the other hand, the Ultima spell is actually pretty weak, especially

given that you have to go out of your way to learn it.

 

So, Mettle makes for a good set of support abilities. But since Ramza doesn’t

have much in the way of direct attack abilities and only one healing ability

that also hurts him, you’ll probably eventually want to supplement Mettle with

some other abilities. You can switch Ramza to another job (I like to make him

Monk or a Ninja) and equip Mettle as your second command. Or, since his Squire

job is pretty strong statistically, learn abilities with a different job and

then switch him back to Squire!

 

If you’re trying to master lots of jobs for the purposes of powering up Onion

Knight, note that Ramza’s Squire job isn’t Mastered until he learns Ultima.

 

—SQUIRE [DELITA]————————————————————-

Used By: Delita (ch. 1) Movement range : 4

Equippable weapons: Knives, swords, flails Jump height : 3

Equippable armor: Hats, clothes, robes Physical evade : 5%

Stats When Active Job:

HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***

 

–ABILITIES–

–Action Abilities: Mettle–

Damage based on user’s: Physical Attack

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Focus * 0 Slf 1/- Self – 300 Raises physical attack power by 1

for duration of battle

Rush 0 1/1 1/- Any – 80 Weak physical attack, may knock

enemy back one tile; does

variable damage (may be more or

less than estimate)

Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack,

may knock enemy back one tile;

does variable damage (may be

more or less than estimate)

Salve 0 1/2 1/- Any – 150 Cures Blind, Silence, Poison

Chant * 0 1/3 1/- Any – 0 Restores HP, Delita loses HP

equal to 1/2 of amount healed

 

JP to master: 1620

 

–MY THOUGHTS–

Like Ramza’s, Delita’s Squire job has superior stats to a regular Squire,

although he only has one extra ability, Chant. Chant comes in quite useful

during Chapter I, as it lets Delita heal other party members for a substantial

amount (albeit at the cost of some of his own HP). Expect to see the guest AI

using it fairly frequently.

 

—SQUIRE [ARGATH]————————————————————-

Used By: Argath (ch. 1) Movement range : 4

Equippable weapons: Knives, swords, axes, flails Jump height : 3

Equippable armor: Hats, clothes Physical evade : 15%

Stats When Active Job:

HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***

 

–ABILITIES–

–Action Abilities: Fundaments–

Damage based on user’s: Physical Attack & Weapon Strength

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Focus * 0 Slf 1/- Self – 300 Raises physical attack power by 1

for duration of battle

Rush 0 1/1 1/- Any – 80 Weak physical attack, may knock

enemy back one tile; does

variable damage (may be more or

less than estimate)

Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack,

may knock enemy back one tile;

does variable damage (may be

more or less than estimate)

Salve 0 1/2 1/- Any – 150 Cures Blind, Silence, Poison

Rend Helm 0 Weapon Any Y 300 Destroys target’s headgear

Rend Armor 0 Weapon Any Y 400 Destroys target’s armor

 

JP to master: 2320

 

–MY THOUGHTS–

Again, compared to a regular Squire, Argath has better stats and a couple extra

abilities: Rend Helm and Rend Armor. They’d be nice to use, but since Argath

only gains JP during story battles (he doesn’t participate in random battles),

you likely won’t even have a chance to learn them. Instead, you may want to

supplement him with a Black Magick spell or two if available, or perhaps Items.

 

—FELL KNIGHT—————————————————————–

Used By: Gaffgarion Movement range : 3

Equippable weapons: Swords, knight’s swords Jump height : 3

Equippable armor: Shields, helms, armor, robes Physical evade : 15%

Stats When Active Job:

HP: ***** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: ****

 

–ABILITIES–

–Action Abilities: Fell Sword–

Damage based on user’s: Physical Attack & Weapon Strength

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Shadowblade * 0 3/* 1/- Any N 100 Absorbs HP from target

Duskblade 0 3/* 1/- Any N 500 Absorbs MP from target

 

Fell Sword techniques have a 100% hit rate. However, they cannot be used

unless Gaffgarion is equipped with a sword, knight’s sword, or fell sword.

 

JP to master: 1650

 

–MY THOUGHTS–

Gaffgarion is cool, but he’s only in your party for two battles plus the intro

battle at the start of the game. But, his Shadowblade technique is quite

powerful (and restores some of Gaffgarion’s HP!), so he’ll be helpful while

you’ve got him.

 

—HOLY KNIGHT—————————————————————–

Used By: Agrias, Delita (ch. 2+) Movement range : 3

Equippable weapons: Swords, knight’s swords Jump height : 3

Equippable armor: Shields, helms, armor, robes Physical evade : 25%

Stats When Active Job:

HP: ***** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: ***

Stat Growth Rates:

HP: **** MP: **** Phys. Atk.: *** Mag. Atk.: * Speed: *

 

–ABILITIES–

–Action Abilities: Holy Sword–

Damage based on user’s: Physical Attack & Weapon Strength

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Judgment Blade * 0 2/* 2/0 Any N 0 Physical attack, causes Stop

Cleansing Strike 0 3/2 1/- Any N 400 Physical attack, causes Doom

Northswain’s Strike 0 3/1 1/- Any N 500 Physical attack, instant KO

Hallowed Bolt * 0 3/* 2/1 Any N 700 Physical attack, causes Silence

Divine Ruination * 0 4Dir 5/2 Any N 800 Physical attack, causes Confuse

Chant (Delita only) 0 1/3 1/- Any – 0 Restores HP, Delita loses HP

equal to 1/2 of amount healed

 

Holy Sword techniques have a 100% hit rate. However, they cannot be used

unless Agrias/Delita is equipped with a sword, knight’s sword, or fell sword.

 

Damage from Holy Sword techniques increases when you have a stronger weapon

equipped. When you have two weapons Dual Wielded, only the weapon in the

upper slot counts (whether it’s a sword or not!).

 

The element of these techniques is the same as the element of your weapon.

(And if the weapon has no elemental affinity, then the attack is non-

elemental.)

 

JP to master: 3450

 

–MY THOUGHTS–

Agrias’s sword techniques makes her an invaluable member of your party as soon

as she joins, and she’ll stay that way pretty much throughout the game. Her

Holy Sword abilities are great because they do a lot of damage, require no

charge time or MP, and have a few panels’ range! She’s likely to be a major

part of your offense, especially before you get Orlandeau, who has all of

Agrias’s abilities and then some. Even with Orlandeau available, though,

Agrias still makes for a good fighter; she’s just not quite *as* strong ;).

 

You may want to save up your JP for Hallowed Bolt and Divine Ruination, her

best techniques. Divine Ruination is her strongest technique and can damage

quite a few enemies if they all happen to be standing on a straight line.

Hallowed Bolt isn’t quite as strong, but it works on a diagonal and can strike

multiple enemies standing next to each other.

 

Note that since sword techniques are considered physical attacks, the

Geomancer’s Attack Boost can make them even stronger!

 

Delita’s version of the Holy Knight job is even tougher, but he only shows up

as a Holy Knight for a few battles.

 

—PRINCESS——————————————————————–

Used By: Ovelia Movement range : 4

Equippable weapons: Staves Jump height : 3

Equippable armor: Hats, clothes, robes Physical evade : 20%

Stats When Active Job:

HP: *** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***

 

–ABILITIES–

–Action Abilities: Holy Magicks–

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Aegis * 30 4 5/* 1/- Any N 0 Gives Reraise, Regen, Protect,

Shell, and Haste status

Dispelna 20 4 4/* 1/- Any N 0 Cures Stone, Confuse, Silence,

Vampire, Toad, Poison, Stop,

Sleep, Immobilize, and Disable

JP to master: 1050

 

–MY THOUGHTS–

Well, Ovelia only fights in a few battles, but she’s actually a useful

character (you wouldn’t expect her to be, but she is!). Aegis is a great spell

since it casts 5 different buffs at once; unfortunately, since you can’t

control her, she’ll mostly cast it on herself.

 

—MACHINIST——————————————————————-

Used By: Mustadio Movement range : 3

Equippable weapons: Knives, guns Jump height : 4

Equippable armor: Hats, clothes Physical evade : 18%

Stats When Active Job:

HP: *** MP: *** Phys. Atk.: *** Mag. Atk.: **** Speed: ****

Stat Growth Rates:

HP: *** MP: *** Phys. Atk.: *** Mag. Atk.: * Speed: *

 

–ABILITIES–

–Action Abilities: Aimed Shot–

Success based on user’s: Speed

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Leg Shot 0 Weapon Any Y 200 Causes Immobilize status

Arm Shot * 0 Weapon Any Y 300 Causes Disable status

Seal Evil * 0 Weapon Any Y 200 Turns undead to Stone

 

Aimed Shot fires twice per turn if combined with the Dual Wield support ability

and Dual Wielded weapons. (You’ll need to have Mustadio configured to use a

weapon type that CAN be Dual Wielded; neither knives nor guns can be Dual

Wielded.)

 

JP to master: 1750

 

–MY THOUGHTS–

With his Arm Shot ability and a gun, Mustadio can disable enemies from across

the battlefield. This is a great ability since it effectively stops enemy from

taking any kind of action for a few turns. You can Disable enemy mages to keep

them from casting spells while the rest of your team is trying to reach them,

or Disable a melee fighter and have the rest of your team pounce on him/her

without fear of reprisal. Or, when you’re just faced with a lot of enemies at

once, Disabling a few can make the crowd more manageable. Since Disable also

shuts down reaction abilities, you can also use it to stop monsters from

counter-attacking you or to keep humans from recovering from your attacks.

Towards the very end of the game, it becomes slightly less useful since many

human enemies are equipped with Thief’s Caps, which renders them immune to

Disable status.

 

Seal Evil is also useful: it turns undead enemies to stone, which not only

defeats them instantly, but prevents them from reviving. (And it has a high

hit rate!) Although you won’t face undead enemies in too many battles, it’s

quite handy in the ones where you do.

 

In order for Mustadio’s Aimed Shot abilities to keep their long range, Mustadio

needs to stay equipped with a gun. Once you’ve finished learning his Aimed

Shot abilities, you may want to consider switching him to a Chemist, another

job that can equip guns. This will let him supplement his Aimed Shots with the

ability to heal your teammates.

 

Once you get Balthier, though, Mustadio essentially becomes obsolete, since

Balthier has even more abilities and better stats.

 

—ASTROLOGER——————————————————————

Used by: Orran Movement range : 3

Equippable weapons: Books Jump height : 4

Equippable armor: Hats, clothes Physical evade : 15%

 

–ABILITIES–

–Action Abilities: Astrology–

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Celestial Stasis * 5 All foes! N 0 Causes Stop, Immobilize, or

Disable

Focus * 0 Slf 1/- Self – 300 Raises physical attack power by 1

for duration of battle

Rush 0 1/1 1/- Any – 80 Weak physical attack, may knock

enemy back one tile; does

variable damage (may be more or

less than estimate)

Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack,

may knock enemy back one tile;

does variable damage (may be

more or less than estimate)

Salve 0 1/2 1/- Any – 150 Cures Blind, Silence, Poison

 

JP to master: 1865

 

–MY THOUGHTS–

Orran is ludicrously powerful, thanks to his Celestial Stasis spell, which will

debilitate most of the enemies on the board every time he uses it and doesn’t

even cost any MP! Too bad he only shows up in one battle and you don’t even

get to control him 🙁

 

—CLERIC———————————————————————-

Used By: Alma Movement range : 4

Equippable weapons: Staves Jump height : 3

Equippable armor: Hats, clothes, robes Physical evade : 18%

Stats When Active Job:

HP: *** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***

 

–ABILITIES–

–Action Abilities: Holy Magicks–

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Aegis * 30 4 5/* 1/- Any N 0 Gives Reraise, Regen, Protect,

Shell, and Haste status

Dispelna 20 4 4/* 1/- Any N 0 Cures Stone, Confuse, Silence,

Vampire, Toad, Poison, Stop,

Sleep, Immobilize, and Disable

Ultima 10 5 4/* 2/1 Any N & Non-elemental magick attack

Chant * 0 1/3 1/- Any – 0 Restores HP, Alma loses HP equal

to 1/2 of amount healed

JP to master: 1050

 

–MY THOUGHTS–

Alma is almost identical to Ovelia, except that she has Chant. As with Ovelia,

Aegis is a great support spell, so she’ll be useful during the few battles

where you can control her. You can use Items to keep up her MP and allow her

to keep casting the spell.

