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    Job Stats FAQ by penguin_knight

    Version: 1.40 | Updated: 04/21/08 | Printable Version | Search This Guide

    
    
    
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                            Final Fantasy III - Job Guide
    
                                         By:
    
                        Penguin Knight, Seferaga and Egervari3
    
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                                    Version:  1.40
                                 Last Update: 3-13-08
                       Penguin Knight: doughnutpond@hotmail.com
                            Seferaga: ff3_guide@yahoo.com
    
                          All rights reserved (C) 2007-2008
    
    
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                               Introduction to the FAQ                            
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    This guide was translated and written by Penguin Knight, and has been combined
    with Seferaga's and Egervari3's Job Guide for a more resourceful document. :)
    
    Penguin Knight:
    I have gathered, translated, interpreted, and typeset this written guide for
    players who cannot understand Japanese, but are interested in understanding how
    the statistics work for most aspects of Final Fantasy III DS.
    
    Most of the statistics are taken from the following Japanese sources:
    
    http://www.f-navi.org/ff3/index.html
    http://gamedeep.jp/gamesoft/ff3ds/
    http://ff3-ds.com/
    
    The descriptions and interpretations are mostly my creation, however, some of
    them are taken from valuable discussions I had with the users at GameFAQs. 
    
    Seferaga:
    The MAIN purpose of this FAQ is to help all NEW players, in an organized and
    user-friendly style, with any Job questions they may have.  
    
    It will inform them of which Jobs are effective in each area of the game,
    useful strategies when using their favorite Jobs, details of Job Abilities,
    what to use against those DIFFICULT bosses, and A LOT more! ;) 
    
    If you need to, check the "Credits" and "Copyright" sections at the bottom of
    the document.
    
    Learn something, and ALWAYS have fun!  :)
    
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                                  Table of Contents                                
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    Use Ctrl+F to find what you're looking for, and copy/paste the brackets {}.
    
    I)  Job Introduction: {I} 
    
    II) General Information: {G1}
          {G1-1} Job Level
          {G1-2} Character Level
          {G1-3} JP Overflow
          {G1-4} The Transition Phase
          {G1-5} Attaining 9999 HP
    
    III) Mechanics and Formulae: {M1}
          {M1-1} Attacking
          {M1-2} Melee Proficiency
          {M1-3} Healing Magic
          {M1-4} Offensive Magic
          {M1-5} Status Magic
          {M1-6} Other Formulae
    
    IV) Descriptions, Stats, and Abilities: {JOB}
          {JOB-FR} Freelancer
          {JOB-WA} Warrior
          {JOB-MO} Monk
          {JOB-WM} White Mage
          {JOB-BM} Black Mage
          {JOB-RM} Red Mage
          {JOB-TH} Thief
          {JOB-RA} Ranger
          {JOB-KN} Knight
          {JOB-SC} Scholar
          {JOB-GE} Geomancer
          {JOB-VI} Viking
          {JOB-DR} Dragoon
          {JOB-DK} Dark Knight
          {JOB-EV} Evoker
          {JOB-BA} Bard
          {JOB-BB} Black Belt
          {JOB-MA} Magus
          {JOB-DE} Devout
          {JOB-SU} Summoner
          {JOB-SA} Sage
          {JOB-NI} Ninja
          {JOB-OK} Onion Knight
    
    V) The Effective Jobs: {E1}
          {E1-1} Land Turtle
          {E1-2} Djinn
          {E1-3} Nepto Dragon
          {E1-4} Giant Rat
          {E1-5} Medusa
          {E1-6} Gutsco
          {E1-7} Salamander
          {E1-8} Hein
          {E1-9} Kraken
          {E1-10} Goldor 
          {E1-11} Garuda
          {E1-12} Odin
          {E1-13} Leviathan
          {E1-14} Bahamut
          {E1-15} Hecatoncheir
          {E1-16} Doga & Unei
          {E1-17} Titan
          {E1-18} Ninja
          {E1-19} Amon
          {E1-20} Kunoichi
          {E1-21} General
          {E1-22} Guardian
          {E1-23} Scylla
          {E1-24} Xande
          {E1-25} Cerberus
          {E1-26} Two-Headed Dragon
          {E1-27} Echidna
          {E1-28} Ahriman
          {E1-29} Cloud of Darkness
          {E1-30} Iron Giant
    
    VI) Job Suggestions: {S1}
          {S1-1} How to Choose an Effective Party
          {S1-2} Job Observations
          {S1-3} Quick Party Set-ups
          {S1-4} Thematic Parties
    
    VII)  Version History  
    
    VIII) Credits
    
    IX)   Copyright
    
    
    
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                               I) Job Introduction: {I}                            
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    Jobs are special classes that can be assigned to each party member.  When you
    assign a Job to someone, they will inherit all the different traits and
    abilities which that Job is based upon.  All of FFIII revolves around you
    changing your Jobs and experimenting with your favorites;  All while attempting
    to exploit the weaknesses of your foes, and allowing you to conquer the ever-
    growing Darkness!  :)
    
                                      The Jobs
                                      ~~~~~~~~
                    .------------------------------------------.
                    |.----------------------------------------.|
                    ||                                        ||
                    ||    Wind Crystal        Fire Crystal    ||
                    ||    ~~~~~~~~~~~~        ~~~~~~~~~~~~    ||
                    ||    Warrior                   Ranger    ||
                    ||    Monk                      Knight    ||
                    ||    White Mage             Geomancer    ||
      .-------------'|    Black Mage               Scholar    |'-------------.
      |.------------.|    Red Mage                            |.------------.|
      ||Initial Job:||    Thief                               ||Secret  Job:||
      ||~~~~~~~~~~~~||                                        ||~~~~~~~~~~~~||
      || Freelancer ||   Water Crystal        Earth Crystal   ||Onion Knight||
      |'------------'|   ~~~~~~~~~~~~~        ~~~~~~~~~~~~~   |'------------'|
      '-------------.|   Viking                  Black Belt   |.-------------'
                    ||   Dragoon                      Magus   ||
                    ||   Dark Knight                 Devout   ||
                    ||   Evoker                    Summoner   ||
                    ||   Bard                          Sage   ||
                    ||                                Ninja   ||
                    ||                                        ||
                    |'----------------------------------------'|
                    '------------------------------------------'
    
    
    At the beginning of the game, the only Job you will have access to is the
    Freelancer Job.  As you progress further into the game, you will come across
    the Four Crystals.  Each Crystal will grant to you a certain amount of Jobs in
    which you will then be able to use.  By the end of the game, you will have a
    satisfying selection of 23 unique and well-dressed Jobs!  ^_^
    
    
    
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                             II) General Information: {G1}                         
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    {G1-1} Job Level  |
    ------------------'
    
    Q: What is Job Level?
    A: Job Level (Job LV) is a renewed idea for the DS version. Each character can
       have, at most, 23 jobs, and every Job comes with a Job LV showing how
       proficient that specific character is at that Job. Maximum Job LV is 99.
    
    Q: What does Job LV do?
    A: The more you train as that Job, the higher the level will become, and the
       better your character will perform! Here is EVERYTHING that Job LV affects:
    
       1. Number of hits when attacking.
       2. Chance of executing a Critical Hit.
       3. Physical damage.
       4. Black Magic damage.
       5. White Magic recovery.
       6. Summon damage.
       7. Attack Power of bare-handed Monks and Black Belts.
       8. It also enhances the special abilities of certain Jobs.
       9. In one of the side quests, a Job Mastery Item will be unlocked when a
          character reaches Job LV 99.
    
    Q: What is NOT affected by Job LV?
    A: The characters' overall stats are not affected by Job LV. Strength, Agility,
       Vitality, Intellect, and Mind.
    
       Two characters with SAME Job and Character LV, but different Job level, will
       have the same stats.  However, their performance may differ.
    
    Q: Speaking of the Job Mastery Items, can I get more than one?
    A: There is ONE item per Job, and you can only get each of them once.  In the
       end you can only have 23 of them.
    
    Q: How does the Job LV increase?
    A: Every character has a hidden stat called Job Points (JP) that dictates their
       Job LV growth. When JP is accumulated to 99, Job level goes up by 1. Each
       action (except: Front, Back, Escape, and Flee) will contribute a fixed amount
       of job points to the character.
    
       The amount of JP contributed follows the rules below:
    
                .------------------------.
                |         JP Gain:       |
    ------------|------------.-----------|
     Job:       | JobLv 1-14 | JobLv 14+ |
    ------------|------------|-----------|
    Freelancer  |     20     |     20    |
    Warrior     |     20     |     14    |
    Monk        |     20     |     14    |
    White Mage  |     20     |     10    |
    Black Mage  |     20     |     10    |
    Red Mage    |     20     |     12    |
    Thief       |     20     |     18    |
    Ranger      |     20     |     14    |
    Knight      |     20     |     12    |
    Scholar     |     24     |     24    |
    Geomancer   |     20     |     14    |
    Viking      |     20     |     14    |
    Dragoon     |     20     |     16    |
    Dark Knight |     20     |     14    |
    Evoker      |     20     |     10    |
    Bard        |     20     |     18    |
    Black Belt  |     20     |     14    |
    Magus       |     20     |     10    |
    Devout      |     20     |     10    |
    Sage        |     20     |     10    |
    Summoner    |     20     |     12    |
    Ninja       |     20     |     12    |
    Onion Knight|     20     |      8    |
    ------------'------------'-----------'
    
    Thanks to evilynxis at GameFAQs for clarifying this. I have been speculating
    about this system for a while, and finally his comment made me re-read the
    Japanese thread once more with extra care. And this revision should be right.
    
    
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    {G1-2} Character Level  |
    ------------------------'
    
    Q: What does EXP do?
    A: EXP is experience points you collect after each battle. When you have gained
       enough EXP, your character will gain one Character LV.
    
    Q: What does Character LV affect?
    A: When you go up one Character LV, the following things happen:
       - Your HP Increases; Your HP gain depends on your Vitality and current
         Character LV.
    
       - Your stats will shift up to the next level within your Job class. For
         all the Stat Profiles, see section III of the guide.
    
       - If your character is a mage, MP Profile will also shift up one level. For
         all the MP Profiles, see section III of the guide.
    
    Important Notes:
    ~~~~~~~~~~~~~~~~
    1. Strength, Agility, Vitality, Intellect, Mind, and MP, are predetermined
       stats.  This means that each Job has its own fixed stat "chart" that will
       always be the same, no matter what you do.
    2  MAX HP is the ONLY thing that is carried over between Job changes.
    
    Experience Chart:
    ~~~~~~~~~~~~~~~~~
    This is a chart showing you how much experience is needed to level up at each
    character level.
    
    -------.---------------------------------------------------------------------.
     Level |     1      2      3      4      5      6      7      8      9     10|
    -------|---------------------------------------------------------------------|
       0+  |    16     31     58     99    159    239    343    473    631    821|
      10+  |  1044   1304   1601   1940   2321   2748   3222   3745   4321   4950|
      20+  |  5636   6380   7185   8051   8982   9980  11046  12183  13393  14676|
      30+  | 16037  17475  18995  20596  22282  24053  25913  27863  29904  32039|
      40+  | 34269  36597  39024  41552  44183  46918  49760  52710  55769  58941|
      50+  | 62226  65627  69144  72781  76538  80417  84420  88549  92805  97191|
      60+  |101707 106356 111139 116058 121115 126311 131648 137128 142752 148522|
      70+  |154439 160506 166724 173095 179619 186299 193137 200134 207292 214611|
      80+  |222095 229744 237561 245546 253701 262028 270529 279205 288057 297087|
      90+  |306298 315689 325264 335023 344968 355100 365422 375934 ------       |
    -------'---------------------------------------------------------------------'
    
    
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    {G1-3} JP Overflow  |
    --------------------'
    
    This was tested and proven, that, there is a 99 JP "Overflow" limit.  Let me
    explain how this works.
    
    Let's say you have an Onion Knight, Job Level 50.  For every action you take,
    you will get 8 JP.
    
     100 / 8 = 12.5
    
    To level up you will have to take 13 actions.
    
      13 x 8 = 104
    
    If you end the battle at this point, you will have a 4 JP "Overflow".  What
    you could do, however, is keep fighting the battle to get more JP!
    
    In every battle, you can get a total of 199 JP.  You will obviously level up
    for reaching 100, but that extra 99 will carry-over to your next battle!  With
    that much "Overflow" JP, you will only need to take 1 action in the next
    battle, to level up your Job!  Nice!
    
    All "Overflow" will differ, depending on how many actions you take and how
    much JP Gain you get for that specific Job.  So keep track if you want!
    
    That's it! ^_^
    
    
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    {G1-4} The Transition Phase  |
    -----------------------------'
    
    One of the worst parts about switching between Jobs is the horrible, horrible
    "Transition Phase".  Yes, it needed two. :P   Here is an explanation of what
    this phase is, and does.
    
    Let's say you currently have Luneth as a Monk.  Then after a while, you decide
    to swap Jobs and make him a Warrior!  Because you changed your Job, this will
    put you into the transition phase.
    
    In this phase, certain defects will veil your character.
    
    1. Stats will be lowered.
    2. Performance hindered.
    
    Just think of it as you "learning" this new Job.  That makes sense right?  I
    mean, you have to use something for a while to become good at it!  :P
    
    Fortunately, this phase doesn't last very long.  When you switch Jobs, the game
    will let you know how many battles you will need to fight in order to become
    proficient at the new Job. (meaning normal stats and performance)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    All Jobs in FFIII have two properties:
    
    From chaotic to lawful;
    From magical to physical.
    
    Suppose X axis is from physical (negative) to magical (positive); and Y axis is
    from chaotic (negative) to lawful (positive). The coordinates should be:
    
    Freelance (0,0)
    Warrior   (-1,1)
    Monk      (-1,-1)
    B. Mage   (1,-1)
    W. Mage   (1,1)
    R. Mage   (0,2)
    Ranger    (-1,3)
    Knight    (0,4)
    Thief     (-1,-4)
    Scholar   (2,2)
    Geomancer (3,-3)
    Dragoon   (-3,3)
    Viking    (-3,-3)
    B. Belt   (-4,0)
    Bard      (3,3)
    D. Knight (0,-4)
    Evoker    (-3,0)
    Warlock   (4,-4)
    Devout    (4,4)
    Summoner  (-4,0)
    Sage      (4,2)
    Ninja     (-2,-4) 
    
    The number of battles in the Transition Phase is then:
    
    |vertical distance between points| + |horizontal distance between points| - 
    job level of the new job / 10
    
    For those of you who are not very sure about what is |x|, it means absolute
    value. For example, |7| and |-7| both would become 7.
    
    For instance, to change from a Freelancer to a new Monk, the formula will be:
    
    |-1 - 0| + |-1 - 0| - 0/10 = 2 battles
    
    If you level up the Monk up to job level 20, then there should be no Transition
    needed for freelancer-to-monk job change.
    
    There are a few rules to this penalty:
    
    - It accumulates, so multiple job changes at one time will stalk up the
      adaptation period.
    - It has a cap of 10, so even changing from a Magus to a new Dragoon should
      take 14, the requirement will still be only 10.
    
    If you are having a hard time understanding this, check out the following
    chart made by OneWittyBritty.
    
    http://www.gamefaqs.com/portable/ds/file/924897/50243
    
    
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    {G1-5} Attaining 9999 HP  |
    --------------------------'
    
    HP is the only statistic that is carried over between Job changes. 
    
    If you have been a low HP Growth class, such as mage, for a long time, your HP
    will be relatively lower than your fighter cohort.
    
    Why? Let's look at the formula of HP growth:
    
    HP Gain =  Character's Level + Vitality + Bonus
    Bonus   =  (Random # between 0 and 0.5) x Vitality
    
    Take note that the Vitality in this formula is the BASE Vitality; All penalties
    toward stats, after Job Changes or during Mini status, as well as Stat boosts
    obtained from equipment, DO NOT affect your HP growth.
    
    Because stats are fixed within each Job, choosing a low Vitality Job will
    result in a character with relatively low Max HP.
    
    The lowest Character LV to beat the Final Boss, as far as I have seen, is two
    28's and two 29's; So getting Max HP to 9999 is not necessary. However, if
    you aim at perfection, and MUST attain Max HP, you might want to consider
    leveling up with the highest HP class: Black Belt.
    
    NOTE:  Job Level has nothing to do with HP.
    
    The following chart estimates how much HP you will gain, as a Black Belt, from
    your current Character LV to LV 99. 
    
    For Example:
    
    You have a Warrior with 2300 Max HP, at Character LV 49, and you change him
    into a Black Belt.  What is the possible HP growth until Character LV 99?
    
    Go down the chart to Character LV 49.  You'll see:  49 | 7350 | 8269 | 9188.
    
    This means, if your luck is bad, you can still have a 7350 HP gain. If you're
    okay at being lucky (getting half of the bonus), you'll still have a 8269 gain.
    And if your luck is good, you'll gain 9188, which means, you'll actually reach
    9999 HP sooner than you'll reach Character LV 99.
    
    I started the chart at Character LV 21 because you normally won't get the
    Black Belt Job sooner than that.
    
    The chart shows numbers higher than 9999, but that's just calculation, Max HP
    never goes beyond 9999.
    
                 .----------------------------------------.
                 |               HP Gain                  |
    -------------|-----------.--------------.-------------|
    Character LV |           |              |             |
    when changed | Low Bonus | Medium Bonus | Large Bonus |
    to Black Belt|           |              |             |
    -------------|-----------|--------------|-------------|
        ----     | ----      | -----        | -----       |
         21      | 9282      | 10442        | 11603       |
         22      | 9240      | 10395        | 11550       |
         23      | 9196      | 10346        | 11495       |
         24      | 9150      | 10294        | 11438       |
         25      | 9102      | 10240        | 11378       |
         26      | 9052      | 10184        | 11315       |
         27      | 9000      | 10125        | 11250       |
         28      | 8946      | 10064        | 11183       |
         29      | 8890      | 10001        | 11113       |
         30      | 8832      |  9936        | 11040       |
         31      | 8772      |  9869        | 10965       |
         32      | 8710      |  9799        | 10888       |
         33      | 8646      |  9727        | 10808       |
         34      | 8580      |  9653        | 10725       |
         35      | 8512      |  9576        | 10640       |
         36      | 8442      |  9497        | 10553       |
         37      | 8370      |  9416        | 10463       |
         38      | 8296      |  9333        | 10370       |
         39      | 8220      |  9248        | 10275       |
         40      | 8142      |  9160        | 10178       |
         41      | 8062      |  9070        | 10078       |
         42      | 7980      |  8978        |  9975       |
         43      | 7896      |  8883        |  9870       |
         44      | 7810      |  8786        |  9763       |
         45      | 7722      |  8687        |  9653       |
         46      | 7632      |  8586        |  9540       |
         47      | 7540      |  8483        |  9425       |
         48      | 7446      |  8377        |  9308       |
         49      | 7350      |  8269        |  9188       |
         50      | 7252      |  8159        |  9065       |
         51      | 7152      |  8046        |  8940       |
         52      | 7050      |  7931        |  8813       |
         53      | 6946      |  7814        |  8683       |
         54      | 6840      |  7695        |  8550       |
         55      | 6732      |  7574        |  8415       |
         56      | 6622      |  7450        |  8278       |
         57      | 6510      |  7324        |  8138       |
         58      | 6396      |  7196        |  7995       |
         59      | 6280      |  7065        |  7850       |
         60      | 6162      |  6932        |  7703       |
         61      | 6042      |  6797        |  7553       |
         62      | 5920      |  6660        |  7400       |
         63      | 5796      |  6521        |  7245       |
         64      | 5670      |  6379        |  7088       |
         65      | 5542      |  6235        |  6928       |
         66      | 5412      |  6089        |  6765       |
         67      | 5280      |  5940        |  6600       |
         68      | 5146      |  5789        |  6433       |
         69      | 5010      |  5636        |  6263       |
         70      | 4872      |  5481        |  6090       |
         71      | 4732      |  5324        |  5915       |
         72      | 4590      |  5164        |  5738       |
         73      | 4446      |  5002        |  5558       |
         74      | 4300      |  4838        |  5375       |
         75      | 4152      |  4671        |  5190       |
         76      | 4002      |  4502        |  5003       |
         77      | 3850      |  4331        |  4813       |
         78      | 3696      |  4158        |  4620       |
         79      | 3540      |  3983        |  4425       |
         80      | 3382      |  3805        |  4228       |
         81      | 3222      |  3625        |  4028       |
         82      | 3060      |  3443        |  3825       |
         83      | 2896      |  3258        |  3620       |
         84      | 2730      |  3071        |  3413       |
         85      | 2562      |  2882        |  3203       |
         86      | 2392      |  2691        |  2990       |
         87      | 2220      |  2498        |  2775       |
         88      | 2046      |  2302        |  2558       |
         89      | 1870      |  2104        |  2338       |
         90      | 1692      |  1904        |  2115       |
         91      | 1512      |  1701        |  1890       |
         92      | 1330      |  1496        |  1663       |
         93      | 1146      |  1289        |  1433       |
         94      |  960      |  1080        |  1200       |
         95      |  772      |   869        |   965       |
         96      |  582      |   655        |   728       |
         97      |  390      |   439        |   488       |
         98      |  196      |   221        |   245       |
         99      |    0      |     0        |     0       |
    -------------'-----------'----------------------------'
    
    Worried that you won't be able to make it?  Check the following chart to see if
    you can still get Max HP.
    
    If you have LESS then the Required HP for your current level, you will NEVER
    be able to get 9999 HP.  Sorry. :P
    
    ----------------.-------------.
    Character Level | Required HP |
    ----------------|-------------|
         ----       |    ----     |
          42        |      24     |
          43        |     129     |
          44        |     236     |
          45        |     346     |
          46        |     459     |
          47        |     574     |
          48        |     691     |
          49        |     811     |
          50        |     934     |
          51        |    1059     |
          52        |    1186     |
          53        |    1316     |
          54        |    1449     |
          55        |    1584     |
          56        |    1721     |
          57        |    1861     |
          58        |    2004     |
          59        |    2149     |
          60        |    2296     |
          61        |    2446     |
          62        |    2599     |
          63        |    2754     |
          64        |    2911     |
          65        |    3071     |
          66        |    3234     |
          67        |    3399     |
          68        |    3566     |
          69        |    3736     |
          70        |    3909     |
          71        |    4084     |
          72        |    4261     |
          73        |    4441     |
          74        |    4624     |
          75        |    4809     |
          76        |    4996     |
          77        |    5186     |
          78        |    5379     |
          79        |    5574     |
          80        |    5771     |
          81        |    5971     |
          82        |    6174     |
          83        |    6379     |
          84        |    6586     |
          85        |    6796     |
          86        |    7009     |
          87        |    7224     |
          88        |    7441     |
          89        |    7661     |
          90        |    7884     |
          91        |    8109     |
          92        |    8336     |
          93        |    8566     |
          94        |    8799     |
          95        |    9035     |
          96        |    9271     |
          97        |    9511     |
          98        |    9754     |
          99        |    9999     |
    ----------------'-------------'
    
    
    
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                            III) Mechanics and Formulae: {M1}                      
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    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {M1-1} Attacking  |
    ------------------'
    
    This section delineates all the statistics about physical attacks. These
    formulae are shared among all Jobs. Notice that basically, all physical attacks
    are similar, with the exceptions of Archery, Bare Hands, and Harps. (which will
    all be separately discussed)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Number of Hits: |
    ----------------'
    
    For attacks other than Archery and Harps, the calculation is as follows:
    
    Number of Hits = 1 + Agility / 7 + JobLV / 14 + (Melee Proficiency. - 1) / 7 -
                     Wt. of Equipment / 6
    
    - This is calculated once per hand.
    - Maximum hits is 16 per hand, but actually it works like damage; The number of
      hits can go beyond 16 per hand. However, you will only see 16 (one hand) or
      32 (both hands) on screen.
    
    For Archery attacks:
    
    Number of hits = 1 + Agility / 9 + JobLV / 14 + (Sum of both Melee Prof. - 2)
                     / 14
    
    For Harp attacks:
    
    Number of hits = 1 + Agility / 6 + JobLV / 22 + (Sum of both Melee Prof. - 2)
                     / 14
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Basic Damage: | (except Archery, Bare Hands, and Harps)
    --------------'
    
    Basic Damage = (Attack + Strength - Enemy's Vitality / 2 - Enemy's Def. / 2 +
                   JobLV / 11 + Melee Prof. / 9) x (Attack / Enemy's Def.) x
                   Weapon Property Adjustment x Magical Property Adjustment
    
    - This is calculalted once per hand.
    - The (Attack / Enemy's def) term has a permitted maximum of 2.
    - Property Adjustment is 2 if it is weakness, 0.5 if it is resistance.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Hit Rate: | (except Archery, Bare Hands, and Harps)
    ----------'
    
    Hit Rate = {[80 + Weapon Hit Rate + Agility / 10 + JobLV / 10 - Enemy's
               Agility / 20 - Wt. of the Weapon / 6] / 2}%
    
    - Maximum is 95%.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Basic Damage: Bare Hands |
    -------------------------'
    
    Basic Damage = (JobLV + Strength - Enemy's Vitality / 2 - Enemy's Def. / 2 +
                   CharacterLV / 9 + Melee Prof.) x (Attack / Enemy's Def.) x 
                   Weapon Property Adjustment x Magical Property Adjustment
    
    - This is calculalted once per hand.
    - The (Attack / Enemy's def) term has a permitted maximum of 2.
    - Property Adjustment is 2 if it is weakness, 0.5 if it is resistance.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Hit Rate: Bare Hands |
    ---------------------'
    
    Hit Rate = {(165 + Agility / 10 + JobLV / 10 - Enemy's Agility / 20) / 2}%
    
    - Maximum is 95%.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Basic Damage: Archery |
    ----------------------'
    
    Basic Damage = (Sum of both hands' Attack + Strength - Enemy's Vitality / 2 - 
                   Enemy's Def / 2 + Sum of both hands' Melee Prof. / 2) x (Attack
                   / Enemy's Def.) x Weapon Property Adjustment x Magical Property
                   Adjustment
    
    - The (Attack / Enemy's def) term has a permitted maximum of 2.
    - Property Adjustment is 2 if it is weakness, 0.5 if it is resistance.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Hit Rate: Archery |
    ------------------'
    
    Hit Rate = {[80 + Weapon Hit Rate + Agility / 10 + JobLV / 10 - Enemy's
               Agility / 20] / 2}%
    
    - Maximum is 95%.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Basic Damage: Harps |
    --------------------'
    
    Basic Damage = Attack of Weapon + Mind - Enemy's Mind - Enemy's Mag. Def.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Hit Rate: Harps |
    ----------------'
    
    Hit Rate = (40 + Mind - Enemy's Mind)%
    
    - Maximum is 95%.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Final Damage: Everything |
    -------------------------'
    
    Damage Inflicted = Basic Damage from both hands x Random No. x No. of
                       Successful Hits x Critical Adjustment x Dual-hand Adjustment
    
    Random No.    = number between 0.5 and 0.7
    Critical Rate = (Agility - Enemy's Agility + 5)%, Maximum is 10%.
    
    - If using two weapons, the Dual-Hand Adjustment will become 0.6.
    - Archery, Bare Hands, and Harps DO NOT have dual-hand penalty.
    - Harps do not have critical hits.
    
    The 0.6 Dual-Hand Adjustment seems to be a penalty, but actually not. When
    two same weapons are equipped, attack became the sum (doubled) in the damage
    calculation. In the final damage calculation, instead of halfing the damage,
    the formula only takes 40% away. So, you'll find your two-hand fighting deals
    even more damage than adding up each single-hand damage together. The
    difference is then the 10% (60% instead of 50%) difference. Conclusion: It's
    very effective to fight with two hands.
    
    
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    {M1-2} Melee Proficiency  |
    --------------------------'
    
    Q: I saw "Melee Proficiency" in the formula, what is that?
    A: According to the Japanese Complete Guide, this Melee Proficiency is a
       hidden statistic. Each arm has its own proficiency, and the initial level
       is 1, maximum is 99.
    
