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
moving