 

It’s a good idea to de-equip Alma of her all gear before you go to Orbonne

Monastery in Chapter III, since most of it can’t be bought in stores.

 

When Alma rejoins during the final battle, it is possible for her to learn

Ultima from casting Ramza or Luso casting it on her, but you’re better off with

her Aegis spell!

 

—GAME HUNTER—————————————————————–

Used By: Luso Movement range : 4

Equippable weapons: Knives, swords, knight’s swords, Jump height : 3

flails Physical evade : 10%

Equippable armor: Shields, hats, helms, clothes, armor,

robes

Innate ability (as Game Hunter only): Poach

Stats When Active Job:

HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***

Stat Growth Rates:

HP: *** MP: **** Phys. Atk.: **** Mag. Atk.: ** Speed: **

 

–ABILITIES–

–Action Abilities: Huntcraft–

Damage based on user’s: Physical Attack (Rush/Stone)

Magick Attack and Faith, plus target’s Faith (Ultima)

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Focus * 0 Slf 1/- Self – 300 Raises physical attack power by 1

for duration of battle

Rush 0 1/1 1/- Any – 80 Weak physical attack, may knock

enemy back one tile; does

variable damage (may be more or

less than estimate)

Stone 0 4/* 1/- Any Y 90 Weak (ranged) physical attack,

may knock enemy back one tile;

does variable damage (may be

more or less than estimate)

Salve 0 1/2 1/- Any – 150 Cures Blind, Silence, Poison

Tailwind * 0 3/* 1/- Any N 200 Raises speed by 1 for duration of

battle

Chant * 0 1/3 1/- Any – 0 Restores HP, Luso loses HP equal

to 1/2 of amount healed

Steel * 0 3/* 1/- Any N 200 Raises Bravery by 5

Shout * 0 Slf 1/- Self – 500 Raises Bravery by 10, attack and

magick strength by 1, speed by

1

Ultima 10 5 4/* 2/1 Any N & Non-elemental magick attack

 

JP to master: 4430

 

Ultima can only be learned by having Ramza or an enemy cast it on Luso; see the

"Learning Ultima" section under Advanced Tactics for more information on this.

 

–MY THOUGHTS–

Luso is basically a clone of Ramza, even down to his stats, and so has the same

strengths and weaknesses. Luso’s main distinguishing feature is his innate

Poach ability, which can be nice for hunting for the rare items you get from

poaching some monsters.

 

Overall, Luso’s OK — but you already have one Ramza, and *that* Ramza is the

one you’re required to use in story battles. As a result, Luso is sadly pretty

redundant in most cases. Ramza’s abilities aren’t good enough that you need

two people in the party using them, not when you fill that slot in your party

with a character who has a different set of abilities.

 

If you’re trying to master lots of jobs for the purposes of powering up Onion

Knight, note that Game Hunter isn’t Mastered until Luso learns Ultima.

 

—SKYSEER———————————————————————

Used By: Rapha Movement range : 3

Equippable weapons: Staves, poles Jump height : 3

Equippable armor: Hats, clothes, robes Physical evade : 10%

Stats When Active Job:

HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: ****

Stat Growth Rates:

HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: * Speed: *

 

–Action Abilities: Sky Mantra–

Damage based on user’s: Magick Attack

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Heaven’s Wrath * 3 4/* 2/3 Any N 100 Lightning attack, strikes random

tiles within radius

Ashura 4 4/* 2/3 Any N 200 Fire attack, strikes random tiles

within radius

Adamantine Blade 5 4/* 2/3 Any N 300 Wind attack, strikes random tiles

within radius

Maelstrom 6 4/* 2/3 Any N 400 Water attack, strikes random

tiles within radius

Celestial Void * 5 4/* 2/3 Any N 500 Non-elemental magick attack,

strikes random tiles within

radius. Causes Blind, Confuse,

Silence, Toad, Poison, Slow,

or Sleep

Divinity 7 4/* 2/3 Any N 600 Earth attack, strikes random

tiles within radius

 

Sky Mantra attacks do not take Rapha’s Faith or enemy Faith into consideration,

unlike most magick attacks.

 

JP to master: 3150

 

–MY THOUGHTS–

As you’ve probably observed during her time as a guest, Rapha’s Sky Mantra

abilities are pretty useless. They strike random tiles within their effect

radius, making them often as likely to hit your allies as your enemies, and

they don’t even do all that much damage anyway. (Plus, they take time to

charge.)

 

On the other hand, given her low Bravery, Rapha is a character that can easily

be made into a good Treasure Hunter. (You’re more likely to get good items

with Treasure Hunter if your Bravery is low.) And, if you’re planning to

tackle the bonus dungeon, you’ll definitely want a Treasure Hunter! Of course,

it’s not in any way necessary to specifically use Rapha for this; any other

character with low Bravery works fine. Rapha just tends to be convenient since

her Bravery is already pretty low to start with — and you may want to lower

her Bravery even further with the Orator’s Intimidate to increase your odds

further.

 

—NETHERSEER——————————————————————

Used By: Marach Movement range : 4

Equippable weapons: Rods, poles Jump height : 3

Equippable armor: Hats, clothes, robes Physical evade : 8%

Stats When Active Job:

HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: ****

Stat Growth Rates:

HP: **** MP: **** Phys. Atk.: *** Mag. Atk.: * Speed: *

 

–Action Abilities: Nether Mantra–

Damage based on user’s: Magick Attack & LOW Faith, plus target’s LOW Faith

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Hell’s Wrath * 3 4/* 2/3 Any N 100 Lightning attack, strikes random

tiles within radius

Nether Ashura 4 4/* 2/3 Any N 200 Fire attack, strikes random tiles

within radius

Nether Blade 5 4/* 2/3 Any N 300 Wind attack, strikes random tiles

within radius

Nether Maelstrom 6 4/* 2/3 Any N 400 Water attack, strikes random

tiles within radius

Corporeal Void * 5 4/* 2/3 Any N 500 Non-elemental magick attack,

strikes random tiles within

radius. Causes Blind, Confuse,

Silence, Toad, Poison, Slow,

or Sleep

Impiety 7 4/* 2/3 Any N 600 Earth attack, strikes random

tiles within radius

 

Nether Mantra attacks do increased damage to enemies with LOW Faith, and when

Marach has LOW Faith. This is the opposite of most magick attacks, which do

more damage when Faith is high. (Note, however, the Faith and Atheist status

conditions still affect Nether Mantra in the usual way.)

 

JP to master: 3150

 

–MY THOUGHTS–

Marach’s abilities are quite similar to Rapha’s in that they strike random

tiles. His main interesting feature is that Nether Mantra does more damage to

enemies with LOW Faith (the reverse of regular magick), with gives you a magick

attack that’s actually effective against low-Faith enemies. Unfortunately,

since Nether Mantra is so random, it’s still not all that useful.

 

While Rapha can easily be turned into a Treasure Hunter thanks to her low

starting Bravery, Marach has a pretty average Bravery and isn’t particularly

good for this. In other words: there’s generally not much of a reason to put

Marach in your party, and he’s usually considered the least useful of the story

characters. If you’re not set on having all the story characters on your

roster, you could even skip recruiting him–or sign him up, take his equipment,

and then delete him.

 

If you do want to use Marach, you can always switch him to some standard job

instead of relying on his Nether Mantra abilities. Of course, then he’s really

no different from any other generic character.

 

—TEMPLAR———————————————————————

Used By: Beowulf Movement range : 4

Equippable weapons: Knives, swords, knight’s swords Jump height : 3

Equippable armor: Shields, helms, armor, robes Physical evade : 14%

Stats When Active Job:

HP: **** MP: ***** Phys. Atk.: ***** Mag. Atk.: *** Speed: ****

Stat Growth Rates:

HP: **** MP: **** Phys. Atk.: *** Mag. Atk.: *** Speed: *

 

–ABILITIES–

–Action Abilities: Spellblade–

Success based on user’s: Magick Attack & Faith, plus target’s Faith

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Blind 6 0 4/* 1/- Any N 50 Inflicts Blind status

Syphon * 2 0 4/* 1/- Any N 100 Absorbs MP from target (amount =

1/4 of target’s max MP)

Drain 12 0 4/* 1/- Any N 180 Absorbs HP from target (amount =

1/4 of target’s max HP)

Faith 10 0 4/* 1/- Any N 200 Causes Faith status (character

has 100 Faith; both character’s

own magick and others’ magick

targeting the character are

maximally effective)

Doubt 10 0 4/* 1/- Any N 200 Causes Atheist status (character

cannot use magick but is also

immune to others’ magick)

Zombie 14 0 4/* 1/- Any N 150 Causes Undead condition

Silence 16 0 4/* 1/- Any N 90 Causes Silence

Berserk 16 0 4/* 1/- Any N 200 Causes Berserk

Chicken * 12 0 4/* 1/- Any N 500 Lowers target’s Bravery by 50

Confuse 14 0 4/* 1/- Any N 200 Causes Confuse

Dispel 20 0 4/* 1/- Any N 300 Removes Float, Reraise, Regen,

Invisible, Protect, Shell,

Haste, Faith, Reflect

Disable * 14 0 4/* 1/- Any N 50 Causes Disable status

Sleep 20 0 4/* 1/- Any N 170 Causes Sleep

Break * 24 0 4/* 1/- Any N 300 Causes Stone

Vengeance * 20 0 8/* 1/- Any N 600 Deals damage = (Beowulf’s max HP

minus Beowulf’s current HP)

 

Spellblade techniques cannot be used unless Beowulf is equipped with a sword,

knight’s sword, or fell sword.

 

JP to master: 4340

 

–MY THOUGHTS–

Beowulf is essentially a Mystic on steroids — like a Mystic, he specializes in

inflicing status conditions, but his abilities don’t need to charge and in some

cases cost less MP than the Mystic equivalent! Plus, with a knight’s sword,

he can be a pretty good fighter, and Templar has the highest MP of any job in

the game.

 

A trio of Spellblade abilities are particularly useful. First off, Chicken

drops an enemy’s Bravery by 50, which will turn it into a useless chicken in

one shot if the enemy’s Bravery is less than 60. It almost always has a

70-100% hit rate, and it only costs 12 MP! It’s a great ability for quickly

reducing the number of enemies you need to fight at once, and is also a pretty

good way of prolonging a battle (e.g. to hunt for items in the bonus dungeon).

Vengeance is also a great ranged attack that can do quite a bit of damage when

Beowulf is low on HP (and it has a fantastic range of EIGHT panels); the main

downside is that it’s useless at the start of a battle when Beowulf hasn’t been

harmed yet. Finally, Beowulf’s Break spell also has a pretty high chance of

turning an enemy instantly to stone.

 

—AUTOMATON——————————————————————-

Used By: Construct 8 Movement range : 3

Equippable weapons: none Jump height : 3

Equippable armor: none Physical : 0%

Innate abilities: Counter, Ignore Terrain, Ignore Weather#, cannot enter water.

Construct 8 is also immune to most status conditions, all elements except

thunder, and (by virtue of having 0 Faith) all magick. It’s weak to Lightning,

but only non-magickal Lightning attacks since it’s immune to magick.

 

# Since Construct 8 has no magick and can’t enter water, its Ignore Weather

would appear not to ever actually do anything. What in the world?