    Q: How do you increase Melee Proficiency?
    A: By attacking. For every 33 attacks, you will gain one level in Melee
       Proficiency. Just keep hitting and it will naturally go up.
    
    
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    {M1-3} Healing Magic  |
    ----------------------'
    
    (Outside Battle)
    ----------------
    Total Recovery = Root Recovery x MTA
    
    Root Recovery  = Base x (Mind / 2 + JobLv / 4 + Recipient's Vitality / 8)
    MTA            = 1, if 1 ally targeted.
     "             = 0.8, if 2 allies targeted.
     "             = 0.75, if 3 allies targeted.
     "             = 0.7, if 4 allies targeted.
    
    (Inside Battle)
    ---------------
    Total Recovery = Root Recovery x MPA x Random No. x MTA
    
    Root Recovery  = Base x (Mind / 2 + JobLv / 4 + Recipient's Vitality / 8)
    MPA            = 1
                   = 2, if used on undead.
    Random No.     = number between 0.9 and 1.0.
    MTA            = 1, if 1 ally targeted.
     "             = 0.7, if 2 allies targeted.
     "             = 0.6, if 3 allies targeted.
     "             = 0.5, if 4 allies targeted.
    
    ---------.------------.
    W. Magic:|   Base:    |
    ---------|------------|
    Cure     |     10     |
    Cura     |     30     |
    Curaga   |     80     |
    Curaja   |    120     |
    ---------'------------'
    ---------.------------.
    Summon:  |   Base:    |
    ---------|------------|
    Heatra   |    120     | - Healing Light
    ---------'------------'
    
    MPA = Magical Property Adjustment
    MTA = Multiple Target Adjustment
    
    
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    {M1-4} Offensive Magic  |
    ------------------------'
    
    Total Damage = Root Damage x MPA x Random No. x MTA
    Success Rate = (30 + Int - Enemy's Mind)%
    
    Root Damage  = (Base + JobLv - Enemy's MDef - Enemy's Mind) x Int / 3
    MPA          = 2, if weak against.
     "           = 0.5, if resistant.
    Random No.   = number between 0.9 and 1.1, if Success Rate IS passed.
     "           = number between 0.5 and 0.6, if Success Rate ISN'T passed.
    MTA          = 1, if 1 enemy targeted.
     "           = 0.6, if 2 enemies targeted.
     "           = 0.5, if 3 enemies targeted.
     "           = 0.4, if 4 enemies targeted.
    
    ---------.-----------.
    W. Magic:|   Base:   |
    ---------|-----------|
    Aero     |     40    |
    Aeroga   |    200    |
    Holy     |    300    |
    ---------'-----------'
    ---------.-----------.
    B. Magic:|   Base:   |
    ---------|-----------|
    Fire     |     40    |
    Blizzard |     43    |
    Thunder  |     46    |
    Poison   |     35    |
    Fira     |     85    |
    Blizzara |     88    |
    Thundara |     85    |
    Break    |    110    |
    Blizzaga |    180    |
    Thundaga |    183    |
    Firaga   |    190    |
    Bio      |    170    |
    Quake    |    140    |
    Drain    |    130    |
    Flare    |    320    |
    Meteor   |    170    |
    ---------'-----------'
    ---------.-----------.
    Summon:  |   Base:   |
    ---------|-----------|
    Icen     |    190    | - Icy Stare
    Icen     |    220    | - Diamond Dust
    Spark    |    193    | - Thunderstorm
    Spark    |    220    | - Judgment Bolt
    Heatra   |    200    | - Hellfire
    Heatra   |    220    | - Inferno
    Hyper    |    170    | - Clobber
    Hyper    |    175    | - Stomp
    Hyper    |    220    | - Earthen Fury
    Catastro |    255    | - Slash
    Leviath  |    300    | - Cyclone
    Leviath  |    350    | - Tidal Wave
    Bahamur  |    400    | - Megaflare
    ---------'-----------'
    
    MPA = Magical Property Adjustment
    MTA = Multiple Target Adjustment
    
    
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    {M1-5} Status Magic  |
    ---------------------'
    
    Inflict Rate = Chance + (JobLv / 7 + Int - Enemy's Mind)%
    
    ---------.-----------.
    W. Magic:|  Chance:  |
    ---------|-----------|
    Toad     |    10%    |
    Mini     |    10%    |
    Confuse  |    25%    |
    Silence  |    40%    |
    Tornado  |    40%    |
    ---------'-----------'
    ---------.-----------.
    B. Magic:|  Chance:  |
    ---------|-----------|
    Sleep    |    25%    |
    Poison   |    30%    |
    Blind    |    30%    |
    Break    |    30%    |
    Shade    |    20%    |
    Warp     |    20%    |
    Breakga  |    10%    |
    Death    |    10%    |
    ---------'-----------'
    ---------.-----------.
    Summon:  |  Chance:  |
    ---------|-----------|
    Icen     |    25%    | - Mesmerize
    Spark    |    20%    | - Mind Blast
    Catastro |    10%    | - Zantetsuken
    Leviath  |    10%    | - Demon Eye
    Bahamur  |    10%    | - Rend
    ---------'-----------'
    
    
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    {M1-6} Other Formulae  |
    -----------------------'
    
    Action Sequence:
    ~~~~~~~~~~~~~~~~
    Action Score = Agility x 2 - All weight + Random No.
    
    Random No.   = number between 0 and Agility.
    
    - The higher the score, the earlier to take a turn; Calculated every turn.
    - All weight includes equipment weight and action weight. Both are not covered
      in this FAQ.
    
    Defend:  (except Knights)
    ~~~~~~~
    For one turn:
    Damage received = Original damage x 0.5
    
    Escape:
    ~~~~~~~
    Escape Score = Lowest CharacterLV in party - Highest Monster LV in enemies
    
    - If result > 1, escape is successful.
    - If failed, multiple attempts will accumulate the chance.
    
    
    
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                      IV) Descriptions, Stats, and Abilities: {JOB}                
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    
    The purpose of this section is to provide you with detailed Job descriptions
    that are meant to go above and beyond the manual - giving you top quality and
    in-depth information that you can't find anywhere else.   
    
    Also included into this section are Job Profiles; Which show JP Gain charts,
    Stat progression, MP growth, and usable equipment for each Job.  There are also
    detailed breakdowns of all Job Abilities.  :)
    
    
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    {JOB-FR} Freelancer  |
    ---------------------'
    
    Description:
    ~~~~~~~~~~~~
    The Freelancer is the first Job you get to use, even though you probably
    don't know you're using a Job at this point if this is your first time playing
    the game.
    
    There's not much to say about the Freelancer. They can use a wide variety of
    low-level equipment - basically any weapon or armor you will acquire in the
    first few hours of gameplay up until you are blessed with the powers of the
    Wind Crystal.
    
    Freelancers can cast level 1 White and Black Magic, which let you cast
    low-level spells to cure your party, as well as cast offensive magic to exploit
    enemy weaknesses (Fire will most likely be the spell you'll use against the
    tougher Undead enemies at this point).
    
    Once you acquire the jobs from the Wind crystal, you'll immediately want to
    switch all of your characters over to another Job. I suggest you read all the
    job descriptions in this FAQ to help you make your decision.
    
    As for endgame, the Freelancer obviously doesn't factor in, even though there's
    some potential. It is possible to use some of the best equipment on the
    Freelancer, like the Ultima Weapon and Excalibur, which not only give you an
    amazing attack power, but this will give you a +20 point boost to all your
    stats. Furthermore, if you use the Wi-Fi connection to unlock their mastery
    gear, the Celestial Gloves, you will further get another +15 point boost to all
    of your stats!
    
    While this is pretty nifty on paper, the Freelancer's base statistics aren't
    that amazing to look at. While they have no inherant weaknesses, they also have
    no inherant strengths either. Even with the Celestial Gloves, because other
    Jobs have better stats all across the board (Dark Knight, Dragoon,
    Red Mage, etc.), this one piece of armor still causes the Freelancer to come
    up short.
    
    For example, let's compare the Freelancer to the Red Mage. The Red mage can
    essentially use the same equipment and receive the same set of stat boosts
    (minus Celestial Gloves, plus Crimson Vest). Red Mages can also cast level 1-5
    for both White and Black Magic, and they have better Vitality, Intelligence and
    Mind stats to boot (a 33 point different at level 99)!
    
    That's not to say Red Mage is the best class in the game, but it is superior to
    Freelancer in every way (not to mention the character model is hugely
    nostalgic!). Therefore, I suggest only using the Freelancer until you acquire
    the jobs from the Wind Crystal - as if you had a choice! :)
    
    
    ---------.--------------------------------------------------------.------------
    Profile: |                       Freelancer                       | Initial Job
    ---------'--------------------------------------------------------'------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Freelancers can use low-level
     Attack   |     20     |    20     |     magic, but their base attributes
     Magic    |     20     |    20     |     are pretty low."
     Guard    |     20     |    20     |
     Item     |     20     |    20     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    5     |    20    |  --  |      100       | |    --     |
         2     |    5     |    20    |  --  |      100       | |    --     |
         3     |    5     |    20    |  --  |      100       | |    --     |
         4     |    5     |    20    |  --  |      100       | |    --     |
         5     |    5     |    20    |  --  |      100       | |    --     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    The Freelancer is one of the easiest Jobs to level up.  No matter what your
    current Job Level is, you will always gain 20 JP, making Overflow potentially
    non-existant.
    
    On average, you must take 5 actions per battle to level up a Freelancer.
    
    ------------------------------. .----------------------------------.
               MP Chart:          | |              Stats:              |
    ------------------------------| |----------------------------------|
     LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
      1 |  1  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     10 |  7  0  0  0  0  0  0  0 | | 10 |  10 |  10 |  10 |  10 |  10 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     20 | 12  0  0  0  0  0  0  0 | | 20 |  15 |  15 |  15 |  15 |  15 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     30 | 15  0  0  0  0  0  0  0 | | 30 |  20 |  20 |  20 |  20 |  20 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     40 | 17  0  0  0  0  0  0  0 | | 40 |  24 |  24 |  24 |  24 |  24 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     50 | 20  0  0  0  0  0  0  0 | | 50 |  29 |  29 |  29 |  29 |  29 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     60 | 20  0  0  0  0  0  0  0 | | 60 |  34 |  34 |  34 |  34 |  34 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     70 | 20  0  0  0  0  0  0  0 | | 70 |  38 |  38 |  38 |  38 |  38 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     80 | 20  0  0  0  0  0  0  0 | | 80 |  43 |  43 |  43 |  43 |  43 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     90 | 20  0  0  0  0  0  0  0 | | 90 |  48 |  48 |  48 |  48 |  48 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     99 | 50  0  0  0  0  0  0  0 | | 99 |  52 |  52 |  52 |  52 |  52 |
    ------------------------------' '----------------------------------'
    NOTE: LV = Character Level       NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Magic:  Can cast Lv. 1 White Magic and Lv. 1 Black Magic.
    Guard:  Increases defense, reducing all damage by 50%.
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Knives: Knife, Dagger, Mythril Knife, Spark Dagger, Main Gauche, Poison Dagger.
    Swords: Golden Sword, Longsword, Wightslayer, Mythril Sword, Tyrfing,
            Serpent Sword, Salamand Sword, Freezing Blade, Royal Sword, Excalibur,
            Ultima Weapon.
    Bows:   Bow, Great Bow, Killer Bow.
    Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.
    Claws:  Bronze Knuckles.
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:   Leather Cap, Mythril Helm, Shell Helm, Headband, Ice Helm, 
            Feathered Hat, Scholar Hat, Black Cowl, Chakra Band, Dragon Helm,
            Diamond Helm, Ribbon, Genji Helm, Crystal Helm.
    Body:   Vest, Rusty Mail, Leather Armor, Mythril Armor, Mage Robe, Shell Armor,
            Kenpo Gi, Ice Armor, Scholar Robe, Flame Mail, Knight Armor,
            Black Garb, Reflect Mail, White Robe, Black Robe, Bard Vest,
            Black Belt Gi, Dragon Mail, Gaia Vest, Demon Mail, Diamond Mail,
            Genji Armor, Crystal Mail.
    Arm:    Bronze Bracers, Mythril Bracers, Mythril Gloves, Gauntlets,
            Thief Gloves, Rune Bracers, Power Bracers, Diamond Bracers,
            Diamond Gloves, Protect Ring, Genji Gloves, Crystal Gloves,
            Celestial Gloves.
    Shield: All (excluding Onion Shield)
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Celestial Gloves
    Def:    40
    MDef:   18
    Bonus:  +15 All Stats
    
    
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    {JOB-WA} Warrior  |
    ------------------'
    
    Description:
    ~~~~~~~~~~~~
    The Warrior is a decent enough job to start with, mainly aimed at doing damage
    while also soaking up some hits for the party. The Warrior also gets an ability
    called Advance that let's him do more damage at the cost of lowering their
    defense. 
    
    In the beginning of the game, the Advance skill's effects don't amount to much 
    either way, and like any job ability, it'll make a bigger difference later on, 
    doing up to 2.4x the attack damage of a regular attack while being job
    level 99. The problem with the job, though, is that you probably won't remain
    a Warrior long enough to tell or care.
    
    Outside of the Advance ability, how does it stack up damage wise? Actually,
    pretty good. I mean, the whole point of Warriors is to deal damage, and the job
    doesn't disappoint. The main problem is that while the Warrior gets the job
    done, there are other jobs that can do it equally well... and "then some"
    (in case you don't know, I'm pointing to the Red Mage). Red Mages can attack
    for the same damage, use the same weapons, and wear the same armor until you
    get to the Fire Crystal, making the Warrior an inferior pick.
    
    This is very contradicting to what you might think, especially after playing
    many Final Fantasy games in the older generation. The old adage that you must
    have a knight/warrior character in the front position is pretty much thrown out
    the window based on how FFIII defines its job's statistics and job archetypes.
    This is especially true when the game forces your beginning party into a few
    situations where physical attacks are meaningless (due to the constant use of
    the Mini spell).
    
    To make matters worse, every other fighting job in the game outclasses a
    Warrior at some point, including the Monk within the same tier of jobs. This is
    mostly due to the fact that the Warrior stat growths are not nearly as high
    compared to other jobs. This is most notable, even by the time you get the
    Fire Crystal.  Knights and Rangers may take a few job levels to reach the
    number of hits and damage you'll be accustomed to, but eventually the Warrior
    won't measure up. 
    
    Also, the weapons and armor that become available won't be exclusive to the 
    Warrior either. The Royal Sword is the last Sword he can use for example, and 
    that's meant for the Knight in all honesty. Basically, the Warrior doesn't 
    remain competitive for long. With the Monk and Red Mage available, why bother 
    using the Warrior in the first place?
    
    That pretty much sums up the Warrior. The job's nearly useless at the
    beginning, and has no end-game potential whatsoever. The exception to this is
    unlocking the job's ultimate equipment through job maxing. This gives the
    Warrior his mastery weapon: The Gigantic Axe, which boosts their strength stat
    by a whopping +20 and gives them an attack power of 155, free to use another
    weapon in their off-hand. 
    
    Still, only the most determined to power level their Warrior to job level 99 
    will ever enjoy these benefits. I also think the Warrior's stat growths are on 
    the low side compared to a Knight and other top tier classes, making the whole 
    affair to be quite moot. A Knight at job level 30-40 with Excalibur, Ragnorak 
    and/or Ultima Weapon is immediately useful. Why invest so much time into the 
    Warrior when you already have something better with no investment? For the rest
    of us who don't care about exploiting trophy accomplishments and
    power-leveling, we can safely skip this one. I recommend that you never take
    a Warrior through Final Fantasy 3, ever.
    
    
    ---------.-------------------------------------------------------.-------------
    Profile: |                       Warrior                         | Wind Crystal
    ---------'-------------------------------------------------------'-------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Warriors are weapons experts.
     Attack   |     20     |    14     |     Their Advance ability allows
     Advance  |     20     |    14     |     them to deal even more      
     Guard    |     20     |    14     |     damage than normal, but they
     Item     |     20     |    14     |     also get hit a lot harder."
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    8     |    14    |  --  |      112       | |    12     |
         2     |    7     |    14    |  12  |      110       | |    10     |
         3     |    7     |    14    |  10  |      108       | |     8     |
         4     |    7     |    14    |   8  |      106       | |     6     |
         5     |    7     |    14    |   6  |      104       | |     4     |
         6     |    7     |    14    |   4  |      102       | |     2     |
         7     |    7     |    14    |   2  |      100       | |    --     |
         8     |    8     |    14    |  --  |      112       | |    12     |
         9     |    7     |    14    |  12  |      110       | |    10     |
        10     |    7     |    14    |  10  |      108       | |     8     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 7-8 actions per battle to level up a Warrior.
    
    ----------------------------------.
                  Stats:              |
    ----------------------------------|
     LV | STR | AGI | VIT | INT | MND |
    ----|-----|-----|-----|-----|-----|
      1 |   5 |   5 |   5 |   5 |   5 |
    ----|-----|-----|-----|-----|-----|
     10 |  10 |  10 |  10 |   9 |   9 |
    ----|-----|-----|-----|-----|-----|
     20 |  17 |  17 |  16 |  14 |  14 |
    ----|-----|-----|-----|-----|-----|
     30 |  24 |  24 |  22 |  18 |  18 |
    ----|-----|-----|-----|-----|-----|
     40 |  31 |  31 |  28 |  22 |  22 |
    ----|-----|-----|-----|-----|-----|
     50 |  38 |  38 |  34 |  26 |  26 |
    ----|-----|-----|-----|-----|-----|
     60 |  44 |  44 |  40 |  29 |  29 |
    ----|-----|-----|-----|-----|-----|
     70 |  51 |  51 |  46 |  33 |  33 |
    ----|-----|-----|-----|-----|-----|
     80 |  58 |  58 |  52 |  37 |  37 |
    ----|-----|-----|-----|-----|-----|
     90 |  65 |  65 |  58 |  41 |  41 |
    ----|-----|-----|-----|-----|-----|
     99 |  71 |  71 |  63 |  45 |  45 |
    ----------------------------------'
    NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack:  Attacks with equipped weapon.
    Advance: Increases attack power, but decreases defense.
    
              Advance Damage  = Original Damage x (1.5 + JobLv / 110)
              Damage Received = Original Damage x (1.5 + JobLv / 110)
    
              If JobLv = 99, then both are multiplied by 2.4!
    
    Guard:   Increases defense, reducing all damage by 50%.
    Item:    Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Knives: Knife, Dagger, Mythril Knife, Spark Dagger, Main Gauche, Poison Dagger.
    Swords: Golden Sword, Longsword, Wightslayer, Mythril Sword, Tyrfing,
            Serpent Sword, Salamand Sword, Freezing Blade, Royal Sword, Excalibur,
            Ultima Weapon.
    Bows:   Bow, Great Bow, Killer Bow.
    Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.
    Axes:   All
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:   Leather Cap, Mythril Helm, Shell Helm, Headband, Ice Helm, 
            Feathered Hat, Scholar Hat, Black Cowl, Chakra Band, Dragon Helm,
            Diamond Helm, Ribbon, Genji Helm, Crystal Helm.
    Body:   Vest, Rusty Mail, Leather Armor, Mythril Armor, Mage Robe, Shell Armor,
            Kenpo Gi, Ice Armor, Scholar Robe, Flame Mail, Knight Armor,
            Black Garb, Reflect Mail, White Robe, Black Robe, Bard Vest,
            Black Belt Gi, Dragon Mail, Gaia Vest, Demon Mail, Diamond Mail,
            Genji Armor, Crystal Mail.
    Arm:    Bronze Bracers, Mythril Bracers, Mythril Gloves, Gauntlets,
            Thief Gloves, Rune Bracers, Power Bracers, Diamond Bracers,
            Diamond Gloves, Protect Ring, Genji Gloves, Crystal Gloves,
            Celestial Gloves.
    Shield: All (excluding Onion Shield)
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Gigantic Axe
    Atk:    155
    Bonus:  +20 STR
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-MO} Monk   |
    ----------------'
    
    Description:
    ~~~~~~~~~~~~
    The Monk is a variant on a typical fighting Job, essentially giving you higher
    damage output and more hits per round at the cost of wearing lower-defense
    armor. An interesting facet with the Monk is that the Job can deal damage with
    his bare hands, meaning you don't have to find or buy weapons to make the Monk
    effective.
    
    During the beginning of the game, Monks start off weak, but with some Job 
    levels, they really start to come into their own. Typically, before the Fire
    Crystal, Monks do more damage than any other Job using standard attacks.
    
    The Monk also has the Retaliate ability, which allows them to dish out a
    counter attack on the enemy to deal 2x the damage of a regular attack,
    provided they get hit. 
    
    This ability is hit and miss, because if your Monk is not attacked, you miss
    out on the opportunity to attack that round. If you only had a 2-member party,
    or had a way to coerce the enemy to attack the Monk, this ability would be
    even or better. However, given that the chance of being hit is only 25%, and
    that you don't deal 4x+ damage, I'd say this ability is worthless. I'd suggest
    sticking to normal attacks.
    
    The only exception to this rule is when you are attacked by 3 enemies (doesn't
    happen until Nepto Temple to the best of my knowledge), or when the boss does
    3 attacks per round (this is very rare). In those cases, it's statistically
    favorable for the enemy to hit your Monk, because there is a 75% chance that
    your Monk will do 2x the damage. If you were to run this scenario 100 times,
    you'll end up dealing more damage on average than simply using regular
    attacks.
    
    Also, when fighting the Iron Giant, he will attack 4 times per round. In this
    case, there is a 100% to do 2x the damage. Using the Retaliate ability in these
    cases is actually beneficial.
    
    Outside of using your bare hands to attack, the Monk can also equip Claw
    weapons, just like Yang in Final Fantasy IV. However, the main problem with
    using these claw weapons is that they often lower your attack power,
    especially at higher levels. Too often, having no weapons equipped will deal
    more damage than using two claws. 
    
    Now, I find this rather odd, because the game constantly feeds the player with
    new and higher attack power claws in almost every dungeon, ending with Hellish
    Claws in the Ancients' Maze. In fact, I can't think of any other weapon type
    that is consistently fed to the player throughout the entire game! It's as if
    the game is toying with you, trying to get you to use them. Outside of
    exploiting an elemental weakness, I don't see the point. There's even a set of
    claws called "Faerie Claws" that boost your Intellect and Mind stats. The Monk
    is supposed to take advantage of this... how?!
    
    The Monk has some end-game potential - although it's a hit and miss... just
    like the Retaliate ability :) The Black Belt Job is available at tier 4, and is
    the natural replacement for the Monk. The Black Belt has higher stats in
    Strength, Speed and Vitality, making it highly seductive to switch over. If you
    don't have the ability to use the Wi-Fi Connection AND if you don't mind
    Job-leveling to get the max benefit, then you should do so. You may have to
    build up your Job Levels a little, but the end result will be worth it.
    
    However, if you have a Wi-Fi connection and don't mind putting the effort into 
    acquiring the Monk's ultimate equipment, there is some potential to be more 
    effective then the Black Belt, but in a different way than you might expect. 
    This also has the added bonus that you won't have to max out the Job Levels of 
    the Black Belt from square one.
    
    In addition to using the Fuma Garb (let's face it, the Master Dogi on the Black
    Belt is not that big of an upgrade) and the Ribbon to help out with the Monk's 
    glaring Magic Defense problems, the Monk gets access to the Shura Gloves, which
    gives 45 defense! That's 27 more defense than the Protect Ring! Also, the Magic
    defense is +1 better too! This gives the Monk quite a bit of an edge over the 
    Black Belt.
    
    Since weapons don't matter, the amount of damage you do is only limited by your
    character's level/Job level. The same can be said for the Black Belt as well,
    so the Black Belt has an advantage there having higher stats. Still, using all
    of this gear on your Monk will definitely make him end-game worthy. There's
    also something to be said about not having to Job-grind all the way back to
    level 99 as well.
    
    Overall, my recommendation is to possibly use this Job over a Red Mage up until
    you get the Jobs from the Fire Crystal. Then, make a choice if you want to keep
    him or not. If you want to put the time into making the Monk qualify for
    endgame, that's up to you. For the rest of us, we can safely upgrade to the
    Black Belt.
    
    
    ---------.-------------------------------------------------------.-------------
    Profile: |                         Monk                          | Wind Crystal
    ---------'-------------------------------------------------------'-------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Monks are very resilient melee
     Attack   |     20     |    14     |     fighters.  Their Retaliate
     Retaliate|     20     |    14     |     ability allows them to    
     Guard    |     20     |    14     |     counterattack while on the
     Item     |     20     |    14     |     defensive."
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    8     |    14    |  --  |      112       | |    12     |
         2     |    7     |    14    |  12  |      110       | |    10     |
         3     |    7     |    14    |  10  |      108       | |     8     |
         4     |    7     |    14    |   8  |      106       | |     6     |
         5     |    7     |    14    |   6  |      104       | |     4     |
         6     |    7     |    14    |   4  |      102       | |     2     |
         7     |    7     |    14    |   2  |      100       | |    --     |
         8     |    8     |    14    |  --  |      112       | |    12     |
         9     |    7     |    14    |  12  |      110       | |    10     |
        10     |    7     |    14    |  10  |      108       | |     8     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 7-8 actions per battle to level up a Monk.
    
    ----------------------------------.
                  Stats:              |
    ----------------------------------|
     LV | STR | AGI | VIT | INT | MND |
    ----|-----|-----|-----|-----|-----|
      1 |   5 |   5 |   5 |   5 |   5 |
    ----|-----|-----|-----|-----|-----|
     10 |  11 |  10 |  10 |   9 |   9 |
    ----|-----|-----|-----|-----|-----|
     20 |  20 |  16 |  17 |  12 |  14 |
    ----|-----|-----|-----|-----|-----|
     30 |  28 |  22 |  24 |  15 |  18 |
    ----|-----|-----|-----|-----|-----|
     40 |  36 |  28 |  31 |  19 |  22 |
    ----|-----|-----|-----|-----|-----|
     50 |  45 |  34 |  38 |  22 |  26 |
    ----|-----|-----|-----|-----|-----|
     60 |  53 |  40 |  44 |  25 |  29 |
    ----|-----|-----|-----|-----|-----|
     70 |  61 |  46 |  51 |  29 |  33 |
    ----|-----|-----|-----|-----|-----|
     80 |  69 |  52 |  58 |  32 |  37 |
    ----|-----|-----|-----|-----|-----|
     90 |  78 |  58 |  65 |  35 |  41 |
    ----|-----|-----|-----|-----|-----|
     99 |  85 |  63 |  71 |  38 |  45 |
    ----------------------------------'
    NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack:    Attacks with equipped weapon.
    Retaliate: Increases defense, Counterattacks if hit.
    
                Counterattack Damage = Damage Received x 2
                Defense Bonus        = Defense + JobLv
    
    Guard:     Increases defense, reducing all damage by 50%.
    Item:      Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Claws:  All
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:   Leather Cap, Headband, Feathered Hat, Black Cowl, Chakra Band, Ribbon.
    Body:   Vest, Leather Armor, Kenpo Gi, Black Garb, Black Belt Gi, Fuma Garb.
    Arm:    Bronze Bracers, Mythril Gloves, Power Bracers, Diamond Gloves,
            Protect Ring, Shura Gloves.
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Shura Gloves
    Def:    45
    MDef:   19
    Bonus:  +20 STR
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-WM} White Mage  |
    ---------------------'
    
    Description:
    ~~~~~~~~~~~~
    The White Mage is your basic healer in Final Fantasy III, and it doesn't
    deviate much from other White Mage archetypes in the series. 
    
    I consider the White Mage to be a fairly essential Job, not only at the 
    beginning of the game, but I suggest using one all the way until you get the 
    Jobs from the 4th and Final Crystal. Besides using potions, there are very few
    ways to heal your characters, as well as heal multiple characters at the same 
    time.
    