 

–ABILITIES–

–Action Abilities: Tasks–

Damage based on user’s: Physical Attack

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Destroy 0 1/2 1/- Any – 0 Physical attack; Construct 8

loses HP equal to 1/8 of damage

inflicted

Compress 0 1/2 1/- Any – 0 Physical attack; Construct 8

loses HP equal to 1/6 of damage

inflicted

Dispose * 0 8/* 1/- Any N 0 Physical attack; Construct 8

loses HP equal to 1/4 of damage

inflicted

Pulverize 0 1/0 1/- Any – 0 Physical attack; Construct 8

loses HP equal to 1/4 of damage

inflicted

 

All Tasks abilities cannot be evaded or blocked, but consume some of Construct

8’s HP when used.

 

–Reaction Abilities–

TRIGGER BRV JP EFFECT

————————————————————

Counter Automatically eqppd. Yes 0 Counter-attack with physical attack

 

–Support Abilities–

JP EFFECT

———————————————————-

Defense Boost Automatically eqpd. 0 Lowers damage received from physical

attacks

 

–Movement Abilities–

none

 

JP to master: 0

 

–MY THOUGHTS–

Since Construct 8 is a special "monster," it can’t change jobs, use equipment,

or learn new abilities. That means it’s not a very customizable character and

has pretty much a fixed set of strengths and weaknesses.

 

One of Construct 8’s great strengths is its Dispose ability, which has a range

of 8 panels and never misses. It’s only moderately strong, but the range and

hit rate make it good for taking out enemy mages and gunners/archers.

Construct 8 is also great on defense, since it’s immune to magick and most

status conditions (Confuse being one of the notable exceptions). This makes

it especially useful in particular battles where the enemy relies heavily on

magick or status attacks. Plus, it has an inherent Defense Boost and Counter.

 

You can also use Construct 8 as a stepping-stool to help other characters

climb up to higher ledges. (Other large monsters have this ability as well.)

This is necessary to find the hidden items at Nelveska Temple, and can often

be handy in Midlight’s Deep as well.

 

The downside to Construct 8 is that it’s pretty slow and has a short move

range, so it’s pretty rare that you’ll actually have a chance to use its close

range attacks. It’s of course also immune to any POSITIVE magick you might

want to cast on it, like buffs or Cure spells. Using the Tasks abilities also

consumes some of its HP, but it’s not all that much, so this isn’t much to

worry about.

 

The biggest concern is that since Construct 8 can’t use equipment or change

abilities, it’s hard to upgrade. (The best you can do is gain levels and raise

its Bravery.) This means that it’s hard to remedy some of its weaknesses like

its short movement range, and that it eventually can’t keep pace with the rest

of your team. In sum, Construct 8 proves to be quite useful when you first get

it and remains very helpful in particular story battles (against enemies using

magick or status attacks), but its usefulness may start to fade as other

characters gain more and more abilities that Construct 8 can never have.

 

—SKY PIRATE——————————————————————

Used By: Balthier Movement range : 4

Equippable weapons: Knives, swords, knight’s swords, Jump height : 4

bows, crossbows, guns, polearms Physical evade : 25%

Equippable armor: Shields, hats, helms, clothes, armor,

robes

Innate ability (as Sky Pirate only): Safeguard

Stats When Active Job:

HP: *** MP: *** Phys. Atk.: **** Mag. Atk.: *** Speed: *****

Stat Growth Rates:

HP: **** MP: *** Phys. Atk.: *** Mag. Atk.: * Speed: *****

 

–Action Abilities: Piracy–

Damage/success based on user’s: Physical Attack & Weapon Strength (Barrage)

Speed (all others)

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Leg Shot 0 Weapon Any Y 200 Causes Immobilize status

Arm Shot * 0 Weapon Any Y 300 Causes Disable status

Seal Evil * 0 Weapon Any Y 200 Turns undead to Stone

Barrage 0 Weapon Any Y 1200 Use weapon 4 times in a row at

1/2 damage per attack; can’t be

evaded or blocked

Plunder Gil 0 1/1 1/- Foe – 10 Steal small amount of gil

Plunder Heart * 0 3/1 1/- Foe N 150 Inflicts Charm; only effective on

monsters and opposite sex

Plunder Helm * 0 1/1 1/- Foe – 350 Steal target’s helmet

Plunder Armor * 0 1/1 1/- Foe – 450 Steal target’s armor

Plunder Shield * 0 1/1 1/- Foe – 350 Steal target’s shield

Plunder Weapon * 0 1/1 1/- Foe – 600 Steal target’s weapon

Plunder Accessory 0 1/1 1/- Foe – 500 Steal target’s accessory

Plunder EXP 0 1/1 1/- Foe – 250 Steal target’s current EXP

 

Leg Shot, Arm Shot, and Seal Evil fire twice per turn if combined with the

Dual Wield support ability and Dual Wielded weapons. (Dual Wield has no effect

on the other Piracy abilities.)

 

Note that the Plunder abilities have a higher hit rate than the Thief’s

Steal equivalents.

 

JP to master: 6350

 

–MY THOUGHTS–

Balthier is an all-around great character, and quite versatile. As you can see

from his available equipment, he can function both as a ranged fighter or a

close-range one. Essentially, he’s a combination of Mustadio (he has all of

Mustadio’s Aimed Shot abilities) and a Thief … except that he’s also

physically stronger, is more successful at stealing than a Thief, and has the

super speed of a Ninja. How can you go wrong with that? Once Balthier joins,

there’s not all that much use for Mustadio since Balthier has all of Mustadio’s

ability and then some!

 

Balthier’s one completely unique ability, Barrage, is also quite useful. It’s

similar to Dual Wield in the sense that is essentially doubles your attack

power, except that Barrage cannot miss and also lets Balthier still equip a

shield in his other hand. (On the other hand, if you land a critical hit and

knock the enemy backwards, all the other attacks will miss!) Since Barrage

counts as a regular attack, it can also be combined with Poach or Tame. In the

right circumstances, Barrage can also be used to attack multiple enemies in one

turn — see "Shoot Enemies Next to You" under Advanced Tactics. Sadly,

Barrage CANNOT be combined with Dual Wield or Doublehand; it still does regular

damage if you have two weapons or one weapon in two hands. No Genji Glove +

Offering this time around 🙁

 

—SWORD SAINT—————————————————————–

Used By: Orlandeau Movement range : 4

Equippable weapons: Swords, knight’s swords, katanas, Jump height : 3

ninja blades Physical evade : 12%

Equippable armor: Shields, hats, helms, clothes, armor,

robes

Stats When Active Job:

HP: ***** MP: ***** Phys. Atk.: ***** Mag. Atk.: *** Speed: ****

Stat Growth Rates:

HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: **

 

–Action Abilities: Swordplay–

Damage based on user’s: Physical Attack & Weapon Strength

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Judgment Blade * 0 2/* 2/0 Any N 0 Physical attack, causes Stop

Cleansing Strike 0 3/2 1/- Any N 400 Physical attack, causes Doom

Northswain’s Strike 0 3/1 1/- Any N 500 Physical attack, instant KO

Hallowed Bolt * 0 3/* 2/1 Any N 700 Physical attack, causes Silence

Divine Ruination * 0 4Dir 5/2 Any N 800 Physical attack, causes Confuse

Crush Armor 0 3/* 1/- Any N 200 Physical attack, destroys

target’s armor

Crush Helm 0 3/* 1/- Any N 400 Physical attack, destroys

target’s headgear

Crush Weapon * 0 3/* 1/- Any N 500 Physical attack, destroys

target’s weapon

Crush Accessory 0 3/* 1/- Any N 800 Physical attack, destroys

target’s accessory

Shadowblade * 0 3/* 1/- Any N 100 Absorbs HP from target

Duskblade * 0 3/* 1/- Any N 500 Absorbs MP from target

 

Swordplay techniques have a 100% hit rate. However, they cannot be used

unless Orlandeau is equipped with a sword, knight’s sword, or fell sword.

 

Damage from Swordplay techniques increases when you have a stronger weapon

equipped. When you have two weapons Dual Wielded, only the weapon in the

upper slot counts (whether it’s a sword or not!).

 

The element of these techniques is the same as the element of your weapon.

(And if the weapon has no elemental affinity, then the attack is non-

elemental.)

 

Unlike in the PSone version, Crush abilities CAN target monsters and unequipped

humans, and in fact do extra damage against such targets! Crush Armor does the

most extra damage, and Crush Accessory the least. (They all do the same damage

when the relevant equipment slot is filled.) However, Crush abilities always

have a 0% hit rate against targets with Safeguard.

 

JP to master: 5850

 

–MY THOUGHTS–

There’s probably not much I need to say here. The Thunder God himself is

overwhelmingly powerful — he has all of Agrias’s, Meliadoul’s, and

Gaffgarion’s sword techniques (all useful in their own right), he has

tremendous HP and attack power, and he comes with the Excalibur sword, which

gives a permanent Haste. His attacks do tremendous damage and he can take down

most enemy units with a sword technique. Shadowblade even lets him heal

himself in the process!

 

In other words, the only reason you *wouldn’t* want Orlandeau on your team is

to challenge yourself by making the game harder. Otherwise, he’s going to be

your strongest character — to the point of being more than a little

unbalanced 😉

 

Particularly useful abilities are Hallowed Bolt and Divine Ruination for group

damage, Shadowblade for restoring Orlandeaus’ HP, Crush Weapon for disabling an

enemy’s offense, and Duskblade against enemy magick users. Duskblade steals so

much MP that you can often steal an enemy mage’s entire magick gauge and render

them completely useless. This is a great tactic against magick-using enemies!

(You can also use it as a crippling the last enemy if you extend the battle for

any reason.) And, as with Agrias, giving him the Geomancer’s Attack Boost will

make his sword techniques stronger.

 

—HOLY DRAGON—————————————————————–

Used By: Reis (before completing Nelveska Temple quest) Movement range : 5

Equippable weapons: none Jump height : 3

Equippable armor: none Physical evade : 5%

Stats:

HP: ***** MP: * Phys. Atk.: ***** Mag. Atk.: ***** Speed: ****

 

–Action Abilities: Breath–

Damage based on user’s: Magick Attack

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Ice Breath * 0 2/2 1/- Any Y 0 Ice magick attack

Fire Breath * 0 2/2 1/- Any Y 0 Fire magick attack

Thunder Breath * 0 2/2 1/- Any Y 0 Lightning magick attack

 

These three Breath attacks can only target characters in a straight line from

Reis, not on a diagonal.

 

–Reaction Abilities–

none

 

–Support Abilities–

none

 

–Movement Abilities–

none

 

JP to master: 0

 

–MY THOUGHTS–

In her dragon form, Reis is limited to her three breath attacks. (And, being

a monster, she obviously can’t change jobs.) She has a lot of HP, though, and

her movement range is actually much better than her human form’s. Her magick

attack is also phenomenally high, which means that her breath attacks are

likely to do more damage now than as a human! However, her very limited set of

abilities and inability to use any kind of equipment or accessories means

you’ll get more use out of her human form in the long run.

 

Note that if you fail to buy Aerith’s flower at Sal Ghidos, you won’t be able

to complete the quest to restore Reis to human form and she’ll actually be

stuck in dragon form for the entirety of the game.

 

—DRAGONKIN——————————————————————-

Used By: Reis (after Nelveska Temple quest) Movement range : 3

Equippable weapons: Bags Jump height : 3

Equippable armor: Hair adornments, Minerva Bustier Physical evade : 7%

Equippable accessories: Rings, armlets, perfume, and lip rouge only

Innate abilities (as Dragonkin only): Beastmaster, Tame, Dual Wield

Stats When Active Job:

HP: ***** MP: ***** Phys. Atk.: ***** Mag. Atk.: *** Speed: *****

Stat Growth Rates:

HP: ***** MP: **** Phys. Atk.: ***** Mag. Atk.: ***** Speed: **

 

–ABILITIES–

–Action Abilities: Dragon–

Damage based on user’s: Magick Attack

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Ice Breath * 0 2/2 1/- Any Y 0 Ice magick attack #

Fire Breath * 0 2/2 1/- Any Y 0 Fire magick attack #

Thunder Breath * 0 2/2 1/- Any Y 0 Lightning magick attack #

Dragon’s Charm * 0 2/2 1/- Foe N 300 Dragon or hydra joins as guest,

and can be recruited after

battle (100% hit rate!)