    For one, the White Mage has the most MP of Cure magic for a long time, and 
    you'll have to use it often, both in and out of battle. 
    
    In boss battles, Cure magic is even more essential. Expect to cast an
    all-party Cure spell each and every turn during a boss fight. Some of the
    bosses use mega-attacks that deal a considerable amount of damage to your
    entire party. If you don't have a White Mage casting an all-party Cure spell,
    you might as well reset the game and change Jobs.
    
    The White Mage is pretty much the only Job where I wouldn't suggest using a Red
    Mage instead. Yes, the White Mage has all the problems that the Black Mage has;
    They have poor armor, they are forced to stay in the back row, and they do 
    pitiful melee damage. All of this is true.
    
    However, you REALLY do need all the Cure spells to survive comfortably, at
    least until a Bard becomes available using a Dream Harp (if you choose to go
    that route). Using a White Mage also ensures that their Job level will be high
    throughout the game. Many times you'll barely have enough MP or you'll even run
    out - you'll wish you had access to Ethers... which by the way, the game
    doesn't happily oblige you with like other games do in the series.
    
    Also, the White Mage's actual magic power is very high. You'll get a lot out of
    your basic Cure and Cura spells. It's worth noting that a Devout, the natural 
    upgrade to the White Mage Job, heals for half the HP that a White Mage does
    with the equivalent Cure spell. Go figure.
    
    There are a few negative points with the White Mage, and with some of them, 
    there are no ways to compensate. For one, the White Mage doesn't learn the
    Raise spell (the ability to resurrect characters) until Level 5. This means to 
    resurrect one of your party members, you are forced to rely the very rare item:
    Phoenix Down. Otherwise, you'll have to go to a Wellspring that revives fallen
    allies within a town or a specific location - the Inns surely won't do it. If
    you're deep in a dungeon, this becomes a problem... and an annoyance. I never
    ran out of Phoenix Downs, but in some very unlucky back-attack situations,
    I had to use several. Sometimes I just "bit the bullet" and reset the game to
    my last save.
    
    Also, the Level 7 spell Esuna comes far too late in my opinion. You'll have to 
    rely on items to remove those pesky, annoying status effects... like poison, 
    silence or blind. Even when you do get Esuna, you probably won't want to waste 
    MP because Curaja is in the same slot - you do only have 2 MP at level 40 after
    all.
    
    As for the endgame, the White Mage doesn't make the cut, unfortunately. The 
    Devout largely makes the White Mage obsolete, by giving you access to Level 8 
    spells (like Arise and Holy), as well as boosting the overall MP of your most 
    powerful spells. While the Devout's magic power is surprisingly not as strong, 
    with access to over 20 castings of Curaga and Curaja when you initially switch 
    over, I doubt you'll find this to be an issue. There's also the Sage Job, which
    has the ability to cast Black Magic and level 8 White Magic spells too, giving 
    you two good options to upgrade your White Mage.
    
    Overall, the White Mage is a very good Job for the first half of the game, and
    even though it's not essential after the Fire Crystal because other Jobs may 
    provide better healing combinations, it's still an effective Job to use.
    
    
    ---------.-------------------------------------------------------.-------------
    Profile: |                      White Mage                       | Wind Crystal
    ---------'-------------------------------------------------------'-------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "White mages are casters who
     Attack   |     20     |    10     |     specialize in restorative magic.
     Magic    |     20     |    10     |     They're not physically strong,
     Guard    |     20     |    10     |     but their willpower is
     Item     |     20     |    10     |     incomparable!"
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    10    |    10    |  --  |      100       | |    --     |
         2     |    10    |    10    |  --  |      100       | |    --     |
         3     |    10    |    10    |  --  |      100       | |    --     |
         4     |    10    |    10    |  --  |      100       | |    --     |
         5     |    10    |    10    |  --  |      100       | |    --     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 10 actions per battle to level up a White Mage.
    
    ------------------------------. .----------------------------------.
               MP Chart:          | |              Stats:              |
    ------------------------------| |----------------------------------|
     LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
      1 |  4  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     10 | 13  2  1  0  0  0  0  0 | | 10 |  10 |  10 |  10 |   9 |  10 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     20 | 23  7  5  3  0  0  0  0 | | 20 |  15 |  16 |  16 |  14 |  17 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     30 | 33 12  9  7  2  1  0  0 | | 30 |  20 |  22 |  22 |  18 |  24 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     40 | 43 17 12 10  4  3  2  0 | | 40 |  24 |  28 |  28 |  22 |  31 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     50 | 53 22 15 14  7  5  3  0 | | 50 |  29 |  34 |  34 |  26 |  38 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     60 | 63 27 18 18  9  8  5  0 | | 60 |  34 |  40 |  40 |  29 |  44 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     70 | 73 32 21 21 11 10  6  0 | | 70 |  38 |  46 |  46 |  33 |  51 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     80 | 83 37 24 25 14 12  7  0 | | 80 |  43 |  52 |  52 |  37 |  58 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     90 | 93 42 27 29 16 14  9  0 | | 90 |  48 |  58 |  58 |  41 |  65 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     99 | 99 47 29 32 18 16 10  0 | | 99 |  52 |  63 |  63 |  45 |  71 |
    ------------------------------' '----------------------------------'
    NOTE: LV = Character Level       NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Magic:  Can cast up to Lv. 7 White Magic.
    Guard:  Increases defense, reducing all damage by 50%.
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Staves:	All (excluding Sage Staff)
    Rods:   Wizard Rod, Fire Rod, Ice Rod, Light Rod.
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Feathered Hat, Ribbon.
    Body:	Vest, Leather Armor, Mage Robe, White Robe, Angel Robe.
    Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
            Protect Ring.
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Angel Robe
    Def:    45
    MDef:   45
    Bonus:  +20 MIND
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-BM} Black Mage  |
    ---------------------'
    
    Description:
    ~~~~~~~~~~~~
    The Black Mage in Final Fantasy 3 is your standard elemental nuker that you can
    use at the beginning of the game. While you may not use this job very often 
    during the main story, the Black Mage really becomes an asset during boss 
    fights.
    
    The best ability on the Black Mage is their ability to cast Black Magic, and
    out of all the beginning caster jobs, they have the most MP and have much
    quicker access to the "-ara" spells than Red Mages do, which is a definite
    perk. 
    
    During some boss fights, the "-ara" spells are nearly essential. They will deal
    3x the damage (or more) compared to your regular fighting jobs. And in a tough 
    boss fight, you really want to get it over with quickly! Elemental spells are 
    the best way to achieve that.
    
    While you can use attack items like Zeus' Wrath or Antarctic Wind for similar 
    effects, it's nice to have non-item uses of these spells because finding those 
    items is rare - you cannot purchase them. And truthfully, why not cast Blizzara
    and Antarctic Wind at the same time?
    
    The Black Mage is also useful at eliminating multiple targets, especially those
    with elemental weaknesses. They provide a great way of getting rid of pesky 
    high-damage enemies, like Bombs, with a simple Blizzard spell. In fact, in the 
    Molten Cave, the Blizzard spell is absolutely essential to survival.
    
    The common problem with the Black Mage is their overall lack of usefulness. 
    While they excel very well in a few niche areas, they are just not that 
    effective 95% of the time when you have them.
    
    Because they can only wear cloth-type armor, they need to stay in the back row.
    Otherwise they'll get pummeled into the ground fairly easily.
    
    Also, Black Mages don't deal a whole lot of damage with their rods or staffs. 
    They can use a bow and arrows surprisingly, but it's not much better. When 
    you're trying to conserve MP for the boss battle coming up (thus avoiding using
    MP whenever possible), you can't help but get the feeling that the Black Mage
    is merely along for the ride until you arrive at the final boss. 
    
    There's one exception to this, and that's right when you acquire the elemental 
    staffs. At this time, the attacks - even from the back row - surprisingly deal 
    decent damage... as long as you're using the right elemental staff. Keep in 
    mind, the damage is not as much as your Red Mage, Monk or Warrior would deal, 
    and it's still decent.
    
    On the plus side, the Black Mage's elemental spells will continue to deal great
    damage to bosses after the Fire Crystal too, however you will receive more 
    options for dealing elemental damage by that time, such as using a Ranger. 
    
    After the Water Crystal and beyond, the Black Mage becomes nearly useless.
    There are just more effective ways to deal damage to multiple enemies, and many
    of them don't rely on using MP (Geomancer or Souleater). The game also doesn't 
    provide a lot of equipment upgrades for either the Black or White Mage, so the
    Black Mage won't be very competitive. 
    
    Also, the Black Mage becomes obsolete when the Summoner, Sage and Magus become 
    available. Without the ability to cast level 8 Spells, as well as only being 
    able to cast a handful of the obviously more powerful spells, the Black Mage 
    isn't a very useful choice in the endgame.
    
    Overall, the Black Mage isn't bad at the beginning of the game because of its 
    boss-nuking abilities, however I can't quite shake the feeling that the
    Red Mage is still overall more useful. My recommendation is to stay away from
    this job, or use one Black Mage to deal with the story until you beat the
    Molten Cave.
    
    
    ---------.-------------------------------------------------------.-------------
    Profile: |                      Black Mage                       | Wind Crystal
    ---------'-------------------------------------------------------'-------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Black mages are casters who
     Attack   |     20     |    10     |     specialize in offensive magic.
     Magic    |     20     |    10     |     Despite their appearance, they
     Guard    |     20     |    10     |     can take a few hits, too."
     Item     |     20     |    10     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    10    |    10    |  --  |      100       | |    --     |
         2     |    10    |    10    |  --  |      100       | |    --     |
         3     |    10    |    10    |  --  |      100       | |    --     |
         4     |    10    |    10    |  --  |      100       | |    --     |
         5     |    10    |    10    |  --  |      100       | |    --     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 10 actions per battle to level up a Black Mage.
    
    ------------------------------. .----------------------------------.
               MP Chart:          | |              Stats:              |
    ------------------------------| |----------------------------------|
     LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
      1 |  4  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     10 | 13  2  1  0  0  0  0  0 | | 10 |  10 |  10 |  10 |  10 |   9 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     20 | 23  7  5  3  0  0  0  0 | | 20 |  15 |  16 |  16 |  17 |  14 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     30 | 33 12  9  7  2  1  0  0 | | 30 |  20 |  22 |  22 |  24 |  18 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     40 | 43 17 12 10  4  3  2  0 | | 40 |  24 |  28 |  28 |  31 |  22 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     50 | 53 22 15 14  7  5  3  0 | | 50 |  29 |  34 |  34 |  38 |  26 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     60 | 63 27 18 18  9  8  5  0 | | 60 |  34 |  40 |  40 |  44 |  29 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     70 | 73 32 21 21 11 10  6  0 | | 70 |  38 |  46 |  46 |  51 |  33 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     80 | 83 37 24 25 14 12  7  0 | | 80 |  43 |  52 |  52 |  58 |  37 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     90 | 93 42 27 29 16 14  9  0 | | 90 |  48 |  58 |  58 |  65 |  41 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     99 | 99 47 29 32 18 16 10  0 | | 99 |  52 |  63 |  63 |  71 |  45 |
    ------------------------------' '----------------------------------'
    NOTE: LV = Character Level       NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Magic:  Can cast up to Lv. 7 Black Magic.
    Guard:  Increases defense, reducing all damage by 50%.
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Staves: Staff, Fire Staff, Ice Staff, Light Staff.
    Rods:   All (excluding Millenium Rod)
    Bows:   Bow, Great Bow, Killer Bow.
    Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Feathered Hat, Ribbon.
    Body:	Vest, Leather Armor, Mage Robe, Black Robe.
    Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
            Protect Ring.
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Lilith Rod
    Atk:    110
    Bonus:  +20 INT
    Effect: Casts death.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-RM} Red Mage  |
    -------------------'
    
    Description:
    ~~~~~~~~~~~~
    The Red Mage is your jack-of-all-trades Job in Final Fantasy III, but unlike
    other games in the series, it's anything but typical. 
    
    I, for one, love this Job. In my first play-through, I made the mistake of
    trying to emulate a classic FF party setup using: Warrior, Monk, White Mage
    and Black Mage. I did this because I thought it would make a balanced party. It
    wasn't until after the Vikings' Cove that I switched my Warrior to a Red Mage
    (I needed more magic power to deal with the enemies in the Nepto Temple due to
    the Mini status). It was then that I discovered just how useful and powerful
    this Job could be.
    
    The Red Mage is a superior beginning Job, and I thoroughly recommend using it
    at the beginning of the game up until you acquire the Jobs from the Fire
    Crystal.  The Red Mage can use all the weapons a Warrior can, allowing for the
    same damage dealt (excluding the Advance skill obviously). It can also use the
    same armor too, so you won't need to keep them in the back row.
    
    Red Mages can also use up to Lv. 5 Black magic for those areas where you need
    to exploit enemy weaknesses. They can use up to Lv. 5 White Magic as well. This
    will help with any extra healing you might need in and out of battle. The only 
    real complaint here is that you'll get half of the MP a White or Black Mage 
    would. But the ability to do excellent damage with two Mythril Swords more than
    makes up for that.
    
    Looking at all these benefits the Red Mage brings to the table, I can't help
    but recommend that you take 2 or 3 Red Mages and 1 White Mage as your beginning
    party. With this party setup, you'll comfortably breeze through the first 
    quarter of the game. You'll have 3 strong attackers, 3 characters to deal with 
    elemental weaknesses, and 4 characters to cast timely cures when needed, making
    sure that you'll never need to use Potions or have to worry about not having 
    enough Cure magic. The only reason I recommend taking a White Mage is to raise 
    their Job level for their use after you get the Jobs from the Fire Crystal... 
    because you will likely keep the White Mage around.
    
    As for end-game possibilities, the Red Mage can become an extremely powerful 
    Job.  It is the only Job that can use the Crimson Vest, Excalibur, and the 
    Ultima Weapon at the same time. This provides a +30 stat boost across the board
    and makes him quite godly.
    
    However, if you are unable to unlock all ultimate equipment by using the 
    Nintendo Wi-Fi connection, or don't want to invest the time, you'll probably 
    retire this Job once you get access to more effective Jobs from the Fire 
    Crystal. The Red Mage just doesn't get the equipment upgrades to remain 
    competitive. Even if you do plan on using the Red Mage during the endgame, it's
    still recommended that you retire this Job and only pick it up again after you 
    get access to the Legendary Blacksmith.
    
    
    ---------.-------------------------------------------------------.-------------
    Profile: |                       Red Mage                        | Wind Crystal
    ---------'-------------------------------------------------------'-------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Red mages can use both white and
     Attack   |     20     |    12     |     black magic, but they cannot use
     Magic    |     20     |    12     |     high-level spells from either
     Guard    |     20     |    12     |     school."
     Item     |     20     |    12     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |     9    |    12    |  --  |      108       | |     8     |
         2     |     8    |    12    |   8  |      104       | |     4     |
         3     |     8    |    12    |   4  |      100       | |    --     |
         4     |     9    |    12    |  --  |      108       | |     8     |
         5     |     8    |    12    |   8  |      104       | |     4     |
         6     |     8    |    12    |   4  |      100       | |    --     |
         7     |     9    |    12    |  --  |      108       | |     8     |
         8     |     8    |    12    |   8  |      104       | |     4     |
         9     |     8    |    12    |   4  |      100       | |    --     |
        10     |     9    |    12    |  --  |      108       | |     8     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 8-9 actions per battle to level up a Red Mage.
    
    ------------------------------. .----------------------------------.
               MP Chart:          | |              Stats:              |
    ------------------------------| |----------------------------------|
     LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
      1 |  4  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     10 |  8  1  0  0  0  0  0  0 | | 10 |  10 |  10 |  10 |  10 |  10 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     20 | 13  5  3  2  0  0  0  0 | | 20 |  15 |  15 |  16 |  16 |  16 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     30 | 17  8  5  4  1  0  0  0 | | 30 |  20 |  20 |  22 |  22 |  22 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     40 | 22 11  8  6  2  0  0  0 | | 40 |  24 |  24 |  28 |  28 |  28 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     50 | 26 15 10  8  4  0  0  0 | | 50 |  29 |  29 |  34 |  34 |  34 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     60 | 31 18 13 10  5  0  0  0 | | 60 |  34 |  34 |  40 |  40 |  40 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     70 | 35 21 15 11  7  0  0  0 | | 70 |  34 |  34 |  40 |  40 |  40 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     80 | 40 25 17 13  8  0  0  0 | | 80 |  43 |  43 |  52 |  52 |  52 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     90 | 45 28 19 15 10  0  0  0 | | 90 |  48 |  48 |  58 |  58 |  58 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     99 | 49 31 21 16 11  0  0  0 | | 99 |  52 |  52 |  63 |  63 |  63 |
    ------------------------------' '----------------------------------'
    NOTE: LV = Character Level       NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Magic:  Can cast up to Lv. 5 White Magic and Lv. 5 Black Magic.
    Guard:  Increases defense, reducing all damage by 50%.
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Knives:	Knife, Dagger, Mythril Knife, Main Gauche, Poison Dagger.
    Swords: Golden Sword, Longsword, Wightslayer, Mythril Sword, Tyrfing,
            Serpent Sword, Salamand Sword, Freezing Blade, Royal Sword,  Defender,
            Break Blade, Excalibur, Ultima Weapon.
    Staves: All (excluding Elder Staff, Sage Staff)
    Rods:   Mythril Rod, Wizard Rod, Fire Rod, Ice Rod, Light Rod.
    Bows:   Bow, Great Bow, Killer Bow.
    Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
            Ribbon, Crystal Helm.
    Body:   Vest, Leather Armor, Mythril Armor, Shell Armor, Ice Armor, Flame Mail,
            Reflect Mail, White Robe, Black Robe, Crimson Vest, Crystal Mail.
    Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
            Protect Ring, Crystal Gloves.
    Shield:	Leather Shield, Mythril Shield, Ice Shield, Aegis Shield,
            Crystal Shield.
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Crimson Vest
    Def:    50
    MDef:   25
    Bonus:  +10 All Stats
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-TH} Thief |
    ---------------'
    
    Description:
    ~~~~~~~~~~~~
    When it comes to Final Fantasy games, I like Thieves. I like them because they
    can Steal from the enemy party. Thieves to me are a huge investment, and being
    the completionist that I am who wants to get the best items, weapons and armor
    possible, Thieves in Final Fantasy are a means to that end, especially in the 
    later installments in the series. 
    
    However, I forgot FFIII was a remake of an old game where all the Thief could 
    steal was potions and generally things you could buy at the Item Shop. Thus,
    Steal amounts to a near useless ability.
    
    To be fair, the Thief can steal more than stuff found at the Item Shop, such
    as rare attack items and the most-coveted Elixirs. However, none of these items
    are what I would call essential or game-breaking, and Elixirs (the most
    important of them all) can be found by defeating dragons in the later stages of
    the game.
    
    What quality items can the Thief steal? Well, sadly there's only two. The first
    is called Gungnir, the best lance in the game for the Dragoon Job. This is a 
    very important steal because without spoiling anything, the item is entirely 
    miss-able if you don't steal it at the appropriate time (or you don't get it
    when it's dropped... which is also very rare so you're better off trying to
    steal it).
    
    The second and final item worth stealing is the Protect Ring. Not only is the 
    opportunity to steal it very rare (it's a random spawn), but the game already 
    provides you with 2 Protect Rings found in chests (which is probably all you'll
    ever need, honestly).
    
    Not only is it bad enough that the Thief can only steal 1 essential item during
    the entire game, but you need to raise your Job Level to 71 in order to steal 
    it! This requirement alone means that only the most dedicated of players are 
    going to grind their Thief up to level 71 in order to get this item. You need
    to do a lot of work to make your Thief worthwhile, and it's just to make the 
    Dragoon a top-contender for the end-game! - What I consider a total side-event!
    This doesn't bode well for the Thief's usefulness in my opinion.
    
    Besides stealing, what else does the Thief having going for it? Well, his
    damage isn't too bad. Early on in the game, your damage will be lower than a
    Warrior, Monk or Red Mage, but not so much once the game progresses. Also,
    daggers are plentiful throughout the game. Specialized daggers like the
    Air Knife can actually deal quite a lot of damage against the right enemies.
    However, if you're looking for fast damage, you might as well look elsewhere.
    
    The Thief actually has an incredibly high speed stat to make up for its weaker
    damage - actually making it the fastest acting Job in the entire game. This 
    causes the Thief to act first in every battle round. Depending on the
    situation, if you really need a more predictable battle order, the Thief is
    your best bet to make that a reality. Many players consider this aspect to be
    the Job's most defining and greatest asset. 
    
    However, as a side know, keep in mind depending if you unlocked the Thief's 
    mastery weapon and someone is using Ultima Weapon, you might not act first in 
    the round after all.
    
    Lastly, there are a few places where the game pushes you to use a Thief. 
    Although it's not required, a Thief is very useful to have in Goldor Manor and
    the Temple of Time. These areas have multiple locked doors that the Thief can 
    pick. The game further encourages you to use a Thief by placing powerful 
    Thief-specific items in these places too, so you might as well use a Thief
    since the equipment is available. However, you don't have to use a Thief to
    open locked doors; you can buy 20 keys for 2000 Gil, which will be enough to
    open all the locked doors for the entire game.
    
    Undeniably, the Thief has its uses throughout the game, but overall, the Thief
    is a situational Job at best. It knows where it can excel, and you should use
    it for those situations only. 
    
    However at the beginning of the game, avoid using a Thief and opt to use
    another Job instead (the Red Mage or Monk come to mind). The steals might net
    you some extra gold, but you probably won't ever be strapped for cash. Also,
    there are no locks to pick at the beginning of the game either. The first time
    you will encounter a locked door will be right before the Fire Crystal, which
    is almost to the half-way point of the game.
    
    As for endgame, the Thief doesn't really have much potential either. The 
    Ninja is a much better choice due to their higher strength and better weapon 
    selection. The Ninja also starts every battle first, just like the Thief, 
    despite the Ninja's speed stat being lower. For all intents and purposes, the 
    Thief's high speed stat is overkill. Also, in the last quarter of the game,
    gold is very easy to come by, making the Steal ability useless too. 
    
    My conclusion is this: if you enjoy playing a Thief, use the Ninja instead - 
    it's the natural upgrade for this Job. My recommendation is to stay away from
    the Thief unless either the game calls for it, or you really, REALLY have to 
    acquire the Gungnir lance for your Dragoon.
    
    
    ---------.-------------------------------------------------------.-------------
    Profile: |                         Thief                         | Wind Crystal
    ---------'-------------------------------------------------------'-------------
    
    -----------------------------------.    "Thieves are very fast and agile,
     JP Gain: | JobLv 1-14 | JobLv 14+ |     and they can swing their weapons
    ----------|------------|-----------|     lightning-fast.  They also have
     Attack   |     20     |    18     |     the ability to pick locked doors.
     Steal    |     20     |    18     |     Their Steal ability allows them
     Flee     |    NONE    |   NONE    |     to take items from enemies. Also,
     Item     |     20     |    18     |     everyone will take less damage
    ----------'------------'-----------'     while escaping if they use Flee."
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |     6    |    18    |  --  |      108       | |     8     |
         2     |     6    |    18    |   8  |      116       | |    16     |
         3     |     5    |    18    |  16  |      106       | |     6     |
         4     |     6    |    18    |   6  |      114       | |    14     |
         5     |     5    |    18    |  14  |      104       | |     4     |
         6     |     6    |    18    |   4  |      112       | |    12     |
         7     |     5    |    18    |  12  |      102       | |     2     |
         8     |     6    |    18    |   2  |      110       | |    10     |
         9     |     5    |    18    |  10  |      100       | |    --     |
        10     |     6    |    18    |  --  |      108       | |     8     |
        11     |     6    |    18    |   8  |      116       | |    16     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 6-5 actions per battle to level up a Thief.
    
    ----------------------------------.
                  Stats:              |
    ----------------------------------|
     LV | STR | AGI | VIT | INT | MND |
    ----|-----|-----|-----|-----|-----|
      1 |   5 |   5 |   5 |   5 |   5 |
    ----|-----|-----|-----|-----|-----|
     10 |  10 |  11 |  10 |   9 |   9 |
    ----|-----|-----|-----|-----|-----|
     20 |  16 |  20 |  16 |  14 |  12 |
    ----|-----|-----|-----|-----|-----|
     30 |  22 |  30 |  22 |  18 |  15 |
    ----|-----|-----|-----|-----|-----|
     40 |  28 |  40 |  28 |  22 |  19 |
    ----|-----|-----|-----|-----|-----|
     50 |  34 |  50 |  34 |  26 |  22 |
    ----|-----|-----|-----|-----|-----|
     60 |  40 |  60 |  40 |  29 |  25 |
    ----|-----|-----|-----|-----|-----|
     70 |  46 |  70 |  46 |  33 |  29 |
    ----|-----|-----|-----|-----|-----|
     80 |  52 |  80 |  52 |  37 |  32 |
    ----|-----|-----|-----|-----|-----|
     90 |  58 |  90 |  58 |  41 |  35 |
    ----|-----|-----|-----|-----|-----|
     99 |  63 |  99 |  63 |  45 |  38 |
    ----------------------------------'
    NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Steal:  Steal and item from an enemy.
    Flee:   Higher chance of escaping from battle.
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Knives:   All
    Throwing: All (excluding Shuriken)
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
            Black Cowl, Ribbon.
    Body:	Vest, Leather Armor, Mythril Armor, Shell Armor, Ice Armor,
            Black Garb, Fuma Garb.
    Arm:	Bronze Bracers, Mythril Gloves, Thief Gloves, Power Bracers,
            Diamond Gloves, Protect Ring.
    Shield:	Leather Shield, Mythril Shield, Ice Shield.
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Gladius
    Atk:    130
    Bonus:  +20 AGI
    ~~~~~~~~~~~~~~~~
    Stealing
    ~~~~~~~~~~~~~~~~
    To make things simple, there are 4 items you can steal from enemies.
    
    Here is a sample chart of the enemies and what you can steal from them:
    
    ---------------------------------------------------------------------.
    Enemy:      |Item 1:      |Item 2:      |Item 3:       |Item 4:      |
    ------------|-------------|-------------|--------------|-------------|
                |             |             |              |             |
     Sample     | Potion      | Potion      | Hi-Potion    | Elixir      |
                |             |             |              |             |
    *Boss       | Nothing     | Nothing     | Elixir       | Elixir      |
                |             |             |              |             |
    ------------'--------------------------------------------------------'
    NOTE: An enemy with a * by its name is a Boss!!
    
    Pretty simple right?
    
    Now to explain the items.  Here are the Job Level ranges at which they can be
    stolen.
    
    ------------------.
    Item: | Job Level |
    ------|-----------|
      1   |    1-30   |
     1-2  |   31-70   |
     1-3  |   71-98   |
     1-4  |   99-99   |
    ------'-----------'
    
    So if you are between Job Levels 1 and 30, you can only steal Item 1.  If you
    are between Job levels 31 and 70, you can steal Items 1 or 2, etc....
    
    Next is the Steal Rate for each item.
    
    ------------------.
    Item: |Steal Rate |
    ------|-----------|
      1   |    19%    |
      2   |    17%    |
      3   |    15%    |
      4   |    12%    |
    ------'-----------'
    
    Another thing.  When you steal, the game will try for the rarest item first.
    So if you are Job Lv. 82, it will attempt to Steal Item 3.  If it fails
    to steal Item 3, it will try for Item 2. If that fails, Item 1, and if that
    fails, you fail completely and have to try again!
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-RA} Ranger  |
    -----------------'
    
    Description:
    ~~~~~~~~~~~~
    In many ways, the Ranger plays a lot like a Warrior, but uses a bow instead of
    a sword. It is believed by many that this job is worthless. This may be true
    when nearing the final areas of the game, but when you first acquire the
    Ranger, it's a very useful job.
    
    Rangers can use higher defense armor like a Knight, which is pretty useful. And
    sice their attack is ranged, they can also do FULL damage from the Back Row!
    Seeing that you take LESS damage from the back row (and are wearing nice armor
    to boot!), this is a huge advantage during the early stages of the game.
    