Dragon’s Gift 0 2/2 1/- Any N 300 Heals dragon or hydra and removes

Blind, Confuse, Silence, Oil,

Berserk, Toad, Poison, Stop,

Sleep, Immobilize, and Disable.

Consumes Reis’s HP when used.

Dragon’s Might 0 2/2 1/- Any N 400 Boosts dragon or hydra’s Bravery,

speed, physical attack, and

magick attack

Dragon’s Speed 0 2/2 1/- Any N 400 Fills dragon or hydra’s CT gauge

to 100 (instant turn!)

Holy Breath 0 4/* 3/3 Any N 900 Holy attack, strikes random tiles

within radius

 

# The initial three Breath attacks can only target characters in a straight

line from Reis, not on a diagonal.

 

JP to master: 2350

 

–MY THOUGHTS–

Although Reis’s abilities don’t seem too exciting at first glance, check out

her stats! Dragonkin is the fastest job in the game and Reis also has great

HP, MP, and physical attack power. She can also attack twice (as if she were

a Ninja) and her attack can Tame monsters. Note that bags can’t be Dual-

Wielded (as is true for any character), but Reis’s Dual Wield does work

with her fists or other weapons you give her using Equip ____ abilities.

 

Unfortunately, the job is weakened by her lack of equipment. Moreover,

although Reis’s primary weapons is her fists, she does *not* have the Brawler

ability. So, to make her stronger, give her Brawler or an Equip ___ ability.

 

For a melee fighter, Reis’s movement range of 3 is also rather poor, and she

also can’t equip the accessories that would increase it. Move +1 or Move +2

will help, though. (Or, alternately, give her the Septie`me perfume or Tynar

Rouge; a permanent Haste will give her more turns, so it doesn’t matter so much

if she can’t move very far on each turn.)

 

As for her abilities, her three initial Breath attacks are nice, since they

supplement her fists with elemental attacks with a 2-tile range (and they’re

automatically learned, so you don’t have to spend any JP!). You can make them

stronger by raising Reis’s Magick Attack (e.g. with accessories). Holy Breath

can be used as a range attack and does sizable damage, but since it strikes

random tiles, it’s not very reliable unless you’re fighting a large enemy

group.

 

The four "Dragon’s _____" are only useful if you have dragons or hydras on your

squad. This gives them a somewhat use — but the hydra family contains the

strongest monsters in the game, so they may be worth recruiting and adding to

your team! One trick is to use Dragon’s Charm to recruit dragons/hydras just

to help you in one battle and also save you from fighting them; you don’t have

to permanently add them to your party at the end of the battle if you don’t

want to.

 

—DIVINE KNIGHT—————————————————————

Used By: Meliadoul Movement range : 4

Equippable weapons: Swords, knight’s swords, crossbows, Jump height : 3

polearms Physical evade : 10%

Equippable armor: Shields, helms, clothes, armor, robes

Stats When Active Job:

HP: **** MP: *** Phys. Atk.: **** Mag. Atk.: ** Speed: ***

Stat Growth Rates:

HP: **** MP: ** Phys. Atk.: ***** Mag. Atk.: * Speed: *

 

–ABILITIES–

–Action Abilities: Unyielding Blade–

Damage based on user’s: Physical Attack & Weapon Strength

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Crush Armor * 0 3/* 1/- Any N 200 Physical attack, destroys

target’s armor

Crush Helm 0 3/* 1/- Any N 400 Physical attack, destroys

target’s headgear

Crush Weapon * 0 3/* 1/- Any N 500 Physical attack, destroys

target’s weapon

Crush Accessory 0 3/* 1/- Any N 800 Physical attack, destroys

target’s accessory

 

Unyielding Blade techniques have a 100% hit rate. However, they cannot be used

unless Meliadoul is equipped with a sword, knight’s sword, or fell sword.

 

Damage from Unyielding Blade techniques increases when you have a stronger

weapon equipped. When you have two weapons Dual Wielded, only the weapon in

the upper slot counts (whether it’s a sword or not!).

 

The element of these techniques is the same as the element of your weapon.

(And if the weapon has no elemental affinity, then the attack is non-

elemental.)

 

Unlike in the PSone version, Crush abilities CAN target monsters and unequipped

humans, and in fact do extra damage against such targets! Crush Armor does the

most extra damage, and Crush Accessory the least. (They all do the same damage

when the relevant equipment slot is filled.) However, Crush abilities always

have a 0% hit rate against targets with Safeguard.

 

JP to master: 2950

 

–MY THOUGHTS–

Meliadoul’s sword skills are quite useful, since they do good damage, never

miss, and can shatter enemy equipment. In the PSP version, they can even be

used against targets who don’t have the relevant item equipped (e.g. Crush

Armor can still damage a target without armor), which means they also work on

monsters! They’re all limited to hitting a single target, though. Of her

abilities, Crush Armor and Crush Weapon are probably the best — Crush Weapon

can cripple an enemy’s offense, and Crush Armor does the most damage to

monsters.

 

Unfortunately for Meliadoul, she doesn’t join the team until *after* Orlandeau,

who has all her sword techniques and then some, as well as better stats! So,

what would otherwise be a good character may not find all that use on your

squad. Both Orlandeau and Agrias tend to have more useful swordskills. Still,

Meliadoul can make for a pretty good second-string fighter. You could also try

making her into a magick-using job since she starts with high Faith. She can

also equip polearms and crossbows, but giving her one of these weapons won’t

allow her to use her sword techniques.

 

—SOLDIER———————————————————————

Used By: Cloud Movement range : 3

Equippable weapons: Swords Jump height : 3

Equippable armor: Hats, hair adornments, clothes Physical evade : 20%

Stats When Active Job:

HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***

Stat Growth Rates:

HP: *** MP: **** Phys. Atk.: *** Mag. Atk.: * Speed: *

 

–ABILITIES–

–Action Abilities: Limit–

Damage based on user’s: Magick Attack

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Brave Slash 3 2/* 1/- Any N 150 Non-elemental magick attack

Cross Slash * 4 2/* 2/0 Any N 200 Non-elemental magick attack

Blade Beam * 5 2/* 1/- Any N 250 Damage = (Cloud’s max HP minus

current HP)

Climhazzard 7 2/* 1/- Any N 500 Damage = (TARGET’S max HP minus

current HP)

Meteorain 10 3/* 3/0 Any N 600 Non-elemental magick attack

Finishing Touch * 5 3/* 2/0 Any N 700 Causes KO, Stone, Stop

Omnislash 15 3/* 3/0 Any N 1200 Non-elemental magick attack

Cherry Blossom 20 3/* 3/0 Any N 2500 Non-elemental magick attack

 

Limit techniques cannot be used unless Cloud is equipped with the Materia Blade

sword. Note that the damage from Limit attacks is determined by Cloud’s MAGICK

Attack stat, NOT his Physical Attack (unlike Agrias, Meliadoul, and

Orlandeau’s sword techniques).

 

JP to master: 7150

 

–MY THOUGHTS–

For being a hidden character, Cloud could be better. His Limit abilities take

a very long time to charge, and they can only target panels (not units), so the

enemy will just move away while he’s charging. Give him the Time Mage’s

Swiftness ability to make up for this. Even with that, Cloud is a little pokey

— he only has a movement range of 3, so you may also want to give him Germinas

Boots or Move +1/Move +2 to boost his movement. Finishing Touch is very

powerful, though; it petrifies or KOs enemies, and can hit a whole group.

 

Cloud starts at level 1, which means that you’ll have to spend a lot of time

bringing him up to snuff. As he gains levels, he does end up with pretty good

HP and MP, so you could try making him into a magick-user. Equipping Cloud

with gear to raise his Magick Attack also makes his Limits stronger.

Unfortunately, his physical attack is only moderately strong at best, since

he’s stuck with the Materia Blade if you want to use Limits. Personally, I

still don’t think he’s worth the trouble, but other people seem to like him.

 

—ARK KNIGHT——————————————————————

Used By: Zalbaag Movement range : 4

Equippable weapons: Swords, knight’s swords Jump height : 3

Equippable armor: Shields, helms, armor, robes Physical evade : 10%

 

–ABILITIES–

–Action Abilities: Blade of Ruin–

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Magicksap 20 3 4/* 2/0 Any N 0 Lowers target’s MP

Speedsap 20 3 4/* 2/0 Any N 0 Lowers target’s speed

Powersap 20 3 4/* 2/0 Any N 0 Lowers target’s physical attack

strength

Mindsap 20 3 4/* 2/0 Any N 0 Lowers target’s magick attack

strength

 

–Reaction Abilities–

TRIGGER BRV JP EFFECT

————————————————————

Counter Phys. Attack Yes 300 Counter-attack with physical attack

Counter Tackle Phys. attack Yes 180 Counterattack using Rush

 

–Support Abilities–

JP EFFECT

————————————————————

Concentration 400 Prevents enemies from evading your

physical attacks

Safeguard 250 Equipment can’t be broken or stolen

 

Swiftness 1000 Speeds spell/ability charge time

 

–Movement Abilities–

JP EFFECT

————————————————————

Move +1 200 Movement range + 1

 

JP to master: 2130

 

–MY THOUGHTS–

Zalbaag doesn’t really do much. He’s only in one half of one battle that you

may win in one or two rounds. He has a nice set of abilities, but you’ll never

see them in action.

 

—BYBLOS———————————————————————-

Used By: the Byblos (name varies) Movement range : 3

Equippable weapons: none Jump height : 6

Equippable armor: none Physical evade : 33%

Innate abilities: Counter, Poach, Ignore Elevation, can’t enter water

 

–ABILITIES–

–Action Abilities: Byblos–

Damage based on user’s: nothing

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

—————————————————————

Energize 0 4/* 1/- Any N 0 Restores HP, the Byblos loses HP

equal to 1/2 of amount healed

Parasite 0 4/* 1/- Any N 0 Causes Stone, Blind, Confuse,

Silence, Oil, Toad, Poison,

and/or Sleep

Vengeance 0 5/3 1/- Any N 0 Damage = (Byblos’s max HP minus

current HP)

Manaburn 0 5/3 1/- Any N 0 Deals damage equal to target’s

current MP

 

–Reaction Abilities–

TRIGGER BRV JP EFFECT

————————————————————

Counter Automatically eqppd. Yes 0 Counter-attack with physical attack

 

–Support Abilities–

none

 

–Movement Abilities–

none

 

JP to master: 0

 

–MY THOUGHTS–

The Byblos doesn’t join you until you’ve reached the last battle of the bonus

dungeon, which limits its usefulness. By the time it’s joined your team,

you’ve already completed pretty much the whole single-player game!

 

What can it do, though? Like Construct 8, it’s a special "monster" and can’t

change jobs or use equipment. So, the Byblos is limited to its four abilities.

While none of these are *bad*, they still give only the Byblos a very limited

set of abilities … and the Byblos doesn’t share Construct 8’s immunity to

magick. The Byblos does have an innate Poach, although the addition of Luso

(who also has an innate Poach) to the PSP version makes this somewhat less

exciting. It’s also reasonably mobile thanks to its innate Ignore Elevation.

 

%%%JOB STATISTICS COMPARISON%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00jobstat

 

—Stats During Active Use—————————————————–

 

A character’s current stats differ based on which job he or she is currently

using — for example, Black Mage has high MP, while Samurai has high attack

power. This chart is just a quick comparison of the stats of each job, rated

on a scale of 1 (worst) to 5 (best).

 

Note that job-specific evade rates (C-Ev) are only effective against attacks

from the front; for more information on evade rates, see Evasion Rates under

Basic Mechanics and Tactics.

 

—NORMAL JOBS—

HP MP Phys.Atk Mag.Atk Speed Move Jump Evade

Squire *** *** *** ** *** 4 3 5%

Chemist *** *** ** ** *** 3 3 5%

Knight **** *** **** ** *** 4 3 10%

Archer *** ** **** ** *** 3 3 10%

Monk ***** *** ***** ** **** 3 4 20%

White Mage ** ***** *** *** **** 3 3 5%

Black Mage ** ***** ** ***** *** 3 3 5%

Time Mage ** ***** * **** *** 3 3 5%

Summoner ** ***** * **** *** 3 3 5%

Thief *** * **** * **** 4 4 25%

Orator *** *** *** ** *** 3 3 5%

Mystic ** **** * **** *** 3 3 5%

Geomancer *** **** **** *** *** 4 3 10%

Dragoon **** * **** * *** 3 4 10%

Samurai ** **** ***** *** *** 3 3 20%

Ninja * * **** ** ***** 4 4 30%

Arithmetician * *** * * * 3 3 5%

Bard * * * **** *** 3 3 5%

Dancer * * **** *** *** 3 3 5%

Mime ***** * ***** **** ***** 4 4 5%

Dark Knight *** **** ***** ** *** 3 3 0%

Onion Knight * * * * *** 3 3 5%

Onion Knight# ***** ***** ***** **** ***** 3 3 30%

 

# Upon mastering 14 other jobs, Onion Knight advances to job level 8 and its

stats increase substantially. (Squire, Chemist, Mime, Dark Knight, and special

jobs that replace Squire do not count towards this 14.)

 

—SPECIAL JOBS—

These jobs are only available to particular story characters.

 

HP MP Phys.Atk Mag.Atk Speed Move Jump Evade

Squire [Ramza]**** **** **** *** *** 4 3 10%

Holy Knight ***** **** *** *** *** 3 3 25%

Machinist *** *** *** **** **** 4 3 18%

Game Hunter **** **** **** *** *** 4 3 10%

Skyseer *** **** *** *** **** 3 3 10%

Netherseer *** **** *** *** **** 4 3 8%

Templar **** ***** ***** *** **** 4 3 14%

Sky Pirate *** *** **** *** ***** 4 4 25%

Sword Saint ***** ***** ***** *** **** 4 3 12%

Holy Dragon ***** * ***** ***** **** 5 3 5%

Dragonkin ***** ***** ***** *** ***** 3 3 7%

Divine Knight **** *** **** ** *** 4 3 10%

Soldier **** **** **** *** *** 3 3 20%

 

—Stat Growth Rates———————————————————–

 

A character’s job also affects the rate at which his/her permanent stats change

upon gaining a experience level. While all jobs will grow all stats, some jobs

grow certain stats faster and slower. For example, Monk will grow HP quickly,

while Ninja will grow Speed quickly. Note that these growth rates don’t always

match up with the stat bonuses when you’re using the job. (For instance,

almost every job has the same magick attack growth rate, but they definitely

differ in their *current* magick attack!)

 

Move, Jump, and evade rates do not change with level-up, so there are no growth

rates for these stats.

 

You can exploit differences in these growth rates by leveling-down as a job

with crummy growth rates and then gaining levels as a job with a good growth

rate. While this is by NO means necessary, if you want to max out your stats

in this way, check out the Level-Downs and Stat Grinding section under

Statistics and Leveling, below. (press Ctrl+F and enter 00down to jump there)

 

—NORMAL JOBS—

HP MP Phys.Atk Mag.Atk Speed

Squire *** ** ** * *

Chemist ** ** * * *

Knight **** ** **** * *

Archer *** ** **** * *

Monk **** *** *** * *

White Mage **** **** *** * *

Black Mage ** ***** ** * *

Time Mage ** **** ** * *

Summoner ** ***** * * *

Thief *** ** *** * ***

Orator *** * ** * *

Mystic ** **** ** * *

Geomancer **** **** **** * *

Dragoon **** ** **** * *

Samurai ** *** **** * *

Ninja ** *** **** * *****

Arithmetician ** **** * * *

Bard * * * * *

Dancer * * *** * *

Mime ***** **** ***** **** **

Dark Knight ** * **** * *

Onion Knight ** *** * * *

Onion Knight# ***** ***** ***** **** *****

 

# Upon mastering 14 other jobs, Onion Knight advances to job level 8 and its

stat growth rates increase substantially. However, Onion Knights never gain

experience, so the only way to gain levels as an Onion Knight is to breed Wild

Boars and use their Bequeath Bacon ability. (See Level-Downs and Stat-Grinding

for more.)

 

—SPECIAL JOBS—

HP MP Phys.Atk Mag.Atk Speed

Squire [Ramza]*** **** *** ** **

Holy Knight **** **** *** * *

Machinist *** *** *** * *

Game Hunter *** **** **** ** **

Skyseer *** **** *** * *

Netherseer **** **** *** * *

Templar **** **** *** *** *

Sky Pirate **** *** *** * *****

Sword Saint **** **** **** *** **

Dragonkin ***** **** ***** ***** **

Divine Knight **** ** ***** * *

Soldier *** **** *** * *

 

%%%MONSTERS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00mon

 

In addition to human characters, Final Fantasy Tactics also features a variety

of monsters. Monsters mostly appear in random battles, but also appear in a

few story battles.

 

—About Monsters————————————————————–

 

—MONSTER TYPES—

Monsters are divided by Family and Rank. Each monster Family has three Ranks:

for instance, the chocobo family contains Chocobo (Rank I), Black Chocobo

(Rank II), and Red Chocobo (Rank III).

 

Within a Family, the monsters look the same but simply have different color

schemes. Each’s monsters color scheme is listed in the table below. The color

scheme will help you quickly identify a monster. It can also be used to help

identify the monster inside an egg (see Previewing Monster Eggs under Various

Tricks)

 

—MONSTER ABILITIES—

Monsters cannot change jobs, but instead have a fixed set of 1-3 Action

Abilities. These are their only actions; they have no regular attack command.

Each monster also has one EXTRA ability. This abilitiy can only be used if an

ally with the Beastmaster support ability (Squire) is standing directly next to

the monster. (Reis’s Dragonkin job also has an inherent Beastmaster).

 

All Action Abilities used by standard (non-boss) monsters have no charge time

and consume no MP.

 

*ALL* monsters have Counter as an innate Reaction Ability. Since this is true

of EVERY monster, I haven’t listed it for each monster in the table, but be

aware of it!

 

Most monsters one or more innate Movement abilities (such as Ignore Elevation

or Levitate). These are listed in the tables.

 

Finally, many monsters also have various elemental affinities, such as

Absorbs: Fire (fire attacks actually heal the monster), Immune: Ice, etc.

 

—RECRUITING MONSTERS—

Monsters can be recruited into your party in five ways:

 

1. Use the Orator’s Entice skill to recruit an enemy monster onto your team.

After the battle, you’ll be able to permanently sign the monster up for your

team. Note that in order to use Entice (or any other Speechcraft skill) on

monsters, you must have the Beast Tongue support ability (also from Orator).

Beast Tongue is an innate ability for Orators and doesn’t need to be learned or

equipped as long as you’re an Orator, but if you switch to another job, you’ll

have to equip Beast Tongue to Entice monsters. Reis’s Dragon’s Charm ability

also has the same effect and does not require Beast Tongue, but only works on

the dragon and hydra families.

 

2. With the Orator’s Tame support ability equipped, attack a monster. If the

monster is in critical (low) HP after the attack, you can recruit the monster.

Reis’s Dragonkin job has Tame as an innate ability.

 

3. Once you have recruited a monster onto your team, the monster will lay eggs

and produce other monsters in the same family. Eggs are laid and hatch as you

move around the world map. The Rank of the monster laying the egg determines

which kind of Ranks it can produce:

 

Produces… Rank I Rank II Rank III

———————————–

Rank I Frequently Rarely Never

Rank II Frequently Rarely Rarely

Rank III Frequently Frequently Rarely

 

Note that Rank I monsters can never produce Rank III monsters directly.

However, you can use it to breed a Rank II monster, which can then go on to

produce a Rank III monster.

 

The level of a newborn monster is randomly determined and can be as high as

your highest-level character. So if you recruit a monster type you like but

the monster is at a low experience level, one strategy is to let it breed and

you may get a higher-level version of the same monster.

 

4. Rarely, you’ll get into a random battle where a monster appears to fight as

a Guest on your team. Complete the battle and you’ll be able to recruit the

Guest monster as a regular party member. A list of monsters you can obtain this

way can be found in the Random Battles section (00guest)

 

5. Finally, a Chocobo will be automatically offered to the party after winning

a Chapter II story battle.

 

 

And now, on with the monster list!

 

—Chocobo Family————————————————————–

When KOed, looks like: Single feather

 

The Chocobo family of monsters is unique in that human characters to ride them.

To ride one, move a character onto the same tile as a friendly chocobo (of any

color). The character will mount the chocobo and they’ll move and act as a

single unit. Essentially, this allows you to combine the movement range and

skills of a Chocobo with the action abilities of a human.

 

CHOCOBO

Family: Chocobo Rank : I Color scheme : Bright yellow

Move : 6 Jump : 5 Physical evade : 15%

MOVEMENT ABILITIES: Swim

ELEMENTAL ABILITIES: none

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Choco Beak 1/2 1/- Any – Physical attack

Choco Cure Self 2/2 Any – Restores HP

(Choco Esuna) Self 2/2 Any – Cures Stone, Blind, Silence, Poison, Stop,

Immobilize, Disable

 

BLACK CHOCOBO

Family: Chocobo Rank : II Color scheme : Black/dark purple

Move : 6 Jump : 5 Physical evade : 25%

MOVEMENT ABILITIES: Fly, Swim

ELEMENTAL ABILITIES: none

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Choco Beak 1/2 1/- Any – Physical attack

Choco Pellets 4/* 1/- Any N Physical attack; can’t be blocked with

Shirahadori

Choco Esuna Self 2/2 Any – Cures Stone, Blind, Silence, Poison, Stop,

Immobilize, Disable

(Choco Meteor) 5/* 1/- Any N Non-elemental magick attack

 

RED CHOCOBO

Family: Chocobo Rank : III Color scheme : Bright red

Move : 6 Jump : 5 Physical evade : 10%

MOVEMENT ABILITIES: Ignore Elevation, Swim

ELEMENTAL ABILITIES: none

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Choco Beak 1/2 1/- Any – Physical attack

Choco Pellets 4/* 1/- Any N Physical attack; can’t be blocked with

Shirahadori

Choco Meteor 5/* 1/- Any N Non-elemental magick attack

(Choco Cure) Self 2/2 Any – Restores HP

 

—Goblin Family—————————————————————

When KOed, looks like: Goblin lying face-down on ground

 

GOBLIN

Family: Goblin Rank : I Color scheme : Red and gray

Move : 3 Jump : 3 Physical evade : 18%

MOVEMENT ABILITIES: none

ELEMENTAL AFFINITIES: Weak to Ice

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Tackle 1/2 1/- Any – Physical attack

Eye Gouge 1/2 1/- Any – Inflicts Blind status

(Goblin Punch) 1/1 1/- Any – Physical attack

 

BLACK GOBLIN

Family: Goblin Rank : II Color scheme : Black and gray

Move : 3 Jump : 3 Physical evade : 19%

MOVEMENT ABILITIES: none

ELEMENTAL AFFINITIES: Weak to Ice

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Tackle 1/2 1/- Any – Physical attack

Spin Punch Self 2/1 Any – Physical attack

(Goblin Punch) 1/1 1/- Any – Physical attack

 

GOBBLEDYGOOK

Family: Goblin Rank : III Color scheme : Brown skin, green clothes

Move : 3 Jump : 3 Physical evade : 20% with purple trim

MOVEMENT ABILITIES: none

ELEMENTAL AFFINITIES: Weak to Ice

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Tackle 1/2 1/- Any – Physical attack

Eye Gouge 1/2 1/- Any – Inflicts Blind status

Goblin Punch 1/1 1/- Any – Physical attack

(Bloodfeast) 1/0 1/- Any – Drains HP from target to user

 

—Bomb Family—————————————————————–

When KOed, looks like: Floating flame

 