    Even better though, many enemies at this time are weak against Light damage, so
    using your Holy Arrows (which can be bought for 10 Gil a piece) will cause
    considerable amounts of damage.  You will also get the Rune Bow shortly after
    you acquire the Ranger job, which will allow you to simply decimate everything!
    With a Rune Bow + Holy arrows, you'll deal around 600-700 damage.
    
    You can also use the other elemental arrows to exploit those weaknesses too,
    making this a very good job. The game practically begs to use a Ranger because
    the game provides all the necessary equipment upgrades to make it worthwhile.
    
    I found their Barrage ability to be a mixed bag, which allows you to split the
    damage of your attack while being able to attack multiple enemies at the same
    time. Because most enemies require a full attack to destroy them, I can't
    possibly see how this ability is useful. The best case scenario is that you can
    use a Ranger to kill much weaker enemies more quickly, but where's the sense in
    picking a Ranger just for that?
    
    Even when you exploit a weakness using Barrage, the damage actually turns out
    to be the same. This is also true when using Barrage against a single foe. So
    let me get this straight... I use 4 Arrows, yet it only deals the same damage
    as one arrow? In all honestly, Barrage is a complete waste of arrows and time
    to use, regardless who your target is. I would suggest that you avoid using
    Barrage completely.
    
    As for end-game possibilities, the Ranger becomes less useful, mainly because
    their ultimate Bow and Yoichi arrows have an attack power of 165, which is
    about 100 points less compared to other jobs dual-weilding better weapons.
    Furthermore, boomerang-type weapons (such as the Fullmoon Blade) deal
    considerable more damage without having to refil your arrows.
    
    Overall, the Ranger is decent pick when you acquire him, and nothing more.
    There are a whole slew of superior jobs to choose from after you gain access to
    the Water crystal. I suggest you replace your Ranger with one of those ASAP.
    
    
    ---------.-------------------------------------------------------.-------------
    Profile: |                         Ranger                        | Fire Crystal
    ---------'-------------------------------------------------------'-------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |    "Rangers are experts in ranged
    ----------|------------|-----------|     combat.  With their bows, they can
     Attack   |     20     |    14     |     attack for full damage from even
     Barrage  |     20     |    14     |     the back line! Their Barrage
     Guard    |     20     |    14     |     ability allows them to unleash
     Item     |     20     |    14     |     a hail of projectiles at the enemy!"
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    8     |    14    |  --  |      112       | |    12     |
         2     |    7     |    14    |  12  |      110       | |    10     |
         3     |    7     |    14    |  10  |      108       | |     8     |
         4     |    7     |    14    |   8  |      106       | |     6     |
         5     |    7     |    14    |   6  |      104       | |     4     |
         6     |    7     |    14    |   4  |      102       | |     2     |
         7     |    7     |    14    |   2  |      100       | |    --     |
         8     |    8     |    14    |  --  |      112       | |    12     |
         9     |    7     |    14    |  12  |      110       | |    10     |
        10     |    7     |    14    |  10  |      108       | |     8     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 7-8 actions per battle to level up a Ranger.
    
    ----------------------------------.
                  Stats:              |
    ----------------------------------|
     LV | STR | AGI | VIT | INT | MND |
    ----|-----|-----|-----|-----|-----|
      1 |   5 |   5 |   5 |   5 |   5 |
    ----|-----|-----|-----|-----|-----|
     10 |  10 |  11 |  10 |   9 |   9 |
    ----|-----|-----|-----|-----|-----|
     20 |  17 |  20 |  16 |  14 |  14 |
    ----|-----|-----|-----|-----|-----|
     30 |  24 |  28 |  22 |  18 |  18 |
    ----|-----|-----|-----|-----|-----|
     40 |  31 |  36 |  28 |  22 |  22 |
    ----|-----|-----|-----|-----|-----|
     50 |  38 |  45 |  34 |  26 |  26 |
    ----|-----|-----|-----|-----|-----|
     60 |  44 |  53 |  40 |  29 |  29 |
    ----|-----|-----|-----|-----|-----|
     70 |  51 |  61 |  46 |  33 |  33 |
    ----|-----|-----|-----|-----|-----|
     80 |  58 |  69 |  52 |  37 |  37 |
    ----|-----|-----|-----|-----|-----|
     90 |  65 |  78 |  58 |  41 |  41 |
    ----|-----|-----|-----|-----|-----|
     99 |  71 |  85 |  63 |  45 |  45 |
    ----------------------------------'
    NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack:   Attacks with equipped weapon.
    Barrage:  Attacks randomly, 4 times, with decreased damage.
                
               Damage Per Hit = Original Damage x Factor
    
                .-------.---------.
                | JobLv | Factor: |
                |-------|---------|
                |  1-20 |   0.2   |
                | 21-70 |   0.3   |
                | 71-99 |   0.4   |
                '-------'---------'
    
    Guard:    Increases defense, reducing all damage by 50%.
    Item:     Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Bows:     All
    Arrows:   All
    Throwing: Boomerang, Chakram.
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
            Black Cowl, Ribbon.
    Body:   Vest, Leather Armor, Mythril Armor, Shell Armor, Ice Armor,
            Flame Mail, Black Garb.
    Arm:	Bronze Bracers, Mythril Gloves, Power Bracers, Diamond Gloves,
            Protect Ring.
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Artemis Bow
    Atk:    122
    Bonus:  +10 STR, +10 AGI
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-KN} Knight  |
    -----------------'
    
    Description:
    ~~~~~~~~~~~~
    The Knight is a very solid job to use in Final Fantasy 3. Warriors should 
    immediately upgrade to a Knight once it's available. The automatic cover
    ability has saved my butt more than a few times when other characters had low
    life, which really made me feel like I made a good investment. It's
    unfortunate the actual Defend ability is garbage because the Knight will do 
    this automatically during battle anyway. So in this way, you lose the ability 
    to have an effective special command. 
    
    Still, Knights can cast Cure spells, and while they don't heal as much as a 
    White Mage's cure spell, it's nice to have that extra safety net when you are 
    playing between the Fire and Water Crystals. It takes some pressure off the
    White Mage. I found that in a few parts of the game, my White Mage was low on
    Cure Magic. Those extra Cures on the Knight were enough so that I didn't have
    to go to my inventory and use potions. Poisona was also a nice spell to use.
    
    I think the Knight loses its appeal when the 3rd tier jobs come in. To me, 
    Viking, Dragoon and Dark Knight are all more interesting. That's not to say the
    Knight is useless. I guess I consider it on the same tier as these jobs because
    it's definitely usable from the Fire Crystal onwards until the end of the game.
    
    Unlike the Dark Knight, the Knight can wear Crystal armor (very good defense)
    as well as equip the both Excalibur and Ragnorok found in Eureka. It can also
    use the Ultima Weapon. This setup makes him a top contender for the endgame.
    
    So even though the Knight goes out of fashion for a big chunk of the game,
    it'll become viable again since some fighting jobs cannot use those weapons. In
    the Ancient's Maze, the game provides you with Crystal armor and a Break Sword.
    The game is practically saying, "You really should start using your Knight
    again... there's big things in store for you."
    
    Overall, the Knight is a fairly solid job. They have great stats, do excellent 
    damage, and are a tough mark for enemies to kill. Unlike other final jobs like 
    the Ninja or Black Belt, the Knight is capable of surviving focused magical 
    attacks like Flare. And by equipping the best weapons in the game, he'll also 
    have the highest attack power out of any other job to my knowledge. 
    
    For these reasons, you just might want to stick with your Knight until the end 
    of the game to make sure his job level will be the highest possible, but you 
    have to be pretty stubborn not to use some of the cooler 3rd tier jobs in the 
    meantime. Overall, I give this job 2 thumbs up.
    
    
    ---------.-------------------------------------------------------.-------------
    Profile: |                        Knight                         | Fire Crystal
    ---------'-------------------------------------------------------'-------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Knights take pride in their high
     Attack   |     20     |    12     |     defense.  Their Defend ability
     Magic    |     20     |    12     |     allows them to step in and take
     Defend   |     20     |    12     |     damage for weakened allies.  And
     Item     |     20     |    12     |     they can use white magic, too!"
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |     9    |    12    |  --  |      108       | |     8     |
         2     |     8    |    12    |   8  |      104       | |     4     |
         3     |     8    |    12    |   4  |      100       | |    --     |
         4     |     9    |    12    |  --  |      108       | |     8     |
         5     |     8    |    12    |   8  |      104       | |     4     |
         6     |     8    |    12    |   4  |      100       | |    --     |
         7     |     9    |    12    |  --  |      108       | |     8     |
         8     |     8    |    12    |   8  |      104       | |     4     |
         9     |     8    |    12    |   4  |      100       | |    --     |
        10     |     9    |    12    |  --  |      108       | |     8     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 8-9 actions per battle to level up a Knight.
    
    ------------------------------. .----------------------------------.
               MP Chart:          | |              Stats:              |
    ------------------------------| |----------------------------------|
     LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
      1 |  1  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     10 |  7  0  0  0  0  0  0  0 | | 10 |  11 |   9 |  11 |   9 |  10 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     20 | 12  0  0  0  0  0  0  0 | | 20 |  20 |  14 |  20 |  14 |  15 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     30 | 15  0  0  0  0  0  0  0 | | 30 |  28 |  18 |  28 |  18 |  20 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     40 | 17  0  0  0  0  0  0  0 | | 40 |  36 |  22 |  36 |  22 |  24 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     50 | 20  0  0  0  0  0  0  0 | | 50 |  45 |  26 |  45 |  26 |  29 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     60 | 20  0  0  0  0  0  0  0 | | 60 |  53 |  29 |  53 |  29 |  34 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     70 | 20  0  0  0  0  0  0  0 | | 70 |  61 |  33 |  61 |  33 |  38 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     80 | 20  0  0  0  0  0  0  0 | | 80 |  69 |  37 |  69 |  37 |  43 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     90 | 20  0  0  0  0  0  0  0 | | 90 |  78 |  41 |  78 |  41 |  48 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     99 | 50  0  0  0  0  0  0  0 | | 99 |  85 |  45 |  85 |  45 |  52 |
    ------------------------------' '----------------------------------'
    NOTE: LV = Character Level       NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Magic:  Can use Lv. 1 white magic.
    Defend: Increases defense.  Takes damage for weakened allies.
             
             Damage Received = Original Damage x (100 - (40 + JobLv / 5))%
    
             If JobLv = 99, total percentage cut is about 60%.
    
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Swords: All (excluding Onion Blade, Onion Sword)
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
            Diamond Helm, Ribbon, Crystal Helm.
    Body:   Vest, Rusty Mail, Leather Armor, Mythril Armor, Shell Armor,
            Ice Armor, Flame Mail, Knight Armor, Reflect Mail, Diamond Mail,
            Crystal Mail.
    Arm:	Bronze Bracers, Mythril Gloves, Gauntlets, Power Bracers, 
            Diamond Gloves, Protect Ring, Crystal Gloves.
    Shield:	Leather Shield, Mythril Shield, Ice Shield, Heroic Shield,
            Diamond Shield, Aegis Shield, Crystal Shield.
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Save The Queen
    Atk:    140
    Bonus:  +10 VIT, +10 MIND
    Effect: Casts reflect.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-SC} Scholar  |
    ------------------'
    
    Description:
    ~~~~~~~~~~~~
    The Scholar is essentially a misfit Job. It's definitely a niche Job, because 
    you can't really plug it into any sort of group like "fighter" or "caster" for 
    example. The Scholar really doesn't stand for anything. The best way to
    describe a Scholar is that it's a collage of several "interesting" abilities.
    
    Lets start with the good points, because there aren't many. The Scholar has a 
    very useful ability called Item Lore. This ability doubles the effect of any 
    item used by the Scholar, whether its attack or support. This means that 
    Hi-Potions will restore 1000 HP instead of 500 HP. Likewise, attack items will
    deal double damage (or quadruple if the enemy has a weakness to that item's 
    element). Up until you acquire the Jobs from the Fire Crystal, taking advantage
    of elemental weaknesses this way is a good way to decimate enemy bosses
    quickly.
    
    Secondly, the Scholar has a Study ability that analyzes the enemy and tells
    you its HP and Weakness while nullifying any positive status effects (like
    Haste, Protect, etc.). During the Hein Castle incident, a Scholar makes the
    final battle much easier because their Study ability removes Hein's special
    protective Barrier, which constantly reactivates and changes his elemental
    weakness. This makes the Scholar almost essential during this point in the
    game.
    
    Thirdly, the Scholar can make good use of the gear found in Castle Argus.
    There, you'll find armor and elemental books for the Scholar well before you
    can even utilize the Job. You can complete your set of equipment by eventually
    beating the Molten cave. All this early access to equipment is nice, and
    definitely hints at their necessity later on in the game. These books actually
    deal okay damage when you first get them, even from the back row, however only
    initially.
    
    That's about all the Scholar's actually good for. Unfortunately, Scholars have 
    the worst Vitality in the game, which means they have the worst HP growth when 
    your character levels up. While I don't imagine anyone would take a Scholar to 
    level 99, if someone uses the Scholar Job and gains a few levels with it, you 
    will notice that this character will PERMANENTLY be behind in their HP growth 
    compared to other characters!
    
    Also, vitality impacts the character's defense too (an area where Scholars are 
    already troubled in due to weak armor), which means Scholars are limited to 
    being placed in the back row. What does that mean? Their rather weak physical 
    attacks become even worse! Sure, the books have elements which can exploit 
    elemental weaknesses... and when you first acquire them, they are actually 
    somewhat effective. But when the enemies become more difficult, ask yourself 
    this: "Does weakness exploiting really make a huge difference?" Because we're 
    talking about the Scholar, the answer is NO!
    
    The Scholar has the ability to cast Black Magic at Level 1-3. However, due to 
    his insanely low MP curve, you'll only have access to Level 1 spells for a 
    majority of the time. You will only start gaining access to level 2 Black Magic
    spells when your character level reaches mid 30's - That's around the time most
    people reach the Temple of Time! How well do you think the basic Thunder spell 
    fairs in this crazy-difficult dungeon? NOT GOOD! During the endgame, level 1-3 
    Black Magic is even more useless. Not even Magi or Sages use it!
    
    Also, the Study ability further minimizes their usefulness, because shortly 
    after the Hein Castle incident, you will be able to find/purchase the Libra 
    White Magic spell, making the Study ability obsolete.
    
    Lastly, while Item Lore is decent, it also loses effectiveness in the endgame. 
    Elixirs being the best support item in the game, giving a character 100% HP and
    MP. How is using Item Lore going to improve 100%? Exactly - it can't! 
    
    Also, given that powerful spells become readily available later on in the game,
    the Scholar's Item Lore ability becomes obsolete entirely. Even an improved 
    Arctic Wind won't be enough to compensate for the sheer power of the Geomancer
    or Black Mage at this point by the time the Water Crystal roles around.
    
    Essentially, the Scholar is only good for the Hein's Castle segment of the 
    storyline, just so you can eliminate Hein's Elemental Barrier. However, later
    on in the game in Eureka, there is a similar boss to Hein called Anon, and
    neither Study or Libra are required to defeat him - he's a real pushover
    despite being much tougher compared to Hein.
    
    Overall, The Scholar is highly situational and quirky Job. It simply doesn't
    make the cut for endgame... or even after Hein's Castle for that matter. Take
    my advice: Use it for Hein's Castle... and never use it again!
    
    
    ---------.-------------------------------------------------------.-------------
    Profile: |                       Scholar                         | Fire Crystal
    ---------'-------------------------------------------------------'-------------
    
    -----------------------------------.    "Scholars can examine enemies and
     JP Gain: | JobLv 1-14 | JobLv 14+ |     spot their weak points.  They can
    ----------|------------|-----------|     also enhance the effects of the
     Attack   |     24     |    24     |     items they use. They can dispel magic
     Magic    |     24     |    24     |     effects from enemies they've studied.
     Study    |     24     |    24     |     Surprisingly enough, these bookworms
     Item     |     24     |    24     |     can also use magic!"
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |     5    |    24    |  --  |      120       | |    20     |
         2     |     4    |    24    |  20  |      116       | |    16     |
         3     |     4    |    24    |  16  |      112       | |    12     |
         4     |     4    |    24    |  12  |      108       | |     8     |
         5     |     4    |    24    |   8  |      104       | |     4     |
         6     |     4    |    24    |   4  |      100       | |    --     |
         7     |     5    |    24    |  --  |      120       | |    20     |
         8     |     4    |    24    |  20  |      116       | |    16     |
         9     |     4    |    24    |  16  |      112       | |    12     |
        10     |     4    |    24    |  12  |      108       | |     8     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    Scholars are by far the easiest Job to level up.  Every action you take, no
    matter what Job Level, you will always gain 24 JP.
    
    On average, you must take 4-5 actions per battle to level up a Scholar.
    
    ------------------------------. .----------------------------------.
               MP Chart:          | |              Stats:              |
    ------------------------------| |----------------------------------|
     LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
      1 |  1  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     10 |  5  0  0  0  0  0  0  0 | | 10 |  10 |  10 |   9 |  11 |   9 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     20 | 10  0  0  0  0  0  0  0 | | 20 |  16 |  17 |  12 |  20 |  14 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     30 | 15  0  0  0  0  0  0  0 | | 30 |  22 |  24 |  15 |  30 |  18 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     40 | 20  7  3  0  0  0  0  0 | | 40 |  28 |  31 |  19 |  40 |  22 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     50 | 25 10  5  0  0  0  0  0 | | 50 |  34 |  38 |  22 |  50 |  26 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     60 | 29 13  7  0  0  0  0  0 | | 60 |  40 |  44 |  25 |  60 |  29 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     70 | 34 17  9  0  0  0  0  0 | | 70 |  46 |  51 |  29 |  70 |  33 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     80 | 39 20 12  0  0  0  0  0 | | 80 |  52 |  58 |  32 |  80 |  37 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     90 | 44 23 14  0  0  0  0  0 | | 90 |  58 |  65 |  35 |  90 |  41 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     99 | 48 26 15  0  0  0  0  0 | | 99 |  63 |  71 |  38 |  99 |  45 |
    ------------------------------' '----------------------------------'
    NOTE: LV = Character Level       NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Magic:  Can cast up to Lv. 3 White Magic and Lv. 3 Black magic.
    Study:  Scan enemies HP and weakness. Also dispels beneficial magic.
    Item:   Items have double the potency. Use an item from the item list. 
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Books:  All
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Feathered Hat, Scholar Hat, Ribbon.
    Body:   Vest, Leather Armor, Mage Robe, Scholar Robe, White Robe.
    Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
            Protect Ring. 
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Omnitome
    Atk:    130
    Bonus:  +10 INT, +5 MIND
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-GE} Geomancer  |
    --------------------'
    
    Description:
    ~~~~~~~~~~~~
    
    Coming Soon!
    
    
    ---------.-------------------------------------------------------.-------------
    Profile: |                       Geomancer                       | Fire Crystal
    ---------'-------------------------------------------------------'-------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |    "Geomancers harness the power of
    ----------|------------|-----------|     nature itself, manifested in their
     Attack   |     20     |    14     |     different terrain attacks.  Their
     Terrain  |     20     |    14     |     damage potential rises
     Guard    |     20     |    14     |     exponentially by job level."
     Item     |     20     |    14     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    8     |    14    |  --  |      112       | |    12     |
         2     |    7     |    14    |  12  |      110       | |    10     |
         3     |    7     |    14    |  10  |      108       | |     8     |
         4     |    7     |    14    |   8  |      106       | |     6     |
         5     |    7     |    14    |   6  |      104       | |     4     |
         6     |    7     |    14    |   4  |      102       | |     2     |
         7     |    7     |    14    |   2  |      100       | |    --     |
         8     |    8     |    14    |  --  |      112       | |    12     |
         9     |    7     |    14    |  12  |      110       | |    10     |
        10     |    7     |    14    |  10  |      108       | |     8     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 7-8 actions per battle to level up a Geomancer.
    
    ----------------------------------.
                  Stats:              |
    ----------------------------------|
     LV | STR | AGI | VIT | INT | MND |
    ----|-----|-----|-----|-----|-----|
      1 |   5 |   5 |   5 |   5 |   5 |
    ----|-----|-----|-----|-----|-----|
     10 |  10 |  10 |  10 |  10 |  10 |
    ----|-----|-----|-----|-----|-----|
     20 |  15 |  17 |  15 |  17 |  15 |
    ----|-----|-----|-----|-----|-----|
     30 |  20 |  24 |  20 |  24 |  20 |
    ----|-----|-----|-----|-----|-----|
     40 |  24 |  31 |  24 |  31 |  24 |
    ----|-----|-----|-----|-----|-----|
     50 |  29 |  38 |  29 |  38 |  29 |
    ----|-----|-----|-----|-----|-----|
     60 |  34 |  44 |  34 |  44 |  34 |
    ----|-----|-----|-----|-----|-----|
     70 |  38 |  51 |  38 |  51 |  38 |
    ----|-----|-----|-----|-----|-----|
     80 |  43 |  58 |  43 |  58 |  43 |
    ----|-----|-----|-----|-----|-----|
     90 |  48 |  65 |  48 |  65 |  48 |
    ----|-----|-----|-----|-----|-----|
     99 |  52 |  71 |  52 |  71 |  52 |
    ----------------------------------'
    NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack:  Attacks with equipped weapon.
    Terrain: Uses the environment for an attack.
    
              Damage = (Power + JobLv x 2) x (INT + MND) / Adjustment x Random No.
              
              Random No. = number between 0.8 to 1.0
    
               .-------------.--------.-------------.-----.
               | Attacks:    | Power: | Adjustment: | Wt: |
               |-------------|--------|-------------|-----|
               |Whirlpool    |   30%  |     ---     |  4  |
               |Wind Slash   |   45   |      3      |  3  |
               |Ice Storm    |   55   |      4      |  4  |
               |Magma        |   70   |      4      |  3  |
               |Ice Pillar   |   80   |      3      |  3  |
               |Flame Burst  |   80   |      3      |  4  |
               |Black Hole   |   80%  |     ---     |  4  |
               |Earthquake   |   90   |      4      |  3  |
               |Close-In     |  100   |      3      |  4  |
               |Shadowflare  |  110   |      1      |  9  |
               '-------------'--------'-------------'-----'
    
    Guard:   Increases defense, reducing all damage by 50%.
    Item:    Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Bells:   All
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	 Leather Cap, Feathered Hat, Ribbon.
    Body:    Vest, Leather Armor, Mage Robe, Black Robe, Gaia Vest.
    Arm:	 Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
             Protect Ring.
    ~~~~~~~~~~~~~~~~
    Geomancer Card
    ~~~~~~~~~~~~~~~~
    Name:  Blessed Bell
    Atk:   130
    Bonus: +10 AGI, +10 INT, +10 MIND
    ~~~~~~~~~~~~~~~~
    Terrain Attacks
    ~~~~~~~~~~~~~~~~
    -------------.-------.--------------------------------------------------------.
     Attacks:    |Target:| Descriptions:                                          |
    -------------|-------|--------------------------------------------------------|
    Whirlpool    |  All  |Calls forth the waters of the sea, drowning all enemies.|
    Wind Slash   |  One  |Slices the enemy with blades of wind.                   |
    Ice Storm    |  All  |Damages enemies with the piercing cold of the Arctic.   |
    Magma        |  All  |Shoots out molten lava causing severe burn damage.      |
    Ice Pillar   |  One  |Incredible damage with spears of ice.                   |
    Flame Burst  |  One  |Scorches the enemy with a blazing fire.                 |
    Black Hole   |  One  |A world destructing force consumes the enemy.           |
    Earthquake   |  All  |Shakes the earth causing damage to all enemies.         |
    Close-In     |  One  |Drops the weight of a thousand boulders onto the enemy. |
    Shadowflare  |  One  |Massive non-elemental damage to the enemy.              |
    -------------'-------'--------------------------------------------------------'
    
    -------------.----------------.
     Attacks:    | Element:       |
    -------------|----------------|
    Whirlpool    |  Ice, Water    |
    Wind Slash   |  Wind          |
    Ice Storm    |  Ice, Water    |
    Magma        |  Fire          |
    Ice Pillar   |  Ice, Water    |
    Flame Burst  |  Fire          |
    Black Hole   |  Non-elemental |
    Earthquake   |  Earth         |
    Close-In     |  Earth         |
    Shadowflare  |  Non-elemental |
    -------------'----------------'
    
    Here are the chances of what Terrain attack will be used in different areas.
    --------------------------.-------------------.
     Environment:             | Success Rate:     |
    --------------------------|-------------------|
    Land (World Map)          | Wind Slash  = 50% |
    Forest (World Map)        | Ice Storm   = 48% |
    Castle Sasune             | Shadowflare =  2% |
    Dragon's Peak             |                   |
    Tower of Owen (Except F1) |                   |
    Castle Hein               |                   |
    Goldor Manor              |                   |
    Dragon Spire              |                   |
    Crystal Tower             |                   |
    Bahamut Boss Fight        |                   |
    --------------------------|-------------------|
    Desert (World Map)        | Earthquake  = 40% |
    Altar Cave                | Close-in    = 38% |
    Mythril Mines             | Wind Slash  = 20% |
    The Sealed Cave           | Shadowflare =  2% |
    Tozus Tunnel              |                   |
    The Cave of the Circle    |                   |
    The Ancient Ruins         |                   |
    Cave in Falgabard         |                   |
    Bahamut's Lair            |                   |
    The Cave of Shadows       |                   |
    Doga's Grotto             |                   |
    Ancients' Maze            |                   |
    --------------------------|-------------------|
    Sea (World Map)           | Ice Pillar  = 40% |
    Underneath Sea (World Map)| Whirlpool   = 38% |
    Nepto Temple              | Wind Slash  = 20% |
    Tower of Owen (Floor 1)   | Shadowflare =  2% |
    Subterranean Lake         |                   |
    The Cave of Tides         |                   |
    Amur Sewers               |                   |
    Sunken Cave               |                   |
    Saronia Catacombs         |                   |
    Temple of Time            |                   |
    Behind Falgabard Waterfall|                   |
    Lake Dohr                 |                   |
    Secret ??? Dungeon        |                   |
    --------------------------|-------------------|
    Sky (World Map)           | Wind Slash  = 50% |
                              | Ice Storm   = 48% |
                              | Shadowflare =  2% |
    --------------------------|-------------------|
    Ur (Path to Storehouse)   | Wind Slash  = 50% |
                              | Ice Storm   = 50% |
    --------------------------|-------------------|
    The Molten Cave           | Magma       = 40% |
                              | Flame Burst = 38% |
                              | Wind Slash  = 20% |
                              | Shadowflare =  2% |
    --------------------------|-------------------|
    Southwest Saronia         | Blackhole   = 50% |
     (Tavern Fight)           | Shadowflare = 40% |
                              | Wind Slash  = 10% |
    --------------------------|-------------------|
    Eureka, The Forbidden Land| Blackhole   = 40% |
                              | Shadowflare = 40% |
                              | Wind Slash  = 20% |
    --------------------------|-------------------|
    The World of Darkness     | Wind Slash  = 23% |
                              | Ice Pillar  = 23% |
                              | Flame Burst = 22% |
                              | Earthquake  = 22% |
                              | Shadowflare = 10% |
    --------------------------'-------------------'
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-VI} Viking  |
    -----------------'
    
    Description:
    ~~~~~~~~~~~~
    The Viking is an interesting job, in that it's a very different role from a 
    warrior-type job. Firstly, they use Hammers and Axes as their main weapons, but
    even further, they are geared towards defense rather than dealing damage, like 
    the Knight, Dark Knight and Dragoon.
    
    Firstly, the Viking shouldn't be called upon if you just want to deal damage. 
    While the Viking has a very high strength stat, Hammer and Axe-type weapons are
    designed to have lower hits per round, which obviously means lower damage when 
    its all said and done. When you first acquire the Viking after the 3rd crystal,
    his performance is rather disappointing compared to other jobs. He just doesn't
    deal out very decent damage.
    