BOMB

Family: Bomb Rank : I Color scheme : Red

Move : 3 Jump : 3 Physical evade : 10%

MOVEMENT ABILITIES : Float, can’t enter water

ELEMENTAL AFFINITIES: Absorbs Fire, Halves Ice, Weak to Water

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Bite 1/2 1/- Any – Non-elemental attack

Self-Destruct Self 3/3 Any N KOs user & damages nearby units, inflicts

Oil status

(Bomblet) 1/0 1/- Any – Non-elemental attack

 

GRENADE

Family: Bomb Rank : II Color scheme : Light blue

Move : 3 Jump : 3 Physical evade : 11%

MOVEMENT ABILITIES : Float, can’t enter water

ELEMENTAL AFFINITIES: Absorbs Fire, Halves Ice, Weak to Water

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Bite 1/2 1/- Any – Non-elemental attack

Bomblet 1/0 1/- Any – Non-elemental attack

Self-Destruct Self 3/3 Any N KOs user & damages nearby units, inflicts

Oil status

(Flame Attack) 3/* 1/- Any N Fire attack

 

EXPLODER

Family: Bomb Rank : III Color scheme : Gray

Move : 3 Jump : 3 Physical evade : 12%

MOVEMENT ABILITIES : Float, can’t enter water

ELEMENTAL AFFINITIES: Absorbs Fire, Halves Ice, Weak to Water

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Bite 1/2 1/- Any – Non-elemental attack

Self-Destruct Self 3/3 Any N KOs user & damages nearby units, inflicts

Oil status

Spark Self 3/1 Any N Fire attack (will also heal user since

bombs absorb fire)

(Bomblet) 1/0 1/- Any – Non-elemental attack

 

—Panther Family————————————————————–

When KOed, looks like: Skull

 

RED PANTHER

Family: Panther Rank : I Color scheme : Tan

Move : 4 Jump : 4 Physical evade : 23%

MOVEMENT ABILITIES: Ignore Elevation, can’t enter water

ELEMENTAL AFFINITIES: Weak to Earth

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Claw 1/3 1/- Any – Physical attack

Venom Fang 1/2 1/- Any – Inflicts Poison status

(Cat Scratch) 1/2 1/- Any – Physical attack

 

COEURL

Family: Panther Rank : II Color scheme : Blue-gray

Move : 4 Jump : 4 Physical evade : 26%

MOVEMENT ABILITIES: Ignore Elevation, can’t enter water

ELEMENTAL AFFINITIES: Weak to Earth

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Claw 1/3 1/- Any – Physical attack

Cat Scratch 1/2 1/- Any – Physical attack

Venom Fang 1/2 1/- Any – Inflicts Poison status

(Blaster) 3/* 1/- Any Y Inflicts Stone or Stop status

 

VAMPIRE CAT

Family: Panther Rank : III Color scheme : Purple

Move : 4 Jump : 4 Physical evade : 24%

MOVEMENT ABILITIES: Ignore Elevation, can’t enter water

ELEMENTAL AFFINITIES: Weak to Earth

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Claw 1/3 1/- Any – Physical attack

Cat Scratch 1/2 1/- Any – Physical attack

Blaster 3/* 1/- Any Y Inflicts Stone or Stop status

(Vampire) 1/0 1/- Any – Drains HP from target to user;

inflicts Vampire status on target

 

—Mindflayer Family———————————————————–

When KOed, looks like: Mindflayer lying face-down on ground

 

PISCODAEMON

Family: Mindflayer Rank : I Color scheme : Tan with brown cloak

Move : 3 Jump : 3 Physical evade : 8%

MOVEMENT ABILITIES : Waterbreathing

ELEMENTAL AFFINITIES: Absorbs Water, Weak to Lightning

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Tentacles 1/2 1/- Any – Physical attack

(Ink) 2/* 1/- Any Y Inflicts Blind; targets in 4 cardinal

directions only

 

SQUIDRAKEN

Family: Mindflayer Rank : II Color scheme : Purple with green cloak

Move : 3 Jump : 3 Physical evade : 9%

MOVEMENT ABILITIES : Waterbreathing

ELEMENTAL AFFINITIES: Absorbs Water, Weak to Lightning

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Tentacles 1/2 1/- Any – Physical attack

Ink 2/* 1/- Any Y Inflicts Blind; targets in 4 cardinal

directions only

Dischord Self 3/1 Any N Removes Float, Reraise, Invisible, Regen,

Protect, Shell, Haste, Faith, and

Reflect

(Mind Blast) 3/* 2/1 Any N Inflicts Confuse or Berserk

 

MINDFLAYER

Family: Mindflayer Rank : III Color scheme : Pale green with red cloak

Move : 3 Jump : 3 Physical evade : 10%

MOVEMENT ABILITIES : Waterbreathing

ELEMENTAL AFFINITIES: Absorbs Water, Weak to Lightning

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Tentacles 1/2 1/- Any – Physical attack

Ink 2/* 1/- Any Y Inflicts Blind; targets in 4 cardinal

directions only

Mind Blast 3/* 2/1 Any N Inflicts Confuse or Berserk

(Level Drain) 4/* 1/- Any N Lowers target’s experience level by 1

 

—Skeleton Family————————————————————-

When KOed, looks like: Cape and pile of bones

 

SKELETON

Family: Skeleton Rank : I Color scheme : Gray with blue cloak

Move : 3 Jump : 4 Physical evade : 11%

Is Undead.

MOVEMENT ABILITIES : none

ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Chop 1/2 1/- Any – Physical attack

Thunder Anima 3/* 1/- Any Y Lightning magick attack

(Water Anima) 3/1 1/- Any Y Water magick attack

 

BONESNATCH

Family: Skeleton Rank : II Color scheme : Gray with green cloak

Move : 3 Jump : 4 Physical evade : 12%

Is Undead.

MOVEMENT ABILITIES : none

ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Chop 1/2 1/- Any – Physical attack

Water Anima 3/* 1/- Any Y Water magick attack

(Ice Anima) 3/* 1/- Any Y Ice magick attack

 

SKELETAL FIEND

Family: Skeleton Rank : III Color scheme : Gray with red cloak

Move : 3 Jump : 4 Physical evade : 13%

Is Undead.

MOVEMENT ABILITIES : none

ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Chop 1/2 1/- Any – Physical attack

Ice Anima 3/* 1/- Any Y Ice magick attack

(Wind Anima) 3/* 1/- Any Y Wind magick attack

 

—Ghost Family—————————————————————-

When KOed, looks like: Floating cloak

 

GHOUL

Family: Ghost Rank : I Color scheme : Purple body, yellow shirt

Move : 4 Jump : 4 Physical evade : 26%

Is Undead.

MOVEMENT ABILITIES : Teleport, Levitate, can’t enter water

ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Ectoplasm 3/* 1/- Any Y Non-elemental attack

Sleep Touch 1/2 1/- Any – Inflicts Sleep status

(Oily Touch) 1/2 1/- Any – Inflicts Oil status

 

GHAST

Family: Ghost Rank : II Color scheme : Gray body, red shirt

Move : 4 Jump : 4 Physical evade : 27%

Is Undead.

MOVEMENT ABILITIES : Teleport, Levitate, can’t enter water

ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Ectoplasm 3/* 1/- Any Y Non-elemental attack

Oily Touch 1/2 1/- Any – Inflicts Oil status

(Drain Touch) 1/2 1/- Any – Drains target’s HP

 

REVENANT

Family: Ghost Rank : III Color scheme : Tan body, green shirt

Move : 5 Jump : 4 Physical evade : 28%

Is Undead.

MOVEMENT ABILITIES : Teleport, Levitate, can’t enter water

ELEMENTAL AFFINITIES: Absorbs Darkness, Weak to Fire and Holy

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Ectoplasm 3/* 1/- Any Y Non-elemental attack

Drain Touch 1/2 1/- Any – Drains target’s HP

(Zombie Touch) 1/2 1/- Any – Inflicts Undead status

 

—Ahriman Family————————————————————–

When KOed, looks like: Wing

 

FLOATING EYE

Family: Ahriman Rank : I Color scheme : Green with orange wings

Move : 5 Jump : 5 Physical evade : 12%

MOVEMENT ABILITIES : Fly, can’t enter water

ELEMENTAL AFFINITIES: Halves Wind, Weak to Ice

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Wing Buffet 1/2 1/- Any – Non-elemental attack

(Dread Gaze) 3/* 1/- Any Y Lowers target’s Bravery by 10

 

AHRIMAN

Family: Ahriman Rank : II Color scheme : Yellow with purple wings

Move : 5 Jump : 5 Physical evade : 13%

MOVEMENT ABILITIES : Fly, can’t enter water

ELEMENTAL AFFINITIES: Halves Wind, Weak to Ice

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Wing Buffet 1/2 1/- Any – Non-elemental attack

Bewitching Gaze 3/* 1/- Any Y Inflicts Stone, Blind, Silence,

Immobilize, or Disable status

Dread Gaze 3/* 1/- Any Y Lowers target’s Bravery by 10

(Doom) 3/* 1/- Any N Inflicts Doom status

 

PLAGUE HORROR

Family: Ahriman Rank : III Color scheme : Red with black wings

Move : 5 Jump : 5 Physical evade : 11%

MOVEMENT ABILITIES : Fly, can’t enter water

ELEMENTAL AFFINITIES: Halves Wind, Weak to Ice

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Wing Buffet 1/2 1/- Any – Non-elemental attack

Bewitching Gaze 3/* 1/- Any Y Inflicts Stone, Blind, Silence,

Immobilize, or Disable status

Doom 3/* 1/- Any N Inflicts Doom status

(Beam) 4/* 1/- Any N Lowers target’s Magick Attack by 2

 

—Aevis Family—————————————————————-

When KOed, looks like: Two feathers

 

JURA AEVIS

Family: Aevis Rank : I Color scheme : Blue with white plumage

Move : 6 Jump : 6 Physical evade : 30%

MOVEMENT ABILITIES : Fly, can’t enter water

ELEMENTAL AFFINITIES: Halves Wind, Weak to Earth

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Talon Dive 1/2 1/- Any – Non-elemental attack

(Featherbomb) 3/* 1/- Any N Non-elemental attack

 

STEELHAWK

Family: Aevis Rank : II Color scheme : Gray with yellow plumage

Move : 6 Jump : 6 Physical evade : 28%

MOVEMENT ABILITIES : Fly, can’t enter water

ELEMENTAL AFFINITIES: Halves Wind, Weak to Earth

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Talon Dive 1/2 1/- Any – Non-elemental attack

Glitterlust 1/1 1/- Any – Steals gil

(Beak) 1/0 1/- Any – Inflicts Stone status

 

COCKATRICE

Family: Aevis Rank : III Color scheme : Black with red plumage

Move : 6 Jump : 6 Physical evade : 33%

MOVEMENT ABILITIES : Fly, can’t enter water

ELEMENTAL AFFINITIES: Halves Wind, Weak to Earth

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Talon Dive 1/2 1/- Any – Non-elemental attack

Beak 1/0 1/- Any – Inflicts Stone status

Featherbomb 3/* 1/- Any N Non-elemental attack

(Peck) 1/1 1/- Any – Lowers target’s Physical Attack strength

by 2

 

—Treant Family—————————————————————

When KOed, looks like: Tree branch

 

DRYAD

Family: Treant Rank : I Color scheme : Light brown w/ green hair

Move : 3 Jump : 3 Physical evade : 0%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: Absorbs Earth, Weak to Fire

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Leaf Rain Self 2/0 Any – Non-elemental attack

(Guardian Nymph) Self 2/0 Any – Gives Protect status, 100% hit rate

 

TREANT

Family: Treant Rank : II Color scheme : Gray with red hair

Move : 3 Jump : 3 Physical evade : 0%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: Absorbs Earth, Weak to Fire

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Leaf Rain Self 2/0 Any – Non-elemental attack

Life Nymph Self 2/0 Any – Restores HP

(Shell Nymph) Self 2/0 Any – Gives Shell status, 100% hit rate

 

ELDER TREANT

Family: Treant Rank : III Color scheme : Silver with gold hair

Move : 3 Jump : 3 Physical evade : 0%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: Absorbs Earth, Weak to Fire

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Leaf Rain Self 2/0 Any – Non-elemental attack

Guardian Nymph Self 2/0 Any – Gives Protect status, 100% hit rate

Shell Nymph Self 2/0 Any – Gives Shell status, 100% hit rate

(Magick Nymph) Self 2/0 Any – Restores MP

 

—Minotaur Family————————————————————-

When KOed, looks like: Horned skull

 

WISENKIN

Family: Minotaur Rank : I Color scheme : Dark green with gray head

Move : 3 Jump : 3 Physical evade : 11%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: Weak to Water

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Pickaxe 1/2 1/- Any – Physical attack

(Beef Up) Self 1/- Any – Raises user’s Physical Attack by 2

 

MINOTAUR

Family: Minotaur Rank : II Color scheme : Red with gray head

Move : 4 Jump : 3 Physical evade : 15%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: Weak to Water

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Pickaxe 1/2 1/- Any – Physical attack

Feral Spin Self 2/1 Any – Physical attack

(Breathe Fire) 2/* 1/- Any Y Fire attack, targets in 4 directions only

 

SEKHRET

Family: Minotaur Rank : III Color scheme : Purple

Move : 3 Jump : 3 Physical evade : 12%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: Weak to Water

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Pickaxe 1/2 1/- Any – Physical attack

Earthsplitter Self 3/1 Ally N Earth attack

Beef Up Self 1/- Any – Raises user’s Physical Attack by 2

(Breathe Fire) 2/* 1/- Any Y Fire attack, targets in 4 directions only

 

—Malboro Family————————————————————–

When KOed, looks like: Two tentacles in puddle of water

 

MALBORO

Family: Malboro Rank : I Color scheme : Bright light green

Move : 3 Jump : 3 Physical evade : 0%

MOVEMENT ABILITIES : Waterwalking

ELEMENTAL AFFINITIES: Weak to Ice

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Tentacles 1/1 1/- Any – Physical attack

Lick 1/0 1/- Any – Gives Reflect status

(Bad Breath) Self 3/0 Any – Inflicts Stone, Blind, Confuse, Silence,

Oil, Toad, Poison, and/or Sleep

 

OCHU

Family: Malboro Rank : II Color scheme : Gray-green / tan

Move : 3 Jump : 3 Physical evade : 0%

MOVEMENT ABILITIES : Waterwalking

ELEMENTAL AFFINITIES: Weak to Ice

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Tentacles 1/1 1/- Any – Physical attack

Goo 1/1 1/- Any – Inflicts Immobilize status

(Lick) 1/0 1/- Any – Gives Reflect status

 

GREATER MALBORO

Family: Malboro Rank : III Color scheme : Dark gray

Move : 3 Jump : 3 Physical evade : 0%

MOVEMENT ABILITIES : Waterwalking

ELEMENTAL AFFINITIES: Weak to Ice

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Tentacles 1/1 1/- Any – Physical attack

Bad Breath Self 3/0 Any – Inflicts Stone, Blind, Confuse, Silence,

Oil, Toad, Poison, and/or Sleep

(Malboro Spores) 1/0 1/- Any – Turns target into Malboro (permanently!)

 

—Behemoth Family————————————————————-

When KOed, looks like: Spiny tail

 

BEHEMOTH

Family: Behemoth Rank : I Color scheme : Purple with yellow hair

Move : 4 Jump : 3 Physical evade : 13%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: none

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Gore 1/2 1/- Any – Physical attack

Heave 1/0 1/- Any – Physical attack, instant KO

(Gigaflare) 4/* 3/0 Any N Non-elemental attack

 

BEHEMOTH KING

Family: Behemoth Rank : II Color scheme : Gold with green hair

Move : 4 Jump : 3 Physical evade : 13%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: none

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Gore 1/2 1/- Any – Physical attack

Heave 1/0 1/- Any – Physical attack, instant KO

(Twister) 4/* 3/2 Any N Wind attack

 

DARK BEHEMOTH

Family: Behemoth Rank : III Color scheme : Black with orange hair

Move : 4 Jump : 3 Physical evade : 18%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: none

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Gore 1/2 1/- Any – Physical attack

Heave 1/0 1/- Any – Physical attack, instant KO

(Almagest) 4/* 3/1 Any N Does damage equal to (Dark Behemoth’s

max HP – current HP)

 

—Dragon Family—————————————————————

When KOed, looks like: Large wing

 

DRAGON

Family: Dragon Rank : I Color scheme : Light green

Move : 5 Jump : 3 Physical evade : 5%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: none

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Charge 1/2 1/- Any – Physical attack

(Tail Sweep) 1/2 1/- Any – Physical attack

 

BLUE DRAGON

Family: Dragon Rank : II Color scheme : Light blue

Move : 5 Jump : 3 Physical evade : 9%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: Absorbs Ice, Weak to Fire

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Charge 1/2 1/- Any – Physical attack

Ice Breath 2/2 1/- Any Y Ice attack

(Thunder Breath) 2/2 1/- Any Y Lightning attack

 

RED DRAGON

Family: Dragon Rank : III Color scheme : Brick red

Move : 5 Jump : 3 Physical evade : 8%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: Absorbs Fire, Weak to Ice

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Charge 1/2 1/- Any – Physical attack

Thunder Breath 2/2 1/- Any Y Lightning attack

(Fire Breath) 2/2 1/- Any Y Fire attack

 

—Hydra Family—————————————————————-

When KOed, looks like: Three-headed skull

 

HYDRA

Family: Hydra Rank : III Color scheme : Gold

Move : 4 Jump : 4 Physical evade : 0%

MOVEMENT ABILITIES : Fly, can’t enter water

ELEMENTAL AFFINITIES: Weak to Ice and Wind

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Tri-Attack 1/? 1/- Any – Physical attack, attacks on front and to

both sides simultaneously

(Tri-Breath) 2/* 2/* Any N Non-elemental attack, attacks on front and

to both sides simultaneously

 

GREATER HYDRA

Family: Hydra Rank : III Color scheme : Dark purple / black

Move : 4 Jump : 4 Physical evade : 0%

MOVEMENT ABILITIES : Fly, can’t enter water

ELEMENTAL AFFINITIES: Weak to Ice and Wind

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Tri-Attack 1/? 1/- Any – Physical attack, attacks on front and to

both sides simultaneously

Tri-Flame 4/* 2/0 Any N Fire attack; strikes 3 times on random

tile(s) within effect radius

(Tri-Thunder) 4/* 2/0 Any N Lightning attack; strikes 3 times on

random tile(s) within effect radius

 

TIAMAT

Family: Hydra Rank : III Color scheme : Off-white

Move : 4 Jump : 4 Physical evade : 0%

MOVEMENT ABILITIES : Fly, can’t enter water

ELEMENTAL AFFINITIES: Weak to Ice and Wind

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Tri-Breath 2/* 2/* Any N Non-elemental attack, attacks on front and

to both sides simultaneously

Tri-Thunder 4/* 2/0 Any N Lightning attack; strikes 3 times on

random tile(s) within effect radius

Tri-Flame 4/* 2/0 Any N Fire attack; strikes 3 times on random

tile(s) within effect radius

(Dark Whisper) 4/* 2/0 Any N Dark attack; strikes 3 times within effect

radius; can inflict KO or Sleep

 

—Pig Family——————————————————————

When KOed, looks like: Pig lying face-down on ground

 

PIG

Family: Pig Rank : I Color scheme : Light yellow, red ears

Move : 3 Jump : 3 Physical evade : 42%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: none

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Reckless Charge 1/0 1/- Any – Physical attack

(Squeak) 1/1 1/- Any – Revives KOed character with full HP

 

SWINE

Family: Pig Rank : II Color scheme : Light pink, magenta ears

Move : 3 Jump : 3 Physical evade : 36%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: none

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Reckless Charge 1/0 1/- Any – Physical attack

Toot 1/1 1/- Any – Inflicts Confuse or Sleep (100% hit rate)

(Snort) 1/1 1/- Foe – Inflicts Charm status; only effective on

human targets

 

WILD BOAR

Family: Pig Rank : III Color scheme : Silver with magenta ears

Move : 3 Jump : 3 Physical evade : 39%

MOVEMENT ABILITIES : Can’t enter water

ELEMENTAL AFFINITIES: none

ACTION ABILITIES: H/V H/V TAR LF EFFECT

——————————————————————

Reckless Charge 1/0 1/- Any – Physical attack

Snort 1/1 1/- Foe – Inflicts Charm status; only effective on

human targets

(Bequeath Bacon) 1/1 1/- Any – Target’s level up 1, user becomes crystal

 

%%%ENEMY-ONLY JOBS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00job3

 

Most enemies you’ll encounter in the game have either generic jobs, or the same

special jobs as the story characters that join your party. However, a few

enemies have unique jobs that are not available to you, the player. This

section lists those jobs and their abilities.

 

There are also a few more monster-like units that appear in the enemy forces

and cannot be recruited to your team; you’ll find those listed here as well.

Note that while these monster-like enemies are considered monsters for the

purposes of Zodiac compatibility, the First Strike ability *is* effective in

blocking and returning their attacks.

 

Of course, since these are enemy-only jobs, there is NO way to obtain any of

these jobs or characters for your own team. This section is just to show you

what you’re up against.

 

—WHITE KNIGHT—————————————————————-

Used By: Wiegraf Movement range : 3

Equippable weapons: Swords, knight’s swords Jump height : 3

Equippable armor: Shields, helms, armor, robes Physical evade : 10%

 

–ABILITIES–

–Action Abilities: Holy Sword–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Judgment Blade 0 2/* 2/0 Any N Physical attack, causes Stop

Cleansing Strike 0 3/2 1/- Any N Physical attack, causes Doom

Northswain’s Strike 0 3/1 1/- Any N Physical attack, instant KO

Hallowed Bolt * 0 3/* 2/1 Any N Physical attack, causes Silence

 

* Used in Chapter III only.

 

Holy Sword techniques have a 100% hit rate. However, they cannot be used

unless Wiegraf is equipped with a sword, knight’s sword, or fell sword.

 

–Action Abilities: Martial Arts#–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Aurablast # 0 3/3 1/- Any Y Non-elemental physical attack

Shockwave # 0 4Dir 8/2 Any N Earth-elemental physical attack

 

# Used in Riovanes Castle only.

 

–DESCRIPTION–

Wiegraf’s White Knight job features a subset of Holy Knight sword techniques,

making him the first character in the job who can use sword techniques. In

your final battle with him, he also uses a pair of standard Monk abilities.

 

—THE IMPURE——————————————————————

Used By: Cuchulainn Movement range : 4

Equippable weapons: None Jump height : 4

Equippable armor: None Physical evade : 12%

Innate ability: Can’t enter water

 

–ABILITIES–

–Action Abilities: Dread–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Nightmare 0 5/* 2/0 Any N Inflicts Sleep or Doom (100% hit rate)

Fowlheart 0 5/* 1/- Any N Inflicts Disable (100% hit rate)

Ague 0 5/* 2/0 Any N Inflicts Slow (100% hit rate)

 

–Action Abilities: Befoul–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,

inflicts Blind

Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,

inflicts Poison

Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,

inflicts Oil

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Toad

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Slow

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Silence

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Stone

Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,

inflicts Undead

Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,

inflicts instant KO

Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,

inflicts Stone

 

–DESCRIPTION–

Cuchulainn’s magick repertoire consists primarily of Nightmare, which inflicts

Sleep or Doom, and Bio magick. (Fowlheart and Ague are rarely–if ever!–

used.) Note that are multiple magicks called Bio, Biora, and Bioga; each

version inflicts a different status ailment. Since each vesion can inflict

only a single status ailment, a single cast of Bio will target each character

it hits with the SAME status ailment.