    Secondly, the Viking agility stat is among the worst out of all the jobs. This 
    is essentially the trade off for having such a high strength, despite his
    damage becoming curved due to his weapon types. Unfortunately, the causes the
    Viking to act last in battle whenever he attacks, further minimizing his use.
    Let it be said, it is far better to have a weaker defensive character attack
    first rather than having a high-defensive character act last. This makes jobs
    like the Ninja come out on top.
    
    Thirdly, the Viking has the Provoke ability, which causes one enemy of the
    enemy party to target the Viking. However, initially this ability isn't very
    reliable - it requires many job levels to work successfully. Also, Provoke
    won't stop the OTHER enemies from attacking your other characters. So if
    you're facing 2 or 3 enemies at a time, you can still expect to take some
    damage. When compared to Souleater, Throw or Jump, this ability isn't nearly
    as useful.
    
    Lastly, the Viking has a moderate Intelligence stat, and a low Mind stat,
    which causes him to fall to heavy magic, especially anything focused.
    Admittedly, many jobs have this problem - Black Belt being slightly worse, and
    Ninja being slightly better. Still, with all the other problems the Viking
    has, this is just one more to add to the list.
    
    Because of these issues, the Viking is perhaps one of the more situational
    jobs in the game, ranking near Ranger and Scholar in terms of niche
    usefulness. The Viking is fairly useful when fighting enemies under water,
    because his Hammer weapons all possess the Lightning element attribute. This
    is substantial as there are a lot of water levels and water enemies after you
    acquire the 3rd crystal. 
    
    What about endgame? Firstly, outside of the Wi-Fi connection, the best weapons
    you can weild are the Blessed Hammer and Dual Haken, and they only combine for
    242 attack power... which is considerably lower compared to other jobs
    (namely, Knight, Ninja and Dragoon for example). Adding the fact that they hit
    far less often and that the Viking will attack near the end of the battle
    round, I can't recommend the Viking as a top damage-dealer. This role is
    better suited to Knights, Dragoons, Dark Knights, Ninjas, etc.
    
    Having said that, the Viking is a true superstar when facing massive boss 
    battles where the boss has powerful physical attacks. Simply have your Viking
    equip a full set of Crystal Armor and give him two shields: The Crystal Shield
    and the Aegis Shield. Then, place the Viking in the back row and have them use
    their Provoke ability over and over.
    
    This diverts all the damage from the boss towards your Viking, which allows
    your healer to focus all of their healing efforts on the Viking. Since the
    healer is only responsible for one character, they can use lower level and
    more plentiful healing spells like Cura, or even a healing staff like the
    Elder Staff. If necessary, use the Protect spell, Turtle Shell or the Bard's
    Protect on the Viking, to make him the ultimate meat shield.
    
    Using this method is a fantastic way to beat tough bosses when you are 
    underleveled (ie Cloud of Darkness and Iron Giant). It is one of the MOST 
    effective ways to CONTROL the flow of a big battle - you are basically exerting
    mind-control over the enemy, nearly dictating what the boss does. The entire 
    battle becomes predictable and stable at that point.
    
    It's also been said that this combo's well with the Warrior, as the Warrior can
    use their Advance ability to deal 2.4x the damage at job level 99. However,
    Most people won't level a Warrior to level 99, making this combo moot for many 
    players. Even then, I still can't help but notice that two characters doing 
    incredibly damage on their own is more useful if you were going to use Provoke 
    just for that.
    
    Overall, I'd say the Viking is a situational class, being usable during the 3rd
    crystal only. It's also not entirely necessary to use a Viking either, since a 
    Dragoon with Wind/Thunder lances will accomplish much the same thing. With his 
    rather low magic defense and the fact that he acts near the end in battle, it's
    hard to recommend a Viking for the endgame, or to use one at all over other 
    classes.
    
    However, if you want to exploit the Provoke ability against tough bosses and 
    design an end-game party around this ability, then go for it. The choice is 
    ultimately yours. As a stand-alone character though, the Viking really doesn't 
    make the cut.
    
    
    ---------.------------------------------------------------------.--------------
    Profile: |                       Viking                         | Water Crystal
    ---------'------------------------------------------------------'--------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Vikings have the ability to lure
     Attack   |     20     |    14     |     enemies into attacking them instead
     Provoke  |     20     |    14     |     of other members of the party,
     Guard    |     20     |    14     |     but it's gonna hurt!"
     Item     |     20     |    14     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    8     |    14    |  --  |      112       | |    12     |
         2     |    7     |    14    |  12  |      110       | |    10     |
         3     |    7     |    14    |  10  |      108       | |     8     |
         4     |    7     |    14    |   8  |      106       | |     6     |
         5     |    7     |    14    |   6  |      104       | |     4     |
         6     |    7     |    14    |   4  |      102       | |     2     |
         7     |    7     |    14    |   2  |      100       | |    --     |
         8     |    8     |    14    |  --  |      112       | |    12     |
         9     |    7     |    14    |  12  |      110       | |    10     |
        10     |    7     |    14    |  10  |      108       | |     8     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 7-8 actions per battle to level up a Viking.
    
    ----------------------------------.
                  Stats:              |
    ----------------------------------|
     LV | STR | AGI | VIT | INT | MND |
    ----|-----|-----|-----|-----|-----|
      1 |   5 |   5 |   5 |   5 |   5 |
    ----|-----|-----|-----|-----|-----|
     10 |  11 |   9 |  10 |   9 |  10 |
    ----|-----|-----|-----|-----|-----|
     20 |  20 |  14 |  17 |  14 |  15 |
    ----|-----|-----|-----|-----|-----|
     30 |  30 |  18 |  24 |  18 |  20 |
    ----|-----|-----|-----|-----|-----|
     40 |  40 |  22 |  31 |  22 |  24 |
    ----|-----|-----|-----|-----|-----|
     50 |  50 |  26 |  38 |  26 |  29 |
    ----|-----|-----|-----|-----|-----|
     60 |  60 |  29 |  44 |  29 |  34 |
    ----|-----|-----|-----|-----|-----|
     70 |  70 |  33 |  51 |  33 |  38 |
    ----|-----|-----|-----|-----|-----|
     80 |  80 |  37 |  58 |  37 |  43 |
    ----|-----|-----|-----|-----|-----|
     90 |  90 |  41 |  65 |  41 |  48 |
    ----|-----|-----|-----|-----|-----|
     99 |  99 |  45 |  71 |  45 |  52 |
    ----------------------------------'
    NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack:  Attacks with equipped weapon.
    Provoke: Lure enemy attacks onto yourself. Reduces enemy defense.
    
              Enemy Defense = Original Defense x (100 - (0.5 x JobLv))%
    
               .-------.---------------.
               | JobLv | Success Rate: |
               |-------|---------------|
               |  1-20 |      60%      |
               | 21-40 |      70%      |
               | 41-80 |      80%      |
               | 81-98 |      90%      |
               | 99-99 |     100%      |
               '-------'---------------'
    
    Guard:   Increases defense, reducing all damage by 50%.
    Item:    Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Hammers: All
    Axes:    All (except Gigantic Axe)
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	 Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
             Viking Helm, Diamond Helm, Ribbon, Crystal Helm.
    Body:    Vest, Rusty Mail, Leather Armor, Mythril Armor, Shell Armor,
             Ice Armor, Flame Mail, Reflect Mail, Viking Mail, Demon Mail,
             Diamond Mail, Crystal Mail.
    Arm:	 Bronze Bracers, Mythril Gloves, Gauntlets, Power Bracers,
             Diamond Gloves, Protect Ring, Crystal Gloves.
    Shield:	 Leather Shield, Mythril Shield, Ice Shield, Demon Shield,
             Diamond Shield, Aegis Shield, Crystal Shield.
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:    Mighty Hammer
    Atk:     145
    Bonus:   +20 VIT
    Effect:  Deals lightning damage.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-DR} Dragoon  |
    ------------------'
    
    Description:
    ~~~~~~~~~~~~
    The Dragoon is very much like a Knight, however it relies on a Lance rather
    than a Sword. The Dragoon can also Jump in the air to land devastating attacks
    on foes instead of covering other party members. Besides that, the character
    model for this job is one of the best in the game ;)
    
    The Dragoon has grown to be one of my favorite jobs, but during early 
    playtesting, it didn't start that way. I always liked this job when it was 
    introduced in Final Fantasy 4, but when I first tried them out in this game, I
    was not all that impressed. The damage seemed comparable to the other jobs... 
    yet the Jump ability had some issues with it.
    
    Firstly, the Jump ability takes 2 entire battle rounds. The damage finally
    comes at the very end of the second battle round. So in the meantime, if you
    haven't killed the enemies yet, you'll be hit by enemy attacks. Whereas two
    standard attacks from the Dragoon might have killed the enemies sooner, thus
    lessoning the damage you would have taken.
    
    Secondly, this ability increases the chance that your low durability party 
    members will be hit by the enemy party since enemies can't target your Dragoon 
    while he's in the air. So lets say you have a Bard, White Mage, Geomancer, etc.
    in your party? Well, you can kiss them good-bye in a tough spot.
    
    Thirdly, the damage is typically 1.5 times the normal damage, and sometimes a 
    little less. To me, if this ability is going to take 2 entire turns to execute,
    I expect some kind of reward for the sacrifice of not being able to attack for
    a turn as well as acting last in a battle. This ultimately renders the Jump 
    ability useless in most situations, because normal attacks will do more damage
    in comparison.
    
    This means in most situations, with comparable weapons (especially when the
    time you can choose this job)... the Dragoon is basically a Knight without the
    cover and cure abilities. Also, spears are few and far between for a long
    part of the game... while swords are plentiful and increase in power over time.
    That Thunder Spear doesn't go a long way.
    
    Now, that's not to say this job is garbage - that's far from the truth. For
    one, the Jump ability is EXTREMELY useful against flying enemies, especially
    flying bosses. The damage seems to get doubled against these, and since the
    attack is 1.5x that of a normal attack, the Jump will actually do TRIPLE
    damage. Now that's more like it!
    
    For example, against Garuda, a flying boss that has ~10,000 hit points, if you
    had an entire party of Dragoons using the Jump ability, you could end the
    battle in 2 turns: First turn Jump, next turn dead... as each Jump does around
    3000-4000 damage. If you were to use standard attacks at 700-900 damage each,
    it would be very difficult to survive this battle long enough to kill him,
    since his attacks are extremely powerful. The answer to quickly beating him is
    using the Dragoon's Jump ability, preferably using 3 Dragoons and 1 White Mage.
    
    Also, lances (and their elemental properties) seem to do very well against some
    specific enemies, almost to a point of decimating them with 4000 to 9999
    damage. These numbers look insanely high compared to the damage your other
    fighting jobs will be doing. I think some enemies are just weaker to lances, or
    possibly the wind/thunder elements typically found on the beginning lances
    (like in the Temple of Time), which makes Dragoons a very worthwhile investment
    if you know which enemies to target.
    
    This leads me to my next point. While Dragoons are not the best job when they 
    first become available, it's worth using a Dragoon when you can purchase two 
    Wind Lances in Saronia Kingdom, and acquire all of the Dragon Gear in Dragon 
    Spire Tower, also found in Southeastern Saronia. From that point on, Dragoons 
    seem to excel much better than Knights could ever hope to.
    
    Even further, Dragoons get weapon upgrades that are sickening, and they pace 
    very well with the enemies you'll be up against. These include Heavy Lance, 
    Blood Lance, Dragon Lance and Holy Lance. I know from experience that 2 Blood 
    Lances refill around 800-1100 life per attack, which is far better than the 
    Blood Sword.
    
    If you have a level 71 Thief, you can also steal Gungnir, which is the best 
    Dragoon lance in the entire game without a Wi-Fi connection, and it essentially
    removes any doubt that the Dragoon can be used for endgame. Also, to top things
    off, Dragoons can wear Crystal armor! 
    
    And if you're so inclined to put in the time with the mastery weapon from the 
    Wi-Fi Connection, you can aquire the Magic Lance! With both Magic Lance and 
    Gungnir equipped, you have 285 attack power with an +30 strength and +10
    agility modifer, which is better than what most classes can achieve.
    
    Overall, the Dragoon is an extremely effective job, whether you're using the 
    Jump ability on flying enemies, or are just attacking normally. Even without
    the Gungnir lance, this job isn't a terrible choice for the endgame. With the 
    Gungnir, it's a no-brainer (at least I would hope you use decide to use the 
    Dragoon in your final party if you went through all that trouble getting it!)
    
    
    ---------.------------------------------------------------------.--------------
    Profile: |                       Dragoon                        | Water Crystal
    ---------'------------------------------------------------------'--------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Dragoons are polearm experts. Their
     Attack   |     20     |    16     |     Jump ability allows them the deal
     Jump     |     20     |    16     |     massive damage while being
     Guard    |     20     |    16     |     impervious to enemy attacks."
     Item     |     20     |    16     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    7     |    16    |  --  |      112       | |    12     |
         2     |    6     |    16    |  12  |      108       | |     8     |
         3     |    6     |    16    |   8  |      104       | |     4     |
         4     |    6     |    16    |   4  |      100       | |    --     |
         5     |    7     |    16    |  --  |      112       | |    12     |
         6     |    6     |    16    |  12  |      108       | |     8     |
         7     |    6     |    16    |   8  |      104       | |     4     |
         8     |    6     |    16    |   4  |      100       | |    --     |
         9     |    7     |    16    |  --  |      112       | |    12     |
        10     |    6     |    16    |  12  |      108       | |     8     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 6-7 actions per battle to level up a Dragoon.
    
    ----------------------------------.
                  Stats:              |
    ----------------------------------|
     LV | STR | AGI | VIT | INT | MND |
    ----|-----|-----|-----|-----|-----|
      1 |   5 |   5 |   5 |   5 |   5 |
    ----|-----|-----|-----|-----|-----|
     10 |  10 |  10 |  10 |  10 |  10 |
    ----|-----|-----|-----|-----|-----|
     20 |  17 |  17 |  15 |  15 |  15 |
    ----|-----|-----|-----|-----|-----|
     30 |  24 |  24 |  20 |  20 |  20 |
    ----|-----|-----|-----|-----|-----|
     40 |  31 |  31 |  24 |  24 |  24 |
    ----|-----|-----|-----|-----|-----|
     50 |  38 |  38 |  29 |  29 |  29 |
    ----|-----|-----|-----|-----|-----|
     60 |  44 |  44 |  34 |  34 |  34 |
    ----|-----|-----|-----|-----|-----|
     70 |  51 |  51 |  38 |  38 |  38 |
    ----|-----|-----|-----|-----|-----|
     80 |  58 |  58 |  43 |  43 |  43 |
    ----|-----|-----|-----|-----|-----|
     90 |  65 |  65 |  48 |  48 |  48 |
    ----|-----|-----|-----|-----|-----|
     99 |  71 |  71 |  52 |  52 |  52 |
    ----------------------------------'
    NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Jump:   Jump into the air to avoid damage.  Hits enemy on the way down.
         
             Damage Inflicted = Original damage x (1.5 + JobLv / 110)
    
             If JobLv = 99, then multiply all damage by 2.4!
    
             If Enemy's weakness is Wind, all damage will be further doubled.
    
    Guard:  Increases defense, reducing all damage by 50%.
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Spears: All
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
            Dragon Helm, Diamond Helm, Ribbon, Crystal Helm.
    Body:   Vest, Rusty Mail, Leather Armor, Mythril Armor, Shell Armor,
            Ice Armor, Flame Mail, Reflect Mail, Dragon Mail, Demon Mail,
            Diamond Mail, Crystal Mail.
    Arm:	Bronze Bracers, Mythril Gloves, Gauntlets, Power Bracers,
            Diamond Gloves, Protect Ring, Crystal Gloves.
    Shield:	Leather Shield, Mythril Shield, Ice Shield, Demon Shield,
            Diamond Shield, Aegis Shield, Crystal Shield.
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Magic Lance
    Atk:    145
    Bonus:  +20 STR
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-DK} Dark Knight  |
    ----------------------'
    
    Description:
    ~~~~~~~~~~~~
    The Dark Knight is another fighting Job, like the Dragoon, Viking or Knight. 
    However, this Job plays a little differently than those.
    
    The big advantage to using a Dark Knight is for its Souleater ability, which 
    damages the entire enemy party. Even better, the damage is comparable (if not a
    little more sometimes) to what your regular attack would be. Essentially, it's 
    like doubling or even tripling your damage in a single round! Also, you can
    deal this damage from the back row! Holy Mackinaw!
    
    Of course, there's a drawback... you lose 10% of your current health (Note, 
    that's not your maximum health). So, you can't kill yourself using this ability
    directly, but you can put yourself in the yellow. In my experience, the lower 
    the health is, the less damage you will do with the Souleater ability.
    
    To compensate for this (which I found really exciting!), you can use the Blood
    Sword to refill your life when you're not using the Souleater ability! 
    Admittedly, my early experiences with this combo were not very good. I found it
    difficult to keep my Dark Knight alive or healthy while using Souleater and
    then trying to replenish my life with the Blood Sword. This is due to the Dark 
    Knight's speed stat being fairly low, making him act last in battle far too 
    often. 
    
    You see, by the time you can use the Dark Knight, the difficulty of the game 
    ramps up considerably. Enemies being dealing 100-200 damage per hit instead of 
    30-50. It takes awhile to grind up to a competitive level, let alone trying to 
    get this combo to work properly.
    
    However, I found a better way than using the Blood Sword. You can combo the
    Dark Knight with a Bard and have the Bard use his Dream Harp! The Dream Harp
    will replenish about 10-20% of your party's health (Depending on your
    character's and Bard's Job), which is enough to replenish the life you lose
    when using the Souleater ability! How convenient! 
    
    By putting your Dark Knight in the back row, he won't be taking that much
    damage from enemies, so you can use Souleater to your heart's content! Be sure
    to use Cure on him every few battles to keep him healthy. 
    
    This Dream Harp/Souleater combo becomes even powerful later. Better swords 
    become available, like the Defender and Ancient Sword as well as the Dark 
    Blades. All of these swords make your Blood Sword obsolete, but it doesn't 
    matter because the Bard will refill your life anyway!
    
    Even better, this combo seems to get more powerful as the Job levels increase, 
    because you'll actually start to net life!
    
    Because this combo is so much better than mucking with the Blood Sword, stay 
    away from the Dark Knight until the Dream Heart becomes available. Then, start 
    using the Bard and Dark Knight together. Not only can the Bard heal your Dark 
    Knight, but he'll heal the entire party! Not to mention, the Bard can cast
    Haste and Sing other songs too! The healing alone is about as powerful as an
    "All Member" level Cure spell, which relieves pressure off your White Mage and
    makes it possible to not use a White Mage at all.
    
    Does the Dark Knight work well as an endgame Job? Yes and no. As far as 
    equipment goes, the Dark Knight can use Masamune and Ragnarok, which are both 
    extremely powerful weapons. Of course, using this combinations completely ruins
    the possibility of using a Knight and Ninja in your final party, but there's 
    always room for other Jobs (like the Dragoon, for example, which doesn't cause 
    an overlap in weapons).
    
    Also, if you have a Wi-Fi connection and are willing to invest the time into 
    obtaining the ultimate weapons, Dark Knights can use the Ultima Weapon and
    Murakumo, their mastery sword. This combination proves to be more powerful than
    a Ninja, however you can't Throw Shuriken's and act first in battle - 
    essentially, that's the trade off here. I still prefer the Ninja.
    
    However, in the final stages of the game, most normal enemies are like facing 
    individual bosses - there's very little need to damage multiple targets at the
    same time. This makes Souleater rather ineffective. Also, with the Summoner 
    entering the mix, it's doubtful Souleater will be that useful even when
    multiple enemies are present, as that Job can damage multiple enemies without
    the HP loss.
    
    Therefore, I think the Dark Knight only has a place mid-game. During that time,
    the Dark Knight is one heck of a Job to use! And if you do unlock the ultimate 
    equipment, then go nuts using a Dark Knight during the endgame. I guess that
    can be said for any Job though.
    
    
    ---------.------------------------------------------------------.--------------
    Profile: |                      Dark Knight                     | Water Crystal
    ---------'------------------------------------------------------'--------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Dark Knights are warriors of the
     Attack   |     20     |    14     |     dark blade.  Their Souleater ability
     Souleater|     20     |    14     |     allows them to convert their life
     Guard    |     20     |    14     |     into extra damage."
     Item     |     20     |    14     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    8     |    14    |  --  |      112       | |    12     |
         2     |    7     |    14    |  12  |      110       | |    10     |
         3     |    7     |    14    |  10  |      108       | |     8     |
         4     |    7     |    14    |   8  |      106       | |     6     |
         5     |    7     |    14    |   6  |      104       | |     4     |
         6     |    7     |    14    |   4  |      102       | |     2     |
         7     |    7     |    14    |   2  |      100       | |    --     |
         8     |    8     |    14    |  --  |      112       | |    12     |
         9     |    7     |    14    |  12  |      110       | |    10     |
        10     |    7     |    14    |  10  |      108       | |     8     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 7-8 actions per battle to level up a Dark Knight.
    
    ----------------------------------.
                  Stats:              |
    ----------------------------------|
     LV | STR | AGI | VIT | INT | MND |
    ----|-----|-----|-----|-----|-----|
      1 |   5 |   5 |   5 |   5 |   5 |
    ----|-----|-----|-----|-----|-----|
     10 |  10 |  10 |  10 |  10 |  10 |
    ----|-----|-----|-----|-----|-----|
     20 |  17 |  15 |  17 |  15 |  15 |
    ----|-----|-----|-----|-----|-----|
     30 |  24 |  20 |  24 |  20 |  20 |
    ----|-----|-----|-----|-----|-----|
     40 |  31 |  24 |  31 |  24 |  24 |
    ----|-----|-----|-----|-----|-----|
     50 |  38 |  29 |  38 |  29 |  29 |
    ----|-----|-----|-----|-----|-----|
     60 |  44 |  34 |  44 |  34 |  34 |
    ----|-----|-----|-----|-----|-----|
     70 |  51 |  38 |  51 |  38 |  38 |
    ----|-----|-----|-----|-----|-----|
     80 |  58 |  43 |  58 |  43 |  43 |
    ----|-----|-----|-----|-----|-----|
     90 |  65 |  48 |  65 |  48 |  48 |
    ----|-----|-----|-----|-----|-----|
     99 |  71 |  52 |  71 |  52 |  52 |
    ----------------------------------'
    NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack:    Attacks with equipped weapon.
    Souleater: Sacrifice HP to increase attack power and deal more damage.
    
               Damage Inflicted = Weapon Attack x 5 + JobLv x 10 + Current HP x 0.9
    
               HP Sacrificed    = 20% of Current HP
    
    Guard:     Increases defense, reducing all damage by 50%.
    Item:      Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Knives:      Knife, Dagger, Mythril Knife, Spark Dagger, Main Gauche,
                 Poison Dagger.
    Swords:      Golden Sword, Longsword, Mythril Sword, Tyrfing, Salamand Sword,
                 Freezing Blade, Serpent Sword, Royal Sword, Blood Sword,
                 Ancient Sword, Defender, Break Blade, Ragnarok.
    Dark Blades: All (excluding Muramasa)
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
            Ribbon, Genji Helm, Crystal Helm.
    Body:   Vest, Rusty Mail, Leather Armor, Mythril Armor, Shell Armor,
            Ice Armor, Flame Mail, Demon Mail, Genji Armor, Crystal Mail.
    Arm:	Mythril Gloves, Gauntlets, Diamond Gloves, Protect Ring,
            Genji Gloves, Crystal Gloves.
    Shield:	Leather Shield, Mythril Shield, Ice Shield, Demon Shield,
            Genji Shield, Crystal Shield.
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Murakumo
    Atk:    140
    Bonus:  +20 AGI
    Effect: Effective against dividing enemies.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-EV} Evoker  |
    -----------------'
    
    Description:
    ~~~~~~~~~~~~
    The Evoker is the first Job that you'll get that uses Summon Magic, which
    allows you to summon monsters to do your bidding, both good and evil. These
    spells offer a range of effects, such as damaging the enemy party, healing your
    own party, attempting to cast nasty status effects on the enemy, or causing you
    to escape from battle. While the Evoker sounds like an interesting Job, it has
    its share of problems, even right from the beginning.
    
    Firstly, when you acquire the Evoker and try and use Summon Magic, you'll
    notice that you have no spells to cast - you have to buy them at a town called
    Replito.  If you're like me and don't use a guide, you might not come across
    Replito until the final sections of the game. 
    
    Regardless, you can't visit Replito until you release the chain on your
    airship, which is several hours of gameplay after you acquire the Jobs from the
    Water Crystal. Also, if you do happen to visit a certain area (not saying for
    spoiler potential), you will lose access to your ship and will not be able to
    visit Replito until much after you regain the ability to use an airship again.
    To me, all of this lowers the Job's immediate usefulness - literally, as you
    have no Summon Magic to use at all! At least with a Bard, you have one harp
    to use!
    
    Secondly, when the Evoker uses a Summon spell, it will randomly choose between
    a "White" and "Dark" version of the spell, which in most cases has two
    completely different effects. For example, casting Escape (Chocobo) gives you a
    50% chance to flee the battle, or do a pitiful amount of damage. If you want to
    escape, this is not the best way for you to achieve that goal. You have a
    better chance running away with all 4 characters.
    
    Likewise, Icen (Shiva), Spark (Ramuh) and Leviath (Leviathan) will either 
    inflict the enemy party with negative status effects, or deal damage to the 
    entire enemy party. Since inflicting status effects usually fails or isn't very
    useful, you'll only do the desired damage 50% of the time. While this damage is
    considerably more than a Black Mage could do, the fact that it's random makes 
    the overall ability questionable to use.
    
    Some summons come out a little better. Heatra (Ifrit) will either heal your 
    party, or deal damage to the enemy. Both are mutually positive as long as you 
    have wounded party members. Also, Hyper (Titan) will always damage the enemy, 
    regardless if it's the Black or White version of the spell. Bahamur (Bahamut)
    is also interesting, increasing your attack power or KO'ing a single enemy. I'd
    rather hope for the attack power boost myself because KO typically fails, at 
    least when you really need it to work.
    
    Overall, the random chance for a White or Black version of the spell makes 
    casting Summon magic extremely unreliable. You'll only get the effect you want 
    50% of the time. It's like gambling, and why would you want to gamble during an
    important boss fight? To me, the game's boss battle's mega-attacks, random 
    back-attacks and sometimes overall unforgiving difficulty make the game unfair 
    as it is. Unless you enjoy a sadistic challenge, why add to it?
    
    As you can tell, I am not a fan of this Job at all, and I recommend that you 
    ignore it completely. At the time you receive the Jobs from the Water Crystal, 
    you'll be able to deal damage to all enemies with the Geomancer, the Black 
    Mage's '-ara' and '-aga' spells, or with the Dark Knight's Souleater ability - 
    just to name a few. Why mess with this Job for?
    
    Also, the Evoker has no endgame potential whatsoever, as it's easily replaced
    by both the Summoner and Sage Jobs when you get access to the Earth Crystal. 
    
    With the Sage, not only can you cast the same Summon magic as the Evoker 
    (although why you would WANT to do this is beyond me), you can also cast Level 
    1-8 White and Black magic! Technically, this makes the Evoker 100% obsolete.
    
    Also, with the Summoner, you'll be able to cast High Summon spells instead of 
    the regular White or Black versions. These spells ALWAYS deal damage to the 
    enemy party, and the Summoner will do MORE DAMAGE compared to the Evoker 
    versions to boot! Since the Summoner's spells are considered to be different 
    than the Evoker's spells, you miss out on several unique abilities, such as 
    healing your party with Heatra (Ifrit). However, the Summoner's spells are so 
    effective, it's highly doubtful that you'll care.
    
    Because the Evoker is so unreliable, and since both the Sage and Summoner make
    the Evoker obsolete, it's my recommendation that you avoid this Job like
    the plague; Unless you like the outfit, of course!  ^_^
    
    
    ---------.------------------------------------------------------.--------------
    Profile: |                        Evoker                        | Water Crystal
    ---------'------------------------------------------------------'--------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Evokers are initiates of summoning
     Attack   |     20     |    10     |     magic, able to randomly draw either
     Summon   |     20     |    10     |     the light or dark power of
     Guard    |     20     |    10     |     summoned beasts."
     Item     |     20     |    10     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    10    |    10    |  --  |      100       | |    --     |
         2     |    10    |    10    |  --  |      100       | |    --     |
         3     |    10    |    10    |  --  |      100       | |    --     |
         4     |    10    |    10    |  --  |      100       | |    --     |
         5     |    10    |    10    |  --  |      100       | |    --     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 10 actions per battle to level up an Evoker.
    
    ------------------------------. .----------------------------------.
               MP Chart:          | |              Stats:              |
    ------------------------------| |----------------------------------|
     LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
      1 |  1  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     10 | 10  1  1  1  1  0  0  0 | | 10 |  10 |  10 |   9 |  10 |  10 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     20 | 20  5  5  5  5  0  0  0 | | 20 |  16 |  15 |  14 |  17 |  17 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     30 | 30 10 10 10 10  1  0  0 | | 30 |  22 |  20 |  18 |  24 |  24 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     40 | 40 14 14 14 14  6  3  1 | | 40 |  28 |  24 |  22 |  31 |  31 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     50 | 50 19 19 19 19 11  7  3 | | 50 |  34 |  29 |  26 |  38 |  38 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     60 | 60 23 23 23 23 16 11  5 | | 60 |  40 |  34 |  29 |  44 |  44 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     70 | 70 28 28 28 28 21 15  7 | | 70 |  46 |  38 |  33 |  51 |  51 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     80 | 80 32 32 32 32 26 19  9 | | 80 |  52 |  43 |  37 |  58 |  58 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     90 | 90 37 37 37 37 31 23 11 | | 90 |  58 |  48 |  41 |  65 |  65 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     99 | 99 41 41 41 41 36 27 13 | | 99 |  63 |  52 |  45 |  71 |  71 |
    ------------------------------' '----------------------------------'
    NOTE: LV = Character Level       NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Summon: Randomly chooses the Level 1 or Level 2 effect of summons.
    Guard:  Increases defense, reducing all damage by 50%.
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Staves: Staff, Fire Staff, Ice Staff, Light Staff, Golem Staff, Rune Staff.
    Rods:   Mythril Rod, Wizard Rod, Fire Rod, Ice Rod, Light Rod, Omnirod.
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Feathered Hat, Ribbon, Royal Crown.
    Body:   Vest, Leather Armor, Mage Robe, White Robe, Black Robe.
    Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
            Protect Ring.
    ~~~~~~~~~~~~~~~~
    Evoker Card
    ~~~~~~~~~~~~~~~~
    Name:  Royal Crown
    Def:   33
    MDef:  36
    Bonus: +10 INT, +10 MIND
    ~~~~~~~~~~~~~~~~
    Summoning
    ~~~~~~~~~~~~~~~~
    ------.   
    Lv. 1 |   Escape
    ------'   
    Summon:   Chocobo 
    Level 1:  Chocobo Dash  - Instant escape from battle.
    Level 2:  Chocobo Kick? - Poor chocobo fails to kick a monster.
    Level 3:  Chocobo Kick  - Successfully kicks a monster!  Good chocobo!
    
    ------.   
    Lv. 2 |   Icen
    ------'   
    Summon:   Shiva
    Level 1:  Mesmerize    - Causes all enemies to fall asleep.
    Level 2:  Icy Stare    - Damages one enemy with ice.
    Level 3:  Diamond Dust - Massive damage with shards of ice.
    
    ------.   
    Lv. 3 |   Spark
    ------'   
    Summon:   Ramuh
    Level 1:  Mind Blast    - Paralyzes all enemies.
    Level 2:  Thunderstorm  - Damages one enemy with a lightning bolt.
    Level 3:  Judgment Bolt - Strikes all enemies with pillars of lighting.
    
    ------.   
    Lv. 4 |   Heatra
    ------'   
    Summon:   Ifrit
    Level 1:  Healing Light - Restores a lot of HP to all allies.
    Level 2:  Hellfire      - Damages one enemy with fire.
    Level 3:  Inferno       - Massive flame damage to all enemies.
    
    ------.   
    Lv. 5 |   Hyper
    ------'   
    Summon:   Titan
    Level 1:  Clobber      - Damages one enemy with a punch.
    Level 2:  Stomp        - Damages one enemy with a kick.
    Level 3:  Earthen Fury - Creates a destructive earthquake damaging all enemies.
    
    ------.   
    Lv. 6 |   Catastro
    ------'   
    Summon:   Odin
    Level 1:  Protective Light - Casts magical barrier around all allies.
    Level 2:  Slash            - Slices all enemies.
    Level 3:  Zantetsuken      - Kills all enemies.
    
    ------.   
    Lv. 7 |   Leviath
    ------'   
    Summon:   Leviathan
    Level 1:  Demon Eye  - Instantly petrifies all enemies.
    Level 2:  Cyclone    - Damages all enemies with powerful tornado.
    Level 3:  Tidal Wave - A devastating flood that damages all enemies.
    
    ------.   
    Lv. 8 |   Bahamur
    ------'   
    Summon:   Bahamut
    Level 1:  Aura       - Increases attack power of all allies.
    Level 2:  Rend       - Instantly kills one enemy.
    Level 3:  Mega Flare - Massive non-elemental damage to all enemies.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-BA} Bard  |
    ---------------'
    
    Description:
    ~~~~~~~~~~~~
    Bards were given a bad name in the Final Fantasy series, mainly because of 
    Edward in Final Fantasy 4, who was really weak physically and just didn't help 
    out the party a whole lot. In Final Fantasy 3, it appears that way too... until
    you get access to some cool Harps that cast spells using the Bard's Sing 
    ability! The Sing ability is unique because it functions at the beginning of a 
    battle, before anyone else is given a chance to act - regardless of the speed 
    stat. Even cooler, the spell effect lasts 2 turns in many cases, so you can 
    alternate between two harps sometimes (like the Loki and Dream harps to have 
    haste and cure yourself for example).
    
    The first harp you get allows you to cast a mass protect spell over your party.
    Now, the FAQs all say this ability is awesome. In theory, this is great... a 
    high level spell is cast on all party members for free! 
    
    But in reality, it's not that good. It would have been great if Protect worked 
    the same way Protect does in other Final Fantasy games and brought the damage 
    down to 50% instantly. However, this spell does not do anything close to that 
    unless your Job Level is very high, and even the max is 30%. Most times, in my 
    experience of playing with the Bard, I hardly noticed any meaningful difference
    in damage taken. And against a powerful enemy or boss, the difference was 
    negligible. It's too bad, because at these times, that's exactly when you would
    want the protect ability to make a meaningful difference!
    
    So instead of trying to avoid damage across 4 characters using this protect 
    spell Harp, I recommend using the Dream Harp, which heals around 10-20% of your
    party's HP, depending on your character's and/or Bard's Job Level. By the time
    I got to the Earth Crystal, I was healing for 260 hit points on each character,
    which was slightly better than a level 76 White Mage's level 1 cure spell. WOW!
    And you can cast this every round in a battle! WOW! People have also stated
    that the Bard can cure your party up to 1200 HP per round at the highest
    Job Levels.
    
    There's also another Harp called the Loki Harp which casts Haste on your party.
    That's right, a level 7 spell on all of your party members! Unlike the protect 
    spell, this one actually works. I find it useful in areas where I am slightly 
    under-leveled and need my characters acting first to cure and/or attack the 
    enemies to kill them so that I don't get crushed by their attacks (i.e. the 
    Temple of Time is a good place to use this Harp). Since it lasts for 2 turns, 
    you can alternate with the Dream Harp to refill your HP!
    
    Like the Dark Knight Job (which is a great combo by the way - read the
    Dark Knight section!), I wouldn't use this Job when you first get access to
    it. The damage of the initial Harp, while 60, does pitiful damage from the
    back row... far worse than a White mage with a Staff! It's not worth attacking
    with a Bard at all - always use the Sing ability! Also, the protect spell
    isn't worth it and I found myself wanting any other Job compared to this one. I
    was fortunate to give the Job one last chance with the new harps.
    
    However, once you can buy the Dream and Loki harps, I think this Job makes a 
    very good mid-game Job. It combos well with the Dark Knight (as said before), 
    which more than makes up for its lack of damage potential on its own as the 
    Dark Knight can do double or triple damage every turn, and the damage is very 
    high per target. Again, you'll be hard-pressed to find a Job equally the Dark 
    Knight's damage to a single target. In addition, with healing and haste, it's 
    hard to go wrong with this Job. The Bard is highly recommended once it gets 
    going.
    
    
    ---------.------------------------------------------------------.--------------
    Profile: |                         Bard                         | Water Crystal
    ---------'------------------------------------------------------'--------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Bards use their songs to enhance
     Attack   |     20     |    18     |     their party's performance. The effect
     Sing     |     20     |    18     |     of their songs varies depending
     Guard    |     20     |    18     |     on the harp they use."
     Item     |     20     |    18     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |     6    |    18    |  --  |      108       | |     8     |
         2     |     6    |    18    |   8  |      116       | |    16     |
         3     |     5    |    18    |  16  |      106       | |     6     |
         4     |     6    |    18    |   6  |      114       | |    14     |
         5     |     5    |    18    |  14  |      104       | |     4     |
         6     |     6    |    18    |   4  |      112       | |    12     |
         7     |     5    |    18    |  12  |      102       | |     2     |
         8     |     6    |    18    |   2  |      110       | |    10     |
         9     |     5    |    18    |  10  |      100       | |    --     |
        10     |     6    |    18    |  --  |      108       | |     8     |
        11     |     6    |    18    |   8  |      116       | |    16     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 6-5 actions per battle to level up a Bard.
    
    ----------------------------------.
                  Stats:              |
    ----------------------------------|
     LV | STR | AGI | VIT | INT | MND |
    ----|-----|-----|-----|-----|-----|
      1 |   5 |   5 |   5 |   5 |   5 |
    ----|-----|-----|-----|-----|-----|
     10 |   9 |  10 |  10 |  10 |  10 |
    ----|-----|-----|-----|-----|-----|
     20 |  14 |  16 |  16 |  16 |  16 |
    ----|-----|-----|-----|-----|-----|
     30 |  18 |  22 |  22 |  22 |  22 |
    ----|-----|-----|-----|-----|-----|
     40 |  22 |  28 |  28 |  28 |  28 |
    ----|-----|-----|-----|-----|-----|
     50 |  26 |  34 |  34 |  34 |  34 |
    ----|-----|-----|-----|-----|-----|
     60 |  29 |  40 |  40 |  40 |  40 |
    ----|-----|-----|-----|-----|-----|
     70 |  33 |  46 |  46 |  46 |  46 |
    ----|-----|-----|-----|-----|-----|
     80 |  37 |  52 |  52 |  52 |  52 |
    ----|-----|-----|-----|-----|-----|
     90 |  41 |  58 |  58 |  58 |  58 |
    ----|-----|-----|-----|-----|-----|
     99 |  45 |  63 |  63 |  63 |  63 |
    ----------------------------------'
    NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Sing:   Sings a song. The song varies with each harp.
    
             Minne:
             Recipient's Defense + (20 + Recipient's JobLv / 11)%
    
             Minuet:
             Recipient's Attack + (20 + Recipient's JobLv / 11)%
    
             Requiem:
             Damage Inflicted = Enemy's Current HP x (10 + JobLv / 11)%
    
             Paeon:
             HP Recovery      = Recipient's Max HP x (10 + JobLv / 11)%
    
             Elegy:
             Damage Reduced   = (20 + Recipient JobLv / 11)%
    
    Guard:  Increases defense, reducing all damage by 50%.
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Knives: Knife, Dagger, Mythril Knife, Spark Dagger, Main Gauche,
            Poison Dagger.
    Harps:  All
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Feathered Hat, Ribbon, Ballad Crown.	  
    Body:   Vest, Leather Armor, Mage Robe, White Robe, Bard Vest.
    Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
            Protect Ring.	
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Ballad Crown
    Def:    35
    MDef:   35
    Bonus:  +10 VIT, +10 MIND
    ~~~~~~~~~~~~~~~~
    Songs to Sing
    ~~~~~~~~~~~~~~~~
    ------------.-----------.-----------------------------------------------------.
     Harp:      | Song:     | Effect:                                             |
    ------------|-----------|-----------------------------------------------------|
    Madhura Harp|Minne      |Increases defense of all allies.                     |
    Loki Harp   |Minuet     |Increases attack power of all allies.                |
    Lamia Harp  |Requiem    |Damages all enemies.                                 |
    Dream Harp  |Paeon      |Restores HP of all allies.                           |
    Apollo Harp |Elegy      |Reduces damage given to all allies.                  |
    ------------'-----------'-----------------------------------------------------'
    
    TIP: It may not seem like it, but you aren't limited to only one song during
         battle.  All you need to do is select the "Equipment" menu in battle,
         and equip a different Harp! This definitely makes the Bard more versatile!
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-BB} Black Belt  |
    ---------------------'
    
    Description:
    ~~~~~~~~~~~~
    The Black Belt is the long-awaited upgrade to the Monk class. In every way, the
    Black Belt is simply better. Once you get his job level up, there's no looking 
    back; The Black Belt's strength, vitality and speed are all top notch, in fact,
    Strength and Vitality will cap out, and speed won't be far behind. Overall,
    this class was built to deal damage, and when his jobs level start to max out,
    the Black Belt is 30% more effective compared to your Monk.
    
    There's really not much more to say. The Black Belt continues to deal insane 
    amounts of damage with their bare bands, and they will dish out an insane
    amount of hits per round when their job level increases.
    
    Now, I do have one beef with the Black Belt. Training him is a lot like
    training your Monk in the beginning of the game. Without weapons, he'll do
    800-1000 damage. This is simply unacceptable. Most parties at endgame can beat
    FFIII with job levels of around 30. There's no need to level grind here.
    However,  the Black Belt will literally have to grind to job level 50 or 60 to
    start out-performing characters with the ultimate weapons. In all honestly,
    you have to make a serious commitment to get the most out of the Black Belt.
    And in some ways, keeping your Monk might not be such a bad idea!
    
    So when training your Black Belt, be sure to equip those claw weapons initally,
    like the Hellish Claws found in the Ancient's Maze. Yes, I know I said these 
    claws were useless: For a Monk! However, these claws are essential when
    training your Black Belt until your bare hands gain enough attack power to be
    effective on their own. Or, you can power-level using the Guard trick and not
    even bother with them at all. Personally, that's not my style.
    
    Black Belts do get a Boost ability, and much like the Monk's Retaliate ability,
    it's absolutely useless. The Black Belt doesn't even have a single saving grace
    like the Monk does either! 
    
    The Boost ability lets you store up energy so that the Black Belt will be able
    to deal 2x the damage on the next turn. Using the command twice boosts your 
    attack even more, but using it three times will hurt the Black Belt and
    release all the built up energy. Why anyone would want to do this is simply
    beyond me.
    
    For one, how is delaying an attack to get twice the damage worth it? Really,
    how is that different than attacking twice normally? Well, it isn't! Delaying 3
    turns is totally inconceivable as most enemies will be dead by then.
    
    Now, I thought really hard how Boost could be put to good use, and the best
    idea I came up with was boosting to ensure that you could take out those Divide
    and Multiply enemies, because often most characters cannot take them out in a
    single hit! I was really proud of myself when I thought of this, however, you
    acquire the Black Belt AFTER you fight these enemies, making the whole point
    moot!  Just simply avoid using Boost.
    
    Also, like the Monk, the Black Belt has problems with magic defense - it's the
    worst among all the fighting jobs. So in a way, I prefer using the Ninja
    anyway. Truthfully, some grinding will probably be required to ensure your
    Black Belt doesn't get one-shotted to death, even with the Fuma Garb,
    Protect Ring and Ribbon equipped.
    
    On a more positive note, the Black Belt has the highest Vitality statistic 
    available, so if you want to maximize your HP growth per level, you can have
    all of your characters become Black Belts and grind them to character
    level 99 so that they potentially get 9999 HP. This is only made possible by
    using the Black Belt job, so I thought I'd mention it here.
    
    Overall, the Black Belt can be an endgame class... IF and ONLY IF you want to 
    put the time into it. Otherwise, you can pass it off for a Ninja, Dragoon, 
    Knight or another class that is more suited to endgame. All of those classes
    are immediately useful at endgame with very little grinding. They also happen
    to make very good use of endgame weapons and armor too.
    
    Another weird thing, is that since you have to level grind your Black Belt,
    you must as well unlock the Master Dogi using the Wi-Fi connection. However,
    the armor isn't tremondously essential.
    
    If you really, really want to serve knuckle sandwiches to the final boss, or 
    to big powerful dragons, the Black Belt is the job for you! Otherwise, stick 
    with your Monk, or change to a Ninja, Knight or Dragoon - all better choices.
    
    
    ---------.------------------------------------------------------.--------------
    Profile: |                      Black Belt                      | Earth Crystal
    ---------'------------------------------------------------------'--------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Black Belts are experts in unarmed
     Attack   |     20     |    14     |     combat.  They can boost their attack
     Boost    |     20     |    14     |     power to deal massive damage, but
     Guard    |     20     |    14     |     be careful not to boost too much!"
     Item     |     20     |    14     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    8     |    14    |  --  |      112       | |    12     |
         2     |    7     |    14    |  12  |      110       | |    10     |
         3     |    7     |    14    |  10  |      108       | |     8     |
         4     |    7     |    14    |   8  |      106       | |     6     |
         5     |    7     |    14    |   6  |      104       | |     4     |
         6     |    7     |    14    |   4  |      102       | |     2     |
         7     |    7     |    14    |   2  |      100       | |    --     |
         8     |    8     |    14    |  --  |      112       | |    12     |
         9     |    7     |    14    |  12  |      110       | |    10     |
        10     |    7     |    14    |  10  |      108       | |     8     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 7-8 actions per battle to level up a Black Belt.
    
    ----------------------------------.
                  Stats:              |
    ----------------------------------|
     LV | STR | AGI | VIT | INT | MND |
    ----|-----|-----|-----|-----|-----|
      1 |   5 |   5 |   5 |   5 |   5 |
    ----|-----|-----|-----|-----|-----|
     10 |  11 |  10 |  11 |   9 |   9 |
    ----|-----|-----|-----|-----|-----|
     20 |  20 |  17 |  20 |  12 |  12 |
    ----|-----|-----|-----|-----|-----|
     30 |  30 |  24 |  30 |  15 |  15 |
    ----|-----|-----|-----|-----|-----|
     40 |  40 |  31 |  40 |  19 |  19 |
    ----|-----|-----|-----|-----|-----|
     50 |  50 |  38 |  50 |  22 |  22 |
    ----|-----|-----|-----|-----|-----|
     60 |  60 |  44 |  60 |  25 |  25 |
    ----|-----|-----|-----|-----|-----|
     70 |  70 |  51 |  70 |  29 |  29 |
    ----|-----|-----|-----|-----|-----|
     80 |  80 |  58 |  80 |  32 |  32 |
    ----|-----|-----|-----|-----|-----|
     90 |  90 |  65 |  90 |  35 |  35 |
    ----|-----|-----|-----|-----|-----|
     99 |  99 |  71 |  99 |  38 |  38 |
    ----------------------------------'
    NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Boost:  Raises attack power.  Self-destructs if used too many times in a row.
    
             Boost #1 = Damage x 2
    
             Boost #2 = Damage x 3
    
             Boost #3 = Self Destruct. Current HP is reduced by 50%.
    
    Guard:  Increases defense, reducing all damage by 50%.
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Claws:  All
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Headband, Feathered Hat, Black Cowl, Chakra Band,
            Ribbon.
    Body:   Vest, Leather Armor, Kenpo Gi, Black Garb, Black Belt Gi,
            Fuma Garb, Master Dogi.
    Arm:    Bronze Bracers, Mythril Gloves, Power Bracers, Diamond Gloves,
            Protect Ring.	
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Master Dogi
    Def:    54
    MDef:   23
    Bonus:  +10 AGI, +10 MIND
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-MA} Magus  |
    ----------------'
    
    Description:
    ~~~~~~~~~~~~
    The Magus Job is your standard upgrade to the Black Mage, and is superior
    to the Black Mage in every way. Unlike the White Mage to Devout transition, you
    won't miss having 40 MP of those Level 1 spells ;)
    
    Interestingly enough, the Magus uses a totally different MP curve compared to 
    the Black Mage. Rather than using the typical pyramid structure, the Magus's MP
    is balanced at all levels within the spell tree. This means the Magus will have
    more MP dedicated to powerful spells, like the '-aga' spells or Quake.
    
    Another main attraction is that the Magus has the ability to cast Level 8 Black
    Magic. They also have twice as much MP dedicated to casting level 8 spells 
    compared to the Sage. 
    
    Of the level 8 spells, the best among them would have to be the almighty Final 
    Fantasy staple: Flare. This spell deals heavy non-elemental damage to a single 
    target, and is considered the ultimate focused attack spell in the entire game.
    Since it's non-elemental, it can't be resisted in any way, unlike other 
    elemental spells.
    
    Meteor is also a very good spell to use when you want to damage multiple 
    targets. If you don't have a Summoner in your party, this is the only way to 
    reliably deal a lot of damage to the entire enemy party. It's too bad that it 
    uses up a Level 8 slot, because you only have 5-8 MP, depending on your 
    character level.
    
    While the Magus has loads of MP to cast the '-aga' spells, they aren't much 
    needed at this point in the game. Almost all enemies do not have elemental 
    weaknesses by the time you acquire the Magus class. 
    
    Also, the Summoner's High Summons will frequently deal more damage, and the 
    Summoner will have the same or even more MP available to cast these spells.
    Even when comparing Meteor/Flare to Leviathan/Bahamut, the Summoner comes out
    on top by having twice the amount of MP for these extremely powerful spells.
    This doesn't bode well for the Magus in my opinion. However, if you're going to
    use a Magus, instead of sitting around doing nothing, you might as well cast
    these spells to contribute to the overall party's damage.
    
    Unlike White Magic, Black Magic is not nearly as impressive or diverse. At this
    point in the game, nearly all the low-level spells are worthless. In fact, if 
    you really want to remain competitive, you can only realistically use the 
    highest level magic, because Black Magic is so damage-dependant. Unfortunately,
    The Magus (nor the Sage) is balanced with enough MP to really take advantage of
    this sad but crucial fact. 
    
    Overall, getting access to a more balanced MP curve and having access to
    level 8 spells makes the Magus a fairly decent Job, all considering. If you
    were using a Black Mage, the Magus is the natural upgrade (however, that
    doesn't say much).
    
    When it's all said and done, I believe that the Summoner is a more effective 
    Job. The High Summons typically deal more damage than the Magus' elemental 
    spells. You'll also have more MP to cast these powerful summons in comparison
    to the Black Magic spells.
    
    Comparing Flare/Meteor to Bahamut/Leviathan is tricky. One combination is 
    clearly better against single targets, while the other is stronger against 
    multiple enemies. Given that Bahamut can deal 7000-9000 damage at reasonable 
    character and Job Levels to the entire enemy party (and thus, to a single 
    target), I'd say that the Summoner is a better choice for the endgame overall.
    
    Also, a Sage provides more utility than a Magus, as well as better use for all 
    that wasted MP if you are considering the Magus for a support castor.
    
    If you want to a use a Magus anyway, you'll still have a decent party. However,
    I would strongly recommend that you look at the other tier 4 classes, such as 
    the Sage or Summoner, before you make your final decision.
    
    
    ---------.------------------------------------------------------.--------------
    Profile: |                        Magus                         | Earth Crystal
    ---------'------------------------------------------------------'--------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Magi are casters who have mastered
     Attack   |     20     |    10     |     black magic.  If they can learn the
     Magic    |     20     |    10     |     forbidden black magic spell, they
     Guard    |     20     |    10     |     may be able to destroy all..."
     Item     |     20     |    10     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    10    |    10    |  --  |      100       | |    --     |
         2     |    10    |    10    |  --  |      100       | |    --     |
         3     |    10    |    10    |  --  |      100       | |    --     |
         4     |    10    |    10    |  --  |      100       | |    --     |
         5     |    10    |    10    |  --  |      100       | |    --     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 10 actions per battle to level up a Magus.
    
    ------------------------------. .----------------------------------.
               MP Chart:          | |              Stats:              |
    ------------------------------| |----------------------------------|
     LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
      1 |  1  1  1  1  1  1  1  1 | |  1 |   5 |   5 |   5 |   5 |   5 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     10 |  4  3  3  3  4  4  3  2 | | 10 |   9 |  10 |  10 |  11 |  10 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     20 |  7  6  6  4  8  7  5  2 | | 20 |  14 |  16 |  15 |  20 |  15 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     30 | 10  9  8  6 11 10  7  3 | | 30 |  18 |  22 |  20 |  30 |  20 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     40 | 13 12 11  8 15 13  9  4 | | 40 |  22 |  28 |  24 |  40 |  24 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     50 | 16 15 13 10 18 16 11  5 | | 50 |  26 |  34 |  29 |  50 |  29 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     60 | 18 17 15 12 21 19 12  5 | | 60 |  29 |  40 |  34 |  60 |  34 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     70 | 21 20 18 14 25 23 14  6 | | 70 |  33 |  46 |  38 |  70 |  38 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     80 | 24 23 20 16 28 26 16  7 | | 80 |  37 |  52 |  43 |  80 |  43 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     90 | 27 26 23 17 32 29 18  7 | | 90 |  41 |  58 |  48 |  90 |  48 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     99 | 30 28 25 19 35 32 20  8 | | 99 |  45 |  63 |  52 |  99 |  52 |
    ------------------------------' '----------------------------------'
    NOTE: LV = Character Level       NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Magic:  Can use all Black Magic.
    Guard:  Increases defense, reducing all damage by 50%.
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Staves: Staff, Fire Staff, Ice Staff, Light Staff.
    Rods:	All (excluding Lilith Rod)
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Feathered Hat, Ribbon.
    Body:   Vest, Leather Armor, Mage Robe, Black Robe.
    Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
            Protect Ring.
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Millenium Rod
    Atk:    110
    Bonus:  +10 INT, +10 MIND
    Effect: Casts blizzaga.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-DE} Devout  |
    -----------------'
    
    Description:
    ~~~~~~~~~~~~
    The Devout is the essential upgrade for those using a White Mage, and if you 
    havenít been using a White Mage by the time you got the Jobs from the Earth 
    Crystal, maybe you should consider the Devout anyway. The Devout is superior to
    the White Mage in almost every way except for using low-level magic. If youíve 
    been taking a White Mage through the entire game, you may have gotten used to 
    being able to cast 40 Cure Spells, but the Devout promises not to disappoint!
    
    One of the main attractions with this Job is that youíll get a nice balance of 
    MP for magic at all levels, rather than the typical pyramid structure found in 
    Tier One Jobs. This means youíll have roughly the same amount of MP for spells 
    like Raise and Curaga, and surprisingly, youíll have 9 or 10 castings of Curaja
    too... which really outclasses what the White Mage would have had with the same
    character level. With so many castings of high level spells, I doubt youíll 
    truly miss ~40 castings of Cure. You can leave the responsibility for level 1 
    magic to Poisona.
    
    Another main attraction is that the Devout can cast Level 8 spells, namely
    Arise (I.e. Full Life) and Holy. Every Final Fantasy fan knows these spells are
    the penultimate for any White magic user. Even though you wonít get these
    spells until slightly after you acquire the Devout Job, Arise makes the
    transition well worth it. Unfortunately, the Holy spell only does Light damage.
    So if the enemy isn't weak against the Light element, the damage won't be all
    that high compared to Flare. This is disappointing for a level 8 spell.
    