 

—CELEBRANT——————————————————————-

Used By: Zalmour, Bremondt Movement range : 4

Equippable weapons: Rods, staves, books, poles Jump height : 3

Equippable armor: Hats, clothes, robes Physical evade : 9%

 

–Action Abilities: Priest Magicks–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Curaga 16RA 7 4/* 2/2 Any N Restores HP (even more than Cura)

Cura 10RA 5 4/* 2/1 Any N Restores HP (more than Cure)

Confuse 14 0 4/* 1/- Any N Inflicts Confuse status

Sleep 20 0 4/* 1/- Any N Inflicts Sleep status

Drain 12 0 4/* 1/- Any N Absorbs HP from target

Silence 16 0 4/* 1/- Any N Inflicts Silence status

Disable 14 0 4/* 1/- Any N Inflicts Disable status

Arise 20RA 10 4/* 1/- Any N Revives KOed character with full HP

Esuna 18RA 3 3/* 2/2 Any N Cures Stone, Blind, Confuse, Silence,

Berserk, Toad, Poison, Sleep,

Immobilize, and/or Disable

 

–DESCRIPTION–

The Celebrant combines high-level White Magicks with some status magick derived

from the Templar’s sword techniques. (Note that Bremondt only seems to want

to cast Arise.)

 

—NIGHTBLADE——————————————————————

Used By: Izlude Movement range : 4

Equippable weapons: Ninja blades, swords, Jump height : 4

knight’s swords, polearms Physical evade : 10%

Equippable armor: Shields, helms, armor, robes

Innate Ability: Concentration

 

–Action Abilities: Arts of War–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Rend Helm 0 Weapon Any Y Destroys target’s headgear

Rend Armor 0 Weapon Any Y Destroys target’s armor

Rend Shield 0 Weapon Any Y Destroys target’s shield

Rend Weapon 0 Weapon Any Y Destroys target’s weapon

Rend MP 0 Weapon Any Y Lowers target’s MP

Rend Speed 0 Weapon Any Y Lowers target’s speed

Rend Power 0 Weapon Any Y Lowers target’s physical attack

Rend Magick 0 Weapon Any Y Lowers target’s magick attack

 

–DESCRIPTION–

Izlude’s Nightblade job is very similar to a Knight, with the bonus of an

inherent Concentration ability that prevents any of his physical attacks from

missing. He is also equipped with a maxed-out Jump as his secondary action

ability when he appears in the game.

 

—GIGAS———————————————————————–

Used By: Belias Movement range : 5

Equippable weapons: None Jump height : 5

Equippable armor: None Physical evade : 18%

Innate ability: Can’t enter water

 

–ABILITIES–

–Action Abilities: Dread–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Aphony 0 5/* 2/0 Any N Inflicts Silence (100% hit rate)

Petrify 0 5/* 1/- Any N Inflicts Stone (100% hit rate)

Befuddle 0 5/* 2/0 Any N Inflicts Confuse (100% hit rate)

 

–Action Abilities: Summon Gigas–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Titan 30 10 4/* 3/2 Foe N "Gaia’s Wrath": Earth magick attack

Lich 40 10 4/* 3/2 Foe N "Descending Darkness": Dark attack;

does damage equal to 1/2 of

target’s maximum HP but may miss

Cyclops 62 12 4/* 3/2 Foe N "Climactic Fear": Non-elemental attack

 

–DESCRIPTION–

Belias’s main mode of attack, of course, is his mighty summon magicks. He also

possess a few status attack spells as a backup; if he’s Silenced and can’t use

his summons, he can use Petrify instead.

 

—ARCHAEODAEMON—————————————————————

Enemy monster. Movement range : 4

Innate abilities: Counter, Swiftness, Jump height : 3

can’t enter water Physical evade : 5%

When KOed, looks like: Demon idol

 

–ABILITIES–

–Action Abilities: Dark Arts–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Karma 2 4/* 1/- Any N Does damage equal to (Archaeodaemon’s

max HP – current HP)

Unholy Darkness 40 7 4/* 1/- Any N Dark magick attack

Gigaflare 0 4/* 3/0 Any N Non-elemental magick attack

 

–DESCRIPTION–

The Archaeodaemon is a monster-type enemy with a few different magick attacks.

 

—ASSASSIN——————————————————————–

Used By: Celia, Lettie Movement range : 4

Equippable weapons: Katanas (Celia), ninja blades (Let.) Jump height : 7

Equippable armor: Hats, clothes Physical evade : #

Innate ability: Dual Wield

 

# Celia has an evade rate of 30%; Lettie has an evade rate of 28%

 

–ABILITIES–

–Action Abilities: Subdual Arts–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Petrify 0 6/* 1/- Any N Inflicts Stone (100% hit rate)

Shadowbind 0 4/* 1/- Any N Inflicts Stop (100% hit rate)

Suffocate 0 1/0 1/- Any N Inflicts KO (100% hit rate)

Ultima 10 5 4/* 2/1 Any N Non-elemental magick attack

Allure 0 3/* 1/- Foe N Inflicts Charm, male and monster

targets only

 

–DESCRIPTION–

Celia and Lettie are fast and use a variety of status attack abilities, all of

which have a 100% hit rate. They also cast Ultima, which Ramza and Luso can

learn if they are hit with the magick as a Squire or Game Hunter.

 

—ARK KNIGHT [ELMDORE]——————————————————–

Used By: Elmdore Movement range : 3

Equippable weapons: Katanas Jump height : 5

Equippable armor: Shields, hats, helms, clothes, armor, Physical evade : 16%

robes

Innate ability: Safeguard

 

–ABILITIES–

–Action Abilities: Sword Spirit–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Ashura 0 Self 3/3 Foe N "Spirit Blade": Non-elemental magick

attack

Kotetsu 0 Self 3/3 Foe N "Binding Darkness": Non-elemental

magick attack

Osafune 0 Self 3/3 Foe N "Verse of Oblivion": Lowers enemy MP

Muramasa 0 Self 3/3 Foe N "Doomed Aspirations": Non-elemental

magick attack, inflicts Confuse

and Doom

 

–Action Abilities: Vampire #–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Vampire # 0 1/0 1/- Any – Drain HP from target to user and

inflicts Vampire status; if target

is already a Vampire, causes user to

become a Vampire instead

 

# Only used in Chapter IV.

 

–Movement Abilities–

EFFECT

———————————————————

Master Teleportation Teleport to any tile when moving,

regardless of move range or obstacles

in the way. Unlike regular Teleport,

never fails!

 

–DESCRIPTION–

Elmdore’s Ark Knight is almost completely different from Zalbaag’s and is

similar mostly in name. Elmdore’s version of the job is based on the Samurai;

he fights with katanas and can use a few Iaido abilities. He also has a novel

movement ability: Master Teleportation, which lets him warp anywhere on the

battlefield. Sadly, he also has an innate Safeguard that prevents you from

stealing his Genji gear. In Chapter IV, he gains the Vampire ability, but

seems not to use it.

 

—REAVER———————————————————————-

Enemy monster. Movement range : 4

Innate abilities: Counter, Swiftness, Jump height : 3

Ignore Elevation, can’t enter water Physical evade : 10%

When KOed, looks like: Two-horned skull

 

–ABILITIES–

–Action Abilities: Bio–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,

inflicts Blind

Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,

inflicts Poison

Bio 8 R 3 4/* 2/2 Any N Non-elemental magick attack,

inflicts Oil

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Toad

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Slow

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Silence

Biora 16R 5 4/* 2/3 Any N Non-elemental magick attack,

inflicts Stone

Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,

inflicts Undead

Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,

inflicts instant KO

Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attack,

inflicts Stone

 

–DESCRIPTION–

The Reaver is an enemy monster seen in two battles. It uses Bio magick. As

with Cuchulainn, note that are multiple magicks called Bio, Biora, and Bioga;

each version inflicts a different status ailment. Since each vesion can

inflict only a single status ailment, a single cast of Bio will target each

character it hits with the SAME status ailment.

 

—ULTIMA DEMON—————————————————————-

Enemy monster. Movement range : 5

Innate Abilities: Counter, Swiftness, Brawler, Jump height : 2

can’t enter water Physical evade : 10%

When KOed, looks like: Demon idol

 

–ABILITIES–

–Action Abilities: Demon Magicks–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Nanoflare 0 5 4/* 3/1 Any N Non-elemental magick attack

Unholy Darkness 40 7 4/* 1/- Any N Dark magick attack

Ultima 10 5 4/* 2/1 Any N Non-elemental magick attack

Twister 0 4/* 3/2 Any N Wind attack

Almagest 0 4/* 3/1 Any N Does damage equal to (Ultima Demon’s

max HP – current HP)

 

–DESCRIPTION–

The Ultima Demon is an enemy monster seen in a couple battles. It uses some

high-level magick, including Ultima, which Ramza and Luso can learn from it.

 

—DEATHKNIGHT—————————————————————–

Used By: Argath (ch. 4) Movement range : 5

Equippable weapons: Swords Jump height : 4

Equippable armor: Shields, helms, armor Physical evade : 24%

 

–ABILITIES–

–Action Abilities: Fell Sword–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Shadowblade 0 3/* 1/- Any N Absorbs HP from target

Duskblade 0 3/* 1/- Any N Absorbs MP from target

 

Fell Sword techniques have a 100% hit rate. However, they cannot be used

unless Argath is equipped with a sword, knight’s sword, or fell sword.

 

–DESCRIPTION–

Argath’s Deathknight job actually isn’t very different from Gaffgarion’s Fell

Knight job and has the same sword techniques.

 

—DEATH SERAPH—————————————————————-

Used By: Zalera Movement range : 5

Equippable weapons: None Jump height : 4

Equippable armor: None Physical evade : 24%

Innate abilities: Float, Fly, can’t enter water

 

–ABILITIES–

–Action Abilities: Dread–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Darkness 0 5/* 1/- Any N Inflicts Blind (100% hit rate)

Bind 0 5/* 2/0 Any N Inflicts Stop (100% hit rate)

Fowlheart 0 5/* 1/- Any N Inflicts Disable (100% hit rate)

Nightmare 0 5/* 2/0 Any N Inflicts Sleep or Doom (100% hit rate)

 

–Action Abilities: Ja-Magicks–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Toadja 35 4 4/* 2/3 Foe N Inflicts Toad status

Gravija 35 4 4/* 2/3 Foe N Reduces targets to 1 HP

Flareja 35 4 4/* 2/3 Foe N Non-elemental magick attack

Blindja 35 4 4/* 2/3 Foe N Inflicts Blind status

Confuseja 35 4 4/* 2/3 Foe N Inflicts Confuse status

 

–DESCRIPTION–

Zalera wields both Flareja (a fairly powerful non-elemental attack magick) and

a wealth of status-attack magick. His most common attacks tend to be Flareja,

Nightmare, and Bind.

 

—SORCEROR——————————————————————–

Used By: Cletienne, Valmafra Movement range : 3

Equippable weapons: Rods, staves, poles Jump height : 3

Equippable armor: Hats, clothes, robes Physical evade : 14%

 

–ABILITIES–

–Action Abilities: Magicks [Cletienne]–

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

—————————————————————

Holy 56RA 6 5/* 1/- Any N Holy magick attack

Flare 60RA 7 5/1 1 All N Non-elemental magick attack

Graviga 50RA 10 4/* 2/3 Any N Damage = 1/2 of user’s max HP

Unholy Darkness 40 7 4/* 1/- Any N Dark magick attack

Arise 20RA 10 4/* 1/- Any N Revives KOed character with full HP

 

–DESCRIPTION–

Cletienne can cast a variety of high-level magicks, including one not available

to player-controlled jobs (Unholy Darkness).

 

Valmafra appears only in one of the multiplayer Rendezvous Mode missions. Her

version of the Sorceror job has a different set of magicks; she seems to only

cast White Magicks like Cura and Raise.

 

—RUNE KNIGHT—————————————————————–

Used By: Dycedarg Movement range : 4

Equippable weapons: Swords, knight’s swords Jump height : 3

Equippable armor: Shields, helms, armor, robes Physical evade : 10%

Author: Nick2930

I am a 33 year old librarian, part time writer, all time gamer, and what my cousin refers to as an intellectual badasss. Normally I wouldn't brag, but I like that so much I feel compelled to.