    Later on in the game, Raise and Phoenix Down are very ineffective during 
    important boss battles. Youíll have to become very lucky that your Raise
    happens after the boss uses his attacks because your raised character wonít be
    restored to full health. This means itís often better for your slowest
    character to use a Phoenix Down instead, and then attempt to heal the raised
    party member quickly during the next round. Arise eliminates this whole problem
    altogether. Keep in mind though, while youíll have plenty of MP for all the
    other spells, youíll have less MP for level 8 spells, so use them sparingly or
    until you have plenty of Elixirs.
    
    My initial impression was that the Devout Job was fairly weak to start. Even 
    though I had plenty of Curagas and Curajas to cast, I found that it wasnít 
    enough to blow through the later sections in the game without some level 
    grinding, so expect to do some of that. Youíll need a Job level of 25 and a 
    character level of 50 to safely and comfortably beat the game using a Devout.
    
    Also, the Devout is not as powerful as the White Mage surprisingly. By the time
    I got the Devout, my White Mageís Job level was around 75 and character was 
    around 50. This meant that my White Mageís level 1 Cure spell healed for as
    much as my Devoutís Level 3 Cura spell! This pattern continues on to the end of
    the game actually, unless you level grind your Devout... but I consider that a 
    unreasonable option. To offset this, youíll have to get accustomed to using 
    Curaga more frequently, even if itís power is wasted to get out of tough spots.
    
    Overall, I think with the big boost of spells like Curaga and Raise, as well as
    being able to cast Level 8 magic, makes it worth it to upgrade your White Mage 
    to a Devout. It's not an automatic "uber" Job that many guides make it out to 
    be, but in the final endgame, you wonít find a better Job suited to healing
    than the Devout.
    
    ---------.------------------------------------------------------.--------------
    Profile: |                       Devout                         | Earth Crystal
    ---------'------------------------------------------------------'--------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Devouts are casters who have mastered
     Attack   |     20     |    10     |     white magic.  They can use all white
     Magic    |     20     |    10     |     magic spells, so make sure to always
     Guard    |     20     |    10     |     have one in your party!"
     Item     |     20     |    10     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    10    |    10    |  --  |      100       | |    --     |
         2     |    10    |    10    |  --  |      100       | |    --     |
         3     |    10    |    10    |  --  |      100       | |    --     |
         4     |    10    |    10    |  --  |      100       | |    --     |
         5     |    10    |    10    |  --  |      100       | |    --     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 10 actions per battle to level up a Devout.
    
    ------------------------------. .----------------------------------.
               MP Chart:          | |              Stats:              |
    ------------------------------| |----------------------------------|
     LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
      1 |  1  1  1  1  1  1  1  1 | |  1 |   5 |   5 |   5 |   5 |   5 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     10 |  4  3  3  3  4  4  3  2 | | 10 |   9 |  10 |  10 |  10 |  11 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     20 |  7  6  6  4  8  7  5  2 | | 20 |  14 |  16 |  15 |  15 |  20 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     30 | 10  9  8  6 11 10  7  3 | | 30 |  18 |  22 |  20 |  20 |  30 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     40 | 13 12 11  8 15 13  9  4 | | 40 |  22 |  28 |  24 |  24 |  40 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     50 | 16 15 13 10 18 16 11  5 | | 50 |  26 |  34 |  29 |  29 |  50 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     60 | 18 17 15 12 21 19 12  5 | | 60 |  29 |  40 |  34 |  34 |  60 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     70 | 21 20 18 14 25 23 14  6 | | 70 |  33 |  46 |  38 |  38 |  70 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     80 | 24 23 20 16 28 26 16  7 | | 80 |  37 |  52 |  43 |  43 |  80 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     90 | 27 26 23 17 32 29 18  7 | | 90 |  41 |  58 |  48 |  48 |  90 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     99 | 30 28 25 19 35 32 20  8 | | 99 |  45 |  63 |  52 |  52 |  99 |
    ------------------------------' '----------------------------------'
    NOTE: LV = Character Level       NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Magic:  Can use all White Magic.
    Guard:  Increases defense, reducing all damage by 50%.
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Staves: All (excluding Sage Staff)
    Rods:   Wizard Rod, Fire Rod, Ice Rod, Light Rod.
    Wands:  Holy Wand.
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Feathered Hat, Ribbon.
    Body:   Vest, Leather Armor, Mage Robe, White Robe.
    Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
            Protect Ring.
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Holy Wand
    Atk:    110
    Bonus:  +20 MIND
    Effect: Casts curaga.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-SU} Summoner  |
    -------------------'
    
    Description:
    ~~~~~~~~~~~~
    The Summoner is a standard upgrade from the Evoker Job, and it works more like 
    the way Rydia did in Final Fantasy 4, minus the Black magic ability. Unlike the
    Evoker Job, who's summons were unpredictable because of their chance of having 
    either White and Black magic effects, the Summoner Job only uses
    "High Summons", which focus entirely on doing high-powered damage to the
    entire enemy party.
    
    At first glance, I was amazed that the Summoner had ~15 MP for all the
    Level 2-5 summons. These are all your basic elemental attacks, and are great at
    exploiting elemental weaknesses (albeit, the enemies in the later stages of the
    game don't really have any). 
    
    The sheer number of MP available allows you to use summons as the Summoner's 
    main attack. There's no point to conserve your MP for boss battles. Even if 
    there's only one enemy on the screen, the summons are still an effective way to
    contribute to the overall damage done by your party. The only summon I don't 
    like is the Chocobo at level 1, which is pretty useless unless you are 
    power-leveled because the damage is based on the difference in level between
    you and your enemies.
    
    What's great about these summons though, is that they will deal
    2000-3000 damage to all enemies at reasonable Character/Job levels. This is a
    very effective way to nuke the entire enemy party, and using these summons is
    far better than using the Black Mage or even the Magus' elemental spells
    (except for Flare, which is better at single targets). 
    
    While the damage might not exceed standard attacks dealt by your fighting
    Jobs, the damage spread across multiple enemies more than makes up for this.
    It's also a great way to soften them up so that your fighting Jobs can take
    them out.
    
    Even better, once you get access to Leviathan and Bahamut (the level 7 and 8 
    summons), you'll be doing 7000-9000 damage to all enemies easily. These summons
    are obtainable through side-quests, and surprisingly, they don't take 
    high-level parties or an extreme amount of luck to acquire. These are best 
    reserved for boss battles.
    
    If you haven't completed the summon side-quests for some reason, you can also 
    purchase them in one of the final areas of the game, although there are several
    bosses before that point where using these summons would be useful. It's best
    to acquire them through the side-quests.
    
    Overall, the Summoner is a very good Job. It might not be able to deal 
    high-powered damage to a single target (like the Magus or Sage can with the 
    Flare spell), but the Summoner is hands-down the most effective caster at 
    dealing mass damage to the enemy party. The Summoner comes highly recommended.
    
    
    ---------.------------------------------------------------------.--------------
    Profile: |                      Summoner                        | Earth Crystal
    ---------'------------------------------------------------------'--------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |    "Summoners are able to draw the
    ----------|------------|-----------|     hidden powers of summoned beasts.
     Attack   |     20     |    12     |     Their powers will be further enhanced
     Summon   |     20     |    12     |     if they can find the legendary
     Guard    |     20     |    12     |     beasts..."
     Item     |     20     |    12     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |     9    |    12    |  --  |      108       | |     8     |
         2     |     8    |    12    |   8  |      104       | |     4     |
         3     |     8    |    12    |   4  |      100       | |    --     |
         4     |     9    |    12    |  --  |      108       | |     8     |
         5     |     8    |    12    |   8  |      104       | |     4     |
         6     |     8    |    12    |   4  |      100       | |    --     |
         7     |     9    |    12    |  --  |      108       | |     8     |
         8     |     8    |    12    |   8  |      104       | |     4     |
         9     |     8    |    12    |   4  |      100       | |    --     |
        10     |     9    |    12    |  --  |      108       | |     8     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 8-9 actions per battle to level up a Summoner.
    
    ------------------------------. .----------------------------------.
               MP Chart:          | |              Stats:              |
    ------------------------------| |----------------------------------|
     LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
      1 |  1  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     10 | 10  1  1  1  1  0  0  0 | | 10 |   9 |   9 |  10 |  11 |  11 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     20 | 20  5  5  5  5  0  0  0 | | 20 |  14 |  14 |  15 |  20 |  20 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     30 | 30 10 10 10 10  1  0  0 | | 30 |  18 |  18 |  20 |  28 |  28 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     40 | 40 14 14 14 14  6  3  1 | | 40 |  22 |  22 |  24 |  36 |  36 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     50 | 50 19 19 19 19 11  7  3 | | 50 |  26 |  26 |  29 |  45 |  45 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     60 | 60 23 23 23 23 16 11  5 | | 60 |  29 |  29 |  34 |  53 |  53 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     70 | 70 28 28 28 28 21 15  7 | | 70 |  33 |  33 |  38 |  61 |  61 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     80 | 80 32 32 32 32 26 19  9 | | 80 |  37 |  37 |  43 |  69 |  69 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     90 | 90 37 37 37 37 31 23 11 | | 90 |  41 |  41 |  48 |  78 |  78 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     99 | 99 41 41 41 41 36 27 13 | | 99 |  45 |  45 |  52 |  85 |  85 |
    ------------------------------' '----------------------------------'
    NOTE: LV = Character Level       NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Summon: Draws out the Level 3 powers of summoned beasts.
    Guard:  Increases defense, reducing all damage by 50%.
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Staves: All (excluding Elder Staff)
    Rods:   All (excluding Lilith Rod, Millenium Rod)
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Feathered Hat, Ribbon.
    Body:   Vest, Leather Armor, Mage Robe, White Robe, Black Robe.
    Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
            Protect Ring, Astral Bracers.	
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Astral Bracers
    Def:    47
    MDef:   20
    Bonus:  +10 INT, +10 MIND
    ~~~~~~~~~~~~~~~~
    Summoning
    ~~~~~~~~~~~~~~~~
    ------.   
    Lv. 1 |   Escape
    ------'   
    Summon:   Chocobo 
    Level 1:  Chocobo Dash  - Instant escape from battle.
    Level 2:  Chocobo Kick? - Poor chocobo fails to kick a monster.
    Level 3:  Chocobo Kick  - Successfully kicks a monster!  Good chocobo!
    
    ------.   
    Lv. 2 |   Icen
    ------'   
    Summon:   Shiva
    Level 1:  Mesmerize    - Causes all enemies to fall asleep.
    Level 2:  Icy Stare    - Damages one enemy with ice.
    Level 3:  Diamond Dust - Massive damage with shards of ice.
    
    ------.   
    Lv. 3 |   Spark
    ------'   
    Summon:   Ramuh
    Level 1:  Mind Blast    - Paralyzes all enemies.
    Level 2:  Thunderstorm  - Damages one enemy with a lightning bolt.
    Level 3:  Judgment Bolt - Strikes all enemies with pillars of lighting.
    
    ------.   
    Lv. 4 |   Heatra
    ------'   
    Summon:   Ifrit
    Level 1:  Healing Light - Restores a lot of HP to all allies.
    Level 2:  Hellfire      - Damages one enemy with fire.
    Level 3:  Inferno       - Massive flame damage to all enemies.
    
    ------.   
    Lv. 5 |   Hyper
    ------'   
    Summon:   Titan
    Level 1:  Clobber      - Damages one enemy with a punch.
    Level 2:  Stomp        - Damages one enemy with a kick.
    Level 3:  Earthen Fury - Creates a destructive earthquake damaging all enemies.
    
    ------.   
    Lv. 6 |   Catastro
    ------'   
    Summon:   Odin
    Level 1:  Protective Light - Casts magical barrier around all allies.
    Level 2:  Slash            - Slices all enemies.
    Level 3:  Zantetsuken      - Kills all enemies.
    
    ------.   
    Lv. 7 |   Leviath
    ------'   
    Summon:   Leviathan
    Level 1:  Demon Eye  - Instantly petrifies all enemies.
    Level 2:  Cyclone    - Damages all enemies with powerful tornado.
    Level 3:  Tidal Wave - A devastating flood that damages all enemies.
    
    ------.   
    Lv. 8 |   Bahamur
    ------'   
    Summon:   Bahamut
    Level 1:  Aura       - Increases attack power of all allies.
    Level 2:  Rend       - Instantly kills one enemy.
    Level 3:  Mega Flare - Massive non-elemental damage to all enemies.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-SA} Sage  |
    ---------------'
    
    Description:
    ~~~~~~~~~~~~
    The Sage is an interesting Job, as it lets you cast White Magic, Black Magic
    and Summon Magic, all the way up to level 8! This makes the Sage extremely 
    versatile, and makes it an obviously better choice to using a White Mage,
    Black Mage or the Evoker. Also if you cannot unlock the ultimate equipment for
    the Red Mage, it replaces that Job too to some extent.
    
    Before you get too excited though, like the Red Mage, all this flexibility
    comes at a cost. For one, Sages use a different MP curve than the Devout and
    Magus, the other tier 4 caster Jobs. Interestingly, the Sage receives more MP
    for Level 1-3 spells, but receives less MP for Level 6-8 spells. Ultimately,
    this curve weakens the Sage since lower-level magic in all 3 schools is nearly
    useless.
    
    Secondly, the Sage's Summon Magic is only as effective as the Evoker, meaning 
    they cannot cast the High Summon versions of these spells. So like the Evoker, 
    their spells are unpredictable, and won't be as effective as their high summon 
    versions. Ultimately, this makes their Summon magic worthless. Let's be honest,
    if you want Summon magic at this point in the game, you'll choose a Summoner.
    
    Thirdly, because you can only learn 3 spells per spell level, this leaves you
    at a predicament: "What spells should my Sage lean?" Fortunately, not all
    spells are made equal, so in many cases you can select the best ones. Also,
    Summon magic at the Evoker level isn't considered to be all that great, making
    the selection process even easier.
    
    Here are a couple of recommendations for advanced spell levels for Sages:
    
    Level 5: Curaga, Raise, Thundaga 
    Level 6: Bio, Firaga, Haste 
    Level 7: Curaja, Esuna, Quake 
    Level 8: Arise, Holy, Tornado, Flare, Meteor, Bahamut.
    
    Therefore, to really get the most out of the Sage, you have to take advantage 
    and use the best White and Black magic available to you, and use them well. 
    
    Furthermore, because of the weird MP curve the Sage uses, instead of thinking
    of your Sage as the primary magic user, instead, you should think of your Sage
    as a support caster - you'll get more mileage out your Sage that way. 
    
    A Sage/Summoner combo ensures that enemies go down quickly and the party can be
    healed when necessary. Likewise, a Devout/Sage combo can heal the party to full
    strength and resurrect fallen party members to full health in the same turn. In
    fact, this combination makes it possible to use Arise if your Devout should
    ever fall without using Phoenix Downs, which is actually quite convenient and
    might prove to be very effective during boss bottles. This fact alone makes
    this combination the stronger out of the two.
    
    Overall, the Sage is a dicey Job to include in your endgame strategy. If you 
    don't pair it with a primary caster as stated above, you risk making your 
    battles much tougher than they need to be, or you'll end up using the Sage as
    an inferior healer a majority of the time, often wishing you just used a
    Devout.
    
    Sages can be equipped as well as any tier 4 Job in the endgame, however, I
    can't help but say that the Summoner and Devout are clearly more useful and are
    overall better Jobs. Still, if you're looking for that niche support caster, 
    then the Sage is THE Job for you! Placed in that role, the Sage is a very good 
    Job.
    
    
    ---------.------------------------------------------------------.--------------
    Profile: |                        Sage                          | Earth Crystal
    ---------'------------------------------------------------------'--------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Sages are those who have gained
     Attack   |     20     |    10     |     knowledge in all schools of arcane
     Magic    |     20     |    10     |     arts.  They can use all types of
     Guard    |     20     |    10     |     spells!"
     Item     |     20     |    10     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    10    |    10    |  --  |      100       | |    --     |
         2     |    10    |    10    |  --  |      100       | |    --     |
         3     |    10    |    10    |  --  |      100       | |    --     |
         4     |    10    |    10    |  --  |      100       | |    --     |
         5     |    10    |    10    |  --  |      100       | |    --     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 10 actions per battle to level up a Sage.
    
    ------------------------------. .----------------------------------.
               MP Chart:          | |              Stats:              |
    ------------------------------| |----------------------------------|
     LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
      1 |  1  1  1  1  1  1  1  1 | |  1 |   5 |   5 |   5 |   5 |   5 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     10 |  5  5  4  4  3  2  2  1 | | 10 |   9 |   9 |  10 |  11 |  11 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     20 | 10  9  8  7  5  4  3  2 | | 20 |  12 |  12 |  16 |  20 |  20 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     30 | 15 13 11  9  8  6  4  2 | | 30 |  15 |  15 |  22 |  28 |  28 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     40 | 20 18 15 12 10  7  5  2 | | 40 |  19 |  19 |  28 |  36 |  36 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     50 | 25 22 19 15 12  9  6  3 | | 50 |  22 |  22 |  34 |  45 |  45 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     60 | 30 26 22 18 14 11  7  3 | | 60 |  25 |  25 |  40 |  53 |  53 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     70 | 35 30 26 21 17 12  8  3 | | 70 |  29 |  29 |  46 |  61 |  61 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     80 | 40 35 29 24 19 14  9  3 | | 80 |  32 |  32 |  52 |  69 |  69 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     90 | 45 39 33 27 21 15 10  4 | | 90 |  35 |  35 |  58 |  78 |  78 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     99 | 49 43 36 30 23 17 10  4 | | 99 |  38 |  38 |  63 |  85 |  85 |
    ------------------------------' '----------------------------------'
    NOTE: LV = Character Level       NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Magic:  Use all magic. Randomly uses the Level 1 or Level 2 effect of summons.
    Guard:  Increases defense, reducing all damage by 50%.
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Staves: All
    Rods:   All (excluding Lilith Rod, Millenium Rod)
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Feathered Hat, Ribbon.
    Body:   Vest, Leather Armor, Mage Robe, White Robe, Black Robe.
    Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
            Protect Ring.
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Sage Staff
    Atk:    110
    Bonus:  +10 All Stats
    ~~~~~~~~~~~~~~~~
    Summoning
    ~~~~~~~~~~~~~~~~
    ------.   
    Lv. 1 |   Escape
    ------'   
    Summon:   Chocobo 
    Level 1:  Chocobo Dash  - Instant escape from battle.
    Level 2:  Chocobo Kick? - Poor chocobo fails to kick a monster.
    Level 3:  Chocobo Kick  - Successfully kicks a monster!  Good chocobo!
    
    ------.   
    Lv. 2 |   Icen
    ------'   
    Summon:   Shiva
    Level 1:  Mesmerize    - Causes all enemies to fall asleep.
    Level 2:  Icy Stare    - Damages one enemy with ice.
    Level 3:  Diamond Dust - Massive damage with shards of ice.
    
    ------.   
    Lv. 3 |   Spark
    ------'   
    Summon:   Ramuh
    Level 1:  Mind Blast    - Paralyzes all enemies.
    Level 2:  Thunderstorm  - Damages one enemy with a lightning bolt.
    Level 3:  Judgment Bolt - Strikes all enemies with pillars of lighting.
    
    ------.   
    Lv. 4 |   Heatra
    ------'   
    Summon:   Ifrit
    Level 1:  Healing Light - Restores a lot of HP to all allies.
    Level 2:  Hellfire      - Damages one enemy with fire.
    Level 3:  Inferno       - Massive flame damage to all enemies.
    
    ------.   
    Lv. 5 |   Hyper
    ------'   
    Summon:   Titan
    Level 1:  Clobber      - Damages one enemy with a punch.
    Level 2:  Stomp        - Damages one enemy with a kick.
    Level 3:  Earthen Fury - Creates a destructive earthquake damaging all enemies.
    
    ------.   
    Lv. 6 |   Catastro
    ------'   
    Summon:   Odin
    Level 1:  Protective Light - Casts magical barrier around all allies.
    Level 2:  Slash            - Slices all enemies.
    Level 3:  Zantetsuken      - Kills all enemies.
    
    ------.   
    Lv. 7 |   Leviath
    ------'   
    Summon:   Leviathan
    Level 1:  Demon Eye  - Instantly petrifies all enemies.
    Level 2:  Cyclone    - Damages all enemies with powerful tornado.
    Level 3:  Tidal Wave - A devastating flood that damages all enemies.
    
    ------.   
    Lv. 8 |   Bahamur
    ------'   
    Summon:   Bahamut
    Level 1:  Aura       - Increases attack power of all allies.
    Level 2:  Rend       - Instantly kills one enemy.
    Level 3:  Mega Flare - Massive non-elemental damage to all enemies.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-NI} Ninja  |
    ----------------'
    
    Description:
    ~~~~~~~~~~~~
    The Ninja is what is be considered the ultimate fighting Job, having access to 
    some of the best weapons in the game (Masamune, Moonring Blade and 
    Kiki-Ichimonji) and also being able to use much of the exceptional armor too 
    (namely the Genji gear and specialized Garbs, but they cannot use Crystal
    armor unfortunately). 
    
    The best way to describe a Ninja is that it's a cross between a Thief and a
    Dark Knight. They have the second highest speed stat out of any character, and
    often act first in battle in the same way a Thief would. However, unlike a
    Thief, they do superb damage as their stats are all in the right places for
    doing fast, powerful damage. 
    
    They are also like a Dark Knight since they can use Dark Blades, like Masamune,
    which are extremely powerful weapons. This also allows them to out-perform a 
    Thief. In fact, even though their attack statistic was often less than other 
    characters (like a Knight with the best weapons for example), the Ninja was 
    still dishing out equal or more damage to the enemies in the final areas of the
    game. 
    
    In a sense, the Ninja is the game's natural upgrade for either Job, and I think
    it works quite well. For one, by the time you get this Job, you'll have so much
    money that you won't need the Steal ability. And Souleater, while very nice,
    can be replaced by using other Jobs, such as the Summoner.
    
    Initially, the Ninja is very powerful and you won't have to spend a lot of time
    improving its Job levels to improve the number of hits. When you first switch
    over to the Ninja, you'll start to dish out 18-20 hits per round right away. I
    also noticed I didn't have to grind to superior levels just to get this 
    character to act first in battle, unlike other fighting Jobs that need extra 
    levels to get them to act quicker.
    
    Another main attraction for this Job is their Throw command, which will enable 
    you to throw weapons (namely the all-powerful Shuriken) to deal massive amounts
    of damage to bosses. This Job is truly a boss-killer.
    
    The only disadvantage to using a Ninja is putting up with their low magical 
    defense. Often times, they can get "one-shotted" by an enemy's Flare attack, or
    even by a mass damage spell for example. This often happens even when the Ninja
    is at full health. So if you plan on using the Ninja, expect to make good use
    of the Devout's level 8 Arise spell. You may even plan on using the Protect
    spell at the beginning of the battle to prevent this from happening.
    
    Overall, the Ninja is a fine addition to an end-game party. It's a highly 
    recommended Job to use, and there's even more than enough Dark blades to use
    two Ninjas if you're so inclined.
    
    
    ---------.------------------------------------------------------.--------------
    Profile: |                        Ninja                         | Earth Crystal
    ---------'------------------------------------------------------'--------------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "Ninja excel at using dark blades.
     Attack   |     20     |    12     |     They have the ability to throw
     Throw    |     20     |    12     |     weapons, which deal enormous amounts
     Guard    |     20     |    12     |     of damage."
     Item     |     20     |    12     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |     9    |    12    |  --  |      108       | |     8     |
         2     |     8    |    12    |   8  |      104       | |     4     |
         3     |     8    |    12    |   4  |      100       | |    --     |
         4     |     9    |    12    |  --  |      108       | |     8     |
         5     |     8    |    12    |   8  |      104       | |     4     |
         6     |     8    |    12    |   4  |      100       | |    --     |
         7     |     9    |    12    |  --  |      108       | |     8     |
         8     |     8    |    12    |   8  |      104       | |     4     |
         9     |     8    |    12    |   4  |      100       | |    --     |
        10     |     9    |    12    |  --  |      108       | |     8     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 8-9 actions per battle to level up a Ninja.
    
    ----------------------------------.
                  Stats:              |
    ----------------------------------|
     LV | STR | AGI | VIT | INT | MND |
    ----|-----|-----|-----|-----|-----|
      1 |   5 |   5 |   5 |   5 |   5 |
    ----|-----|-----|-----|-----|-----|
     10 |  10 |  11 |  10 |  10 |  10 |
    ----|-----|-----|-----|-----|-----|
     20 |  17 |  20 |  15 |  15 |  15 |
    ----|-----|-----|-----|-----|-----|
     30 |  24 |  28 |  20 |  20 |  20 |
    ----|-----|-----|-----|-----|-----|
     40 |  31 |  36 |  24 |  24 |  24 |
    ----|-----|-----|-----|-----|-----|
     50 |  38 |  45 |  29 |  29 |  29 |
    ----|-----|-----|-----|-----|-----|
     60 |  44 |  53 |  34 |  34 |  34 |
    ----|-----|-----|-----|-----|-----|
     70 |  51 |  61 |  38 |  38 |  38 |
    ----|-----|-----|-----|-----|-----|
     80 |  58 |  69 |  43 |  43 |  43 |
    ----|-----|-----|-----|-----|-----|
     90 |  65 |  78 |  48 |  48 |  48 |
    ----|-----|-----|-----|-----|-----|
     99 |  71 |  85 |  52 |  52 |  52 |
    ----------------------------------'
    NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack: Attacks with equipped weapon.
    Throw:  Throw weapons for massive damage.
    
             Damage Inflicted = (Weapon Attack x 2.5 + 100) x (100 + JobLv) x
                                 10 / 99 x Random No.
    
             Random No.       = number between 1.0 and 1.8
    
             Hit Rate         = (95 + JobLv / 22)%
    
    Guard:  Increases defense, reducing all damage by 50%.
    Item:   Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Knives:      All (excluding Gladius)
    Dark Blades: All (excluding Murakumo)
    Throwing:    All   
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:	Leather Cap, Headband, Feathered Hat, Black Cowl, Chakra Band,
            Ribbon, Genji Helm.
    Body:  	Vest, Rusty Mail, Leather Armor, Kenpo Gi, Black Garb,
            Black Belt Gi, Genji Armor, Fuma Garb.
    Arm:	Bronze Bracers, Mythril Gloves, Gauntlets, Thief Gloves,
            Power Bracers, Diamond Bracers, Diamond Gloves, Protect Ring,
            Genji Gloves.
    Shield:	Leather Shield, Genji Shield.
    ~~~~~~~~~~~~~~~~
    Mastery Item
    ~~~~~~~~~~~~~~~~
    Name:   Muramasa
    Atk:    140
    Bonus:  +5 STR, +10 AGI, +5 VIT, +5 INT, +5 MIND
    Effect: Effective against dividing enemies.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {JOB-OK} Onion Knight  |
    -----------------------'
    
    Description:
    ~~~~~~~~~~~~
    The Onion Knight is a secret Job in Final Fantasy III, and can be obtained by 
    using Mognet and the Wi-Fi connection. To learn about how to acquire this Job, 
    read the "Mognet" section in Seferaga's FAQ/Walkthrough:
    
    http://www.gamefaqs.com/portable/ds/file/924897/50148
    
    The Onion Knight is named after the starting Job of the original game, in case 
    you were wondering. The best way to describe the Onion Knight is that it's 
    ugh... well... it's the best Job in the game. It's so good, that I'll say it's 
    cheesy. I know Onions aren't cheesy in real life, but hopefully you get what I 
    mean!
    
    Now, the Onion Knight doesn't look very powerful when you first get access to 
    it, however at level 93, your base stats will all be pumped to insane levels.
    At level 99, you'll have perfect stats in every category. Essentially, the
    Onion Knight is a God and rewards players for getting their characters all up
    to level 99. I would argue that by this point, you don't need an Onion Knight
    to win the game as you can beat it with any Job at level 99, but who am I to
    stop you?
    
    Moreover, the Onion Knight can cast all White and Black Magic, in the same way
    a Sage can. However, the Onion Knight does not get access to Summon Magic. 
    Square-Enix, what were you thinking!? I want High Summons too! <sarcasm>
    
    Despite being able to cast nearly every spell and having 99 in each statistic, 
    you can also use nearly every piece of equipment in the entire game. That's 
    right - you can literally take the best weapons and armor from every Job (minus
    the ultimate gear from the Master Smith), and use them on your 4 little, cheesy
    Onion Knights!
    
    If that isn't enough (and for some people, it won't be), Square-Enix has 
    included special Onion equipment, and they also stink of cheese! This gear
    drops randomly from Yellow, Green and Red dragons, and to be fair, it's very
    rare to drop. However, if you were persistent enough to get Character level 99
    for all of your characters, why stop now? Go and kill dragons until you obtain
    Onion weapons and armor for each character! 
    
    The Onion equipment is easily the best in the game, offering the best defense 
    and magic defense available hands down. In addition, each piece is very much 
    like the Master Smith gear. They provide stat boosts, and if that's not enough,
    they also protect you from negative status effects the same way Ribbon does! 
    
    There is one exception though, where one piece of equipment is better to use 
    compared to the Onion gear... and that's the Ultima Weapon! It's the only
    weapon that can best the Onion Sword. The Ultima Weapon provides one lucky
    Onion Knight with +15 to all stats... rather than the absolutely terrible...
    the absolutely horrible... the absolutely horrific +5 to all stats given by the
    Onion Sword! Oh darn! I guess one little Onion Knight is going to be a little
    better than the others! The world is going to end!
    
    To be honest, I've written enough about this Job, as there's nothing more to
    say about it. If you want to take all strategy and fun away from the game, by
    all means, use an Onion Knight. I can understand if you want to have this stuff
    as a personal trophy, or to create a perfect save file. However, when it comes
    to intelligent Job strategy and analysis, I think I've said enough about the
    Onion Knight.
    
    
    ---------.---------------------------------------------------------.-----------
    Profile: |                     Onion Knight                        | Secret Job
    ---------'---------------------------------------------------------'-----------
    
    -----------------------------------.
     JP Gain: | JobLv 1-14 | JobLv 14+ |
    ----------|------------|-----------|    "The way of the onion knight is a
     Attack   |     20     |     8     |     long and hard one... but once you
     Magic    |     20     |     8     |     master the job, the rewards just
     Guard    |     20     |     8     |     might be worth it!"
     Item     |     20     |     8     |
    ----------'------------'-----------'
    
    Actions........ Total actions taken during battle, for one character.
    JP Gain........ Amount of JP you gain for each action.
    Add............ Additional JP from previous battle.(Overflow)
    Total JP Gain.. The amount of JP at the end of battle.
    Overflow....... Extra JP that will carry over to the next battle.
    
    -----------.----------.----------.------.----------------. .-----------.
     Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
    -----------|----------|----------|------|----------------| |-----------|
         1     |    13    |     8    |  --  |      104       | |     4     |
         2     |    13    |     8    |   4  |      108       | |     8     |
         3     |    13    |     8    |   8  |      112       | |    12     |
         4     |    12    |     8    |  12  |      103       | |     3     |
         5     |    13    |     8    |   3  |      107       | |     7     |
         6     |    13    |     8    |   7  |      111       | |    11     |
         7     |    12    |     8    |  11  |      102       | |     2     |
         8     |    13    |     8    |   2  |      106       | |     6     |
         9     |    13    |     8    |   6  |      110       | |    10     |
        10     |    12    |     8    |  10  |      101       | |     1     |
        11     |    13    |     8    |   1  |      105       | |     5     |
        12     |    13    |     8    |   5  |      109       | |     9     |
        13     |    12    |     8    |   9  |      100       | |    --     |
        14     |    13    |     8    |  --  |      104       | |     4     |
        15     |    13    |     8    |   4  |      108       | |     8     |
    -----------'----------'----------'------'----------------' '-----------'
    Etc, etc...
    
    On average, you must take 13-12 actions per battle to level up an Onion Knight.
    
    ------------------------------. .----------------------------------.
               MP Chart:          | |              Stats:              |
    ------------------------------| |----------------------------------|
     LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
      1 |  1  1  1  1  1  1  1  1 | |  1 |   5 |   5 |   5 |   5 |   5 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     10 |  5  5  4  4  3  2  2  1 | | 10 |   6 |   6 |   6 |   6 |   6 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     20 | 10  9  8  7  5  4  3  2 | | 20 |   7 |   7 |   7 |   7 |   7 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     30 | 15 13 11  9  8  6  4  2 | | 30 |   8 |   8 |   8 |   8 |   8 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     40 | 20 18 15 12 10  7  5  2 | | 40 |   9 |   9 |   9 |   9 |   9 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     50 | 25 22 19 15 12  9  6  3 | | 50 |  10 |  10 |  10 |  10 |  10 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     60 | 30 26 22 18 14 11  7  3 | | 60 |  11 |  11 |  11 |  11 |  11 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     70 | 35 30 26 21 17 12  8  3 | | 70 |  12 |  12 |  12 |  12 |  12 |
    ----|-------------------------| |----|-----|-----|-----|-----|-----|
     80 | 40 35 29 24 19 14  9  3 | | 80 |  14 |  14 |  14 |  14 |  14 |
    ----|-------------------------| '----------------------------------'
     90 | 45 39 33 27 21 15 10  4 | .----------------------------------.
    ----|-------------------------| | 90 |  15 |  15 |  15 |  15 |  15 |
     99 | 49 43 36 30 23 17 10  4 | |----|-----|-----|-----|-----|-----|
    ------------------------------' | 91 |  15 |  15 |  15 |  15 |  15 |
    NOTE: LV = Character Level      |----|-----|-----|-----|-----|-----|
                                    | 92 |  15 |  15 |  15 |  15 |  15 |
                                    |----|-----|-----|-----|-----|-----|
                                    | 93 |  27 |  27 |  27 |  27 |  27 |
                                    |----|-----|-----|-----|-----|-----|
                                    | 94 |  39 |  39 |  39 |  39 |  39 |
                                    |----|-----|-----|-----|-----|-----|
                                    | 95 |  51 |  51 |  51 |  51 |  51 |
                                    |----|-----|-----|-----|-----|-----|
                                    | 96 |  63 |  63 |  63 |  63 |  63 |
                                    |----|-----|-----|-----|-----|-----|
                                    | 97 |  75 |  75 |  75 |  75 |  75 |
                                    |----|-----|-----|-----|-----|-----|
                                    | 98 |  87 |  87 |  87 |  87 |  87 |
                                    |----|-----|-----|-----|-----|-----|
                                    | 99 |  99 |  99 |  99 |  99 |  99 |
                                    '----------------------------------'
                                     NOTE: LV = Character Level
    
    ~~~~~~~~~~~~~~~~
    Battle Commands
    ~~~~~~~~~~~~~~~~
    Attack:  Attacks with equipped weapon.
    Magic:   Can cast all White and Black magic.
    Guard:   Increases defense, reducing all damage by 50%.
    Item:    Use an item from the item list.
    ~~~~~~~~~~~~~~~~
    Weapons to Use
    ~~~~~~~~~~~~~~~~
    Knives:      All (excluding Gladius)
    Swords:      All (excluding Save the Queen)
    Staves:      All (excluding Sage Staff)
    Rods:        All (excluding Lilith Rod, Millenium Rod)
    Dark Blades: All (excluding Muramasa, Murakumo)
    Bows:        All (excluding Artemis Bow)
    Arrows:      All
    Books        All (excluding Omnitome)
    Claws:       All
    Hammers:     All (excluding Mighty Hammer)
    Axes:        All (excluding Gigantic Axe)
    Spears:      All (excluding Magic Lance)
    Throwing:    All (excluding Shuriken)
    Bells:       All (excluding Blessed Bell)
    Harps:       All
    ~~~~~~~~~~~~~~~~
    Armor to Equip
    ~~~~~~~~~~~~~~~~
    Head:        All (excluding Royal Crown, Ballad Crown)
    Body:        All (excluding Angel Robe, Crimson Vest, Master Dogi)
    Arm:         All (excluding Celestial Gloves, Shura Gloves, Astral Bracers)
    Shield:      All
    ~~~~~~~~~~~~~~~~
    Mastery Item 
    ~~~~~~~~~~~~~~~~
    Name:   Onion Blade 
    Atk:    150
    Bonus:  +7 All Stats
    ~~~~~~~~~~~~~~~~
    How to Unlock
    ~~~~~~~~~~~~~~~~
    See the "Finding the Onion Knight" section above.  Ctrl+F. {UNLOCK}
    ~~~~~~~~~~~~~~~~
    Onion Stats
    ~~~~~~~~~~~~~~~~
    You might have heard that the Onion Knight has the best stats when compared to
    any other Job!  This is TRUE!  But there is something else you should know.
    If your *CHARACTER* is not Lv. 99, the Onion Knight Job is almost worthless!
    If you don't understand why, this quick chart will clear it up for you! ;)
    
                  .------------------------.
                  |        -Stats-         |
    --------------|----.----.----.----.----|
     Character Lv |Str:|Agi:|Vit:|Int:|Mind|
    --------------|----|----|----|----|----|
         ----     | -- | -- | -- | -- | -- |
          10      |  6 |  6 |  6 |  6 |  6 |
          20      |  7 |  7 |  7 |  7 |  7 |
          30      |  8 |  8 |  8 |  8 |  8 |
          40      |  9 |  9 |  9 |  9 |  9 |
          50      | 10 | 10 | 10 | 10 | 10 |
          60      | 11 | 11 | 11 | 11 | 11 |
          70      | 12 | 12 | 12 | 12 | 12 |
          80      | 14 | 14 | 14 | 14 | 14 |
          90      | 15 | 15 | 15 | 15 | 15 |
          99      | 99 | 99 | 99 | 99 | 99 |
    --------------'----'----'----'----'----'
    
    You see, the Onion Knight has some of the worst stats compared to the other
    Jobs.  So basically, you aren't going to want to level up with one of these
    because it would make things VERY difficult! If you do manage to level up your
    character that high, enjoy the most powerful Job in the entire game! :D
    ~~~~~~~~~~~~~~~~
    Onion Equipment
    ~~~~~~~~~~~~~~~~
    The best Job in the game, even has its own set of equipment!  To get this rare
    and powerful equipment, you must have access to the Secret ??? Dungeon or the
    Crystal Tower.  The reason for this is because all of the Onion Equipment is
    dropped by Yellow, Green, and Red Dragons; Which are found in those two places.
    
    Now don't go thinking this will be easy, because it's NOT!  The drop rate for
    these items are VERY VERY low.  You may fight 30 battles before you even get
    an Onion Shield!(this is the most common piece!)  To help speed this up, fight
    the dragons in the Secret ??? Dungeon.  Why?  Because the only creatures in
    the ??? dungeon are the colored dragons!  Yay!
    
    Good luck attaining your full Onion Set....or four!  :D
    ~~~~~~~~~~~~~~~~~~
    Name:  Onion Sword 
    Atk:       156
    Bonus:     +5 All Stats
    Location:  Win from Yellow, Green, or Red Dragons.
    Drop Rate: 1.5%
    ~~~~~~~~~~~~~~~~~~
    Name:  Onion Helm
    Def:    40
    MDef:   40
    Bonus:  +5 Int, +5 Mind
    Effect: Protects against all status ailments.
    Location: Win from Yellow Dragons.
    Drop Rate: 4.5%
    ~~~~~~~~~~~~~~~~~~
    Name:  Onion Armor
    Def:    60
    MDef:   40
    Bonus:  +5 Str, +5 Vit
    Effect: Protects against all status ailments.
    Location: Win from Red Dragons.
    Drop Rate: 4.5%
    ~~~~~~~~~~~~~~~~~~
    Name:  Onion Gauntlets
    Def:    50
    MDef:   25
    Bonus:  +3 All Stats
    Effect: Protects against all status ailments.
    Location: Win from Green Dragons.
    Drop Rate: 4.5%
    ~~~~~~~~~~~~~~~~~~
    Name:  Onion Shield
    Def:    30
    MDef:   30
    Bonus:  +2 All Stats
    Effect: Protects against all status ailments.
    Location: Win from Yellow, Green, or Red Dragons.
    Drop Rate: 7.0%
    
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
                               V) The Effective Jobs: {E1}
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    
    This section will discuss all the different weaknesses of each Boss that awaits
    you throughout the game.  You will discover which Jobs are the most effective,
    and learn of the many favorable strategies which are commonly used to become
    victorious!
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {E1-1} Land Turtle  |
    --------------------'
    
    Freelancer works really well here. >_<  Just kidding.  Attack!
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {E1-2} Djinn  |
    --------------'
    
    Use Ice magic to win quickly!  Blizzard can be found in Castle Sasune and, if
    you've found everything so far, you should have a small stock of Antarctic
    Winds.  Use these for an easy battle.
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {E1-3} Nepto Dragon  |
    ---------------------'
    
    Impossible to defeat.
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {E1-4} Giant Rat  |
    ------------------'
    
    Since your whole party is Mini during this fight, a White Mage, Black Mage,
    Black Mage, and Red Mage party works great here.  Split the Thundara, Fira, and
    Blizzara spells between the designated attacks, and have the White mage learn
    Cura to heal in emergencies. Just use Cure if the injuries are minor. Overall,
    not a tough fight.
    
    Thundara = Viking's Cove; Secret passage near the Moogle.
    Fira     = Viking's Cove; Secret passage near the Moogle.
    Blizzara = Viking's Cove; Secret passage near the Moogle.
    Cura     = Tozus - Hidden treasure in sick Doctor's house.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {E1-5} Medusa  |
    ---------------'
    
    Physical attackers aren't really the most effective here. Most likely due to
    the lack of weapons. That's why I prefer using the same strategy as the 
    Giant Rat.  If you run out of MP use any of the attack items you've been
    collecting up to this point.  Antarctic Wind, Zues' Wrath, etc.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {E1-6} Gutsco  |
    ---------------'
    
    Nothing really effective here. Go with what suits you.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {E1-7} Salamander  |
    -------------------'
    
    Probably the second most hated boss fight in the entire game. Salamander is
    just plain unfair.  For this battle, a White Mage and at least one Black Mage
    or Red mage are favorable necessities. A warrior can do sufficient damage with
    the Freezing blade. For the last character, you may want another Black Mage or
    Red mage, but only if you have an extra copy of Blizzara.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {E1-8} Hein  |
    -------------'
    
    You should know what Jobs to use here, because the game tells you like twice
    during cutscenes. If you skipped through them then why are you playing an RPG
    if not for the story? Ah well. :P
    
    A Scholar or a White Mage with Libra are highly recommended here to see Hein's
    weakness highly recommended, again.  Geomancers do a solid 500-600 damage a
    turn and a Black Mage or Red Mage can be useful by exploiting Hein's weakness.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {E1-9} Kraken  |
    ---------------'
    
    Black or Red Mage with Blizzaga = 900-1000 damage per turn.
    
    Unfortunately, you only get one copy of this spell right now, so give it to the
    one with the higher MP (Most likely Black Mage). Geomancers are still useful
    although they have a 37% chance of using Whirlpool on the boss, which will have
    no effect - due to it being a boss of course!  A Warrior or Knight equipped
    with Blood Sword and Royal sword can inflict some excellent damage, too.
    
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {E1-10} Goldor |
    ---------------'
    
    For once Mages are useless! (Well all except the White Mage of course). So for
    the first time, physical attackers have the spot light!  Dragoons can do some
    moderate damage although it may not be able to take too many hits. Dark Knights
    are great in this fight!   Put them in the back row equipped with the
    Blood Sword + Royal sword combo and they will inflict around 1000 damage each
    time - providing you use Souleater and they are at full health.  A white mage
    will help with that. ;)
    
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    {E1-11} Garuda |
    ---------------'
    
    There are a few strategies you can take with this fight.
    
    1. Use 4 Dragoons.  Equip all of the Dragon equipment that you found in the
       Dragon's Spire and Jump him to death!  Hope you get lucky!
    
    2. Using Mages. They have a much higher Mind stat and can take hit or two from
       the powerful Lightning.  A white mage is needed here as always.  Evokers
       with the Hyper Summon can inflict around 1000 damage making them pretty good
       choices. Black or Red mages with Blizzaga can do about the same.
    
    
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    {E1-12} Odin |
    -------------'
    
    Using a White Mage, or Devout if you have it, are crucial to survival. One or
    two Zantetsukens without proper healing and this fight is over! Other than that
    hit as hard as you can with your most powerful attacks. Remember, a Thief that
    is Job Level 71+ can steal a Gungnir from Odin.
    
    
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    {E1-13} Leviathan  |
    -------------------'
    
    Coming Soon!
    
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    {E1-14} Bahamut  |
    -----------------'
    
    Coming Soon!
    
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    {E1-15} Hecatoncheir  |
    ----------------------'
    
    Coming Soon!
    
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    {E1-16} Doga & Unei  |
    ---------------------'
    
    Coming Soon!
    
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    {E1-17} Titan  |
    ---------------'
    
    Coming Soon!
    
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    {E1-18} Ninja  |
    ---------------'
    
    Coming Soon!
    
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    {E1-19} Amon  |
    --------------'
    
    Coming Soon!
    
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    {E1-20} Kunoichi  |
    ------------------'
    
    Coming Soon!
    
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    {E1-21} General |
    ----------------'
    
    Coming Soon!
    
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    {E1-22} Guardian  |
    ------------------'
    
    Coming Soon!
    
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    {E1-23} Scylla  |
    ----------------'
    
    Coming Soon!
    
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    {E1-24} Xande  |
    ---------------'
    
    Coming Soon!
    
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    {E1-25} Cerberus  |
    ------------------'
    
    Coming Soon!
    
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    {E1-26} Two-Headed Dragon  |
    ---------------------------'
    
    Coming Soon!
    
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    {E1-27} Echidna |
    ----------------'
    
    Coming Soon!
    
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    {E1-28} Ahriman  |
    -----------------'
    
    Coming Soon!
    
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    {E1-29} Cloud of Darkness  |
    ---------------------------'
    
    Coming Soon!
    
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    {E1-30} Iron Giant  |
    --------------------'
    
    Coming Soon!
    
    
    
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                                VI) Job Suggestions {S1} 
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    There has been a lot of confusion on putting together a good party. I agree
    with most of the users that "the party you like is your best party", even if
    you like it for the weirdest reasons! However, for those of you who don't know
    how to evaluate your feelings, I have briefly classified some of my choices
    here for your reference. I tried to put them in the time order of the story for
    a better walkthrough value.
    
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    {S1-1} How to Choose an Effective Party  |
    -----------------------------------------'
    
    Very subjectively.  I usually have the following criteria:
    
    1. Length of Battles:
    ~~~~~~~~~~~~~~~~~~~~~
    The ultimate goal is to survive and grow strong enough in order to defeat the
    Final and Super Bosses.  So, you don't want to linger in random encounters
    forever.  :P
    
    Unlike some RPGs, there is no penalty for longer battles, you still get the 
    same amount of EXP; You might even have good number of actions that grant you a
    Job Level.  I would say if you can wrap it up in 2-3 rounds that's a fine
    party; 1 round is also great.
    
    Another point worth noticing is your characters' speed profiles. Slower teams
    take enemies' blows first, which means one more round of damage. If your team
    is too slow, mix in high speed jobs (Thief, Ranger, Ninja) to turn the tables
    around. The quicker you lower their number, the better chance you stand.
    
    2. Availability of Equipment and Magic:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    I hate to say that but most of the time you won't have the right equipment
    handy for your new class. There are many reasons: You may have dumped the
    needed equipment in Fat Chocobo, you may have no access to the special store
    for that class... etc. Here is a list some of the trends:
    
            A. Most of the treasure chests contains equipement of swordman class,
               it is wise to often have a swordman (Knight, Warrior, etc.) in your
               party to capitalize this chest pattern.
    
            B. Nearly all of the Claws are from treasure chests. So, if you're a
               Monk user, be prepared to get stronger claws in new dungeons. And
               don't expect a new village's weapon store to have what you want.
    
            C. Some classes have a special store or village for them, with tons of
               specific equipment. If you change to that class before being able
               to access those places, chances are your new class will be rendered
               very useless.
    
    Here are the examples:
    
            a. Duster Village sells a majority of the Harps, if you change to Bard
               before being able to go to Duster Village, your Bard will not be
               able to sing. The Village also sells Bard's armor.
    
            b. Replito Village and Doga's Village sell most of the summon magic,
               so if you change to Evoker or Summoner without realizing where to
               get their spells, they cannot conjure anything.
    
            c. You can get one bell before you hit Duster Village, where the
               initial bells for Geomancer are sold. To fully use the Geomancers'
               physical attack, only use this class after you can visit the 
               village and buy some Bells.
    
            d. The stronger equipment for Dark Knights don't come until you reached
               the Cave of Shadows. So, don't have more than one Drak Knight in
               your party, or the whole team will suffer from low defense.
    
            e. Saronia Kingdom is famous for its Dragoon army. So, if you are
               stranded there and cannot get enough Dragoon equipment, think about
               wandering in the city's dungeons.
    
    3. Net Loss of HP:
    ~~~~~~~~~~~~~~~~~~
    In FFIII DS there are a few ways to recover HP: going to the spring, which is
    usually not an option in most dungeons, teleporting out and sleep in an Inn,
    using item such as hi-potion, attacking with HP absorbing weapons, casting a
    healing magic in or out of battles. If you find you cannot access any of the
    above, you should consider shifting some classes.
    
    4. Net Loss of MP:
    ~~~~~~~~~~~~~~~~~~
    There are even fewer ways to recover MP: drinking at the spring, resting in an
    inn, using Elixir. Boss fights also recover your HP and MP, but it is not
    recommended to fight a boss with worn out party, hoping to get the benefit of
    post-battle HP/MP refill. There are two concerns of MP loss:
    
            A. For offensive magic, quicker loss of MP means your mage is going to
               be very inefficient soon. There are a few ways to work around it:
    
              - In the same level, Evoker and Summoner have the most MP, so if the
                task can be done by them, use them.
    
              - In the same level, Devout (Magus) have higher upper class magic MP
                compared to White Mage (Black Mage), so if you want to cast more
                high level spells, consider Devout and Magus.
    
              - In the same level, Sage have less upper class magic MP compared to
                Devout and Magus, but Sage can use relatively more lower class
                magic. If you don't need serious magic, Sage can be a good choice.
    
              - In the beginning of the game, Black Mage can equip some simple bow
                and arrows. Pack an extra set for them in case MP runs out.
    
              - All mages can use fire/ ice/ thunder rods and staves to cast free
                magic.
    
                To use them, select the weapon from the Item list in battle. Or at
                the top of the Item list, press UP.  This will take you to the
                current weapons/shields you have equipped.  You can cast the magic
                from here if able.
    
              - Hi intelligence class (Summoner, Magus, Sage) can also throw
                offensive magical items when MP is low.
    
            B. For recovery magic, quicker loss of MP means you are very likely to
               get wiped out in prolonged fight (which is usually boss fight).
               Evaluate the possibility of shifting to class with higher MP and
               better healing ability for a change. Having some Elixirs handy and
               be ready to use them.
    
    5. Casting Frequency:
    ~~~~~~~~~~~~~~~~~~~~~
    There are times that you would like to cast a spell or you can save that spell.
    If there is a mage who hasn't been attacking for a good period of time, either
    there is no need, or other teammates acted too quick and finished the battles,
    you should consider shifting to a more useful job.
    
    As you may be able to see, I am not a big fan of mages. In fact, I think in
    FFIII DS offensive spells' value has greatly decreased. In the old version
    there are usually up to six or eight monsters in random encounters, you do get
    a nice feeling when wiping them out with Leviathan. In this one, not really, if
    you have three attackers, the mage ususally stands and watches.
    
    6. Enemies' Resistance and Weakness; Special Events:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    As far as I can recall, the only occasion of enemy absorbing your attacking is
    when you try to use Blood Sword to kill an undead.  Even hitting a fire
    elemental with fire will hurt it in FFIII, only the damage is halved. So,
    resistance is not too big of a deal, but you should at least realize you are
    lengthening the battle (means more HP and MP expenditure). White magic Libra
    and Scholar's Study can reveal enemies' weakness. Exploit their weakness can
    reduce the battle time because you get a damage adjustment of doubling.
    
    Here are the weapons with elemental property:
    
    Fire:    Salamand Sword, Fire Rod, Fire Arrow, Book of Fire, Tome of Fire.
    Ice:     Freezing Blade, Ice Rod, Ice Arrow, Book of Ice, Tome of Ice.
    Thunder: Spark Dagger, Serpent Sword, Thunder Rod, Thunder Arrow,
             Book of Thunder, Tome of Thunder, All Hammers, Thunder Spear.
    Wind:    Air Knife, Wyvern Claw, All Spears.
    Earth:   Giant's Axe.
    Recover: Wightslayer, Ancient Sword, Holy Arrow, Holy Lance, Blessed Bell.
    Holy:    Holy Lance, Blessed Bell.
    Absorb:  Blood Sword, Blood Spear.
    Dark:    All Katanas, Magic Spear, Moonring Blade, Shurikens.
    
    In the story, there are a few occasions you have to use a transfiguration
    magic, including Mini and Toad. Both are white magic, so you may have to add a
    white magic user. In the Mini event, you'll have to fight in Mini form, so you
    would want to use mages instead. 
    
    Some Bosses are weak against Wind; the clue is they look like a bird. In these
    cases, Dragoon can help because all of their spears have wind property.
    
    And this is not a spoiler: TO RECOVER FROM TRANSFIGURATION, SIMPLY CAST THAT
    MAGIC ON THE VITIM AGAIN, THEN IT WILL BE NEUTRALIZED; make sure you have
    enough MP to cast a reverse.
    
    7. Item Constraints:
    ~~~~~~~~~~~~~~~~~~~~
    A few... if you are heavy on mages, check if you have at least 2-3 Elixir cause
    you don't know when you will run out. If you have Ranger, make sure there are
    enough arrows (especially for Barrage, uses four arrows). If you use Scholar
    and wish to throw offensive magical items, make sure you have a healthy supply;
    use a Thief to steal some. Item constraints are bigger of a concern if you are
    planning for a big dungeon.
    
    8. HP Growth: (minor)
    ~~~~~~~~~~~~~~~~~~~~~
    Black Belt, Knight, Monk, Dark Knight and Viking have the highest HP growth
    potential. There is no need to worry about this too early in the game, but if
    you wish to gain 9999 HP, mixing in some of these jobs will lessen your worries
    in the later part of the game.
    
    9. Fun Factor:
    ~~~~~~~~~~~~~~
    Yup, I put this at last but it is the most important component. You should have
    fun.
    
    
    
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    {S1-2} Job Observations  |
    -------------------------'
    
    Novice:                 Freelancer ----> Onion Knight
    Freelancer has very low stats, period. And if you can change away from it, do
    it sooner. Onion Knight is even more severe, their stats do not improve until
    Character LV 93. These two classes are only recommended for adventurous
    players.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Pure Attacker:          Monk, Warrior ----> Dragoon, Dark Knight,
                                                Black Belt, Ninja
    Pure attackers, as implied, are some classes that the mostly used command is
    "attack" and their special skills deal with extra damage. Monk and Warrior are
    of lower stats growth and so if you can, shift to the higher end Dragoon, Dark
    Knight, Black Belt, and Ninja. These four classes are all moderately quick.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Tactical Attacker:      Knight, Ranger, Viking
    These group are mostly doing physical attack in a less head-to-head way. Knight
    has supreme defense and this class can also guard other member who is in low HP
    condition. Ranger can deal with high damage even put to back row. Viking is sea
    creature specialist while his skill lowers enemy's defense with the expense of 
    being the enemy's target.  With a good mix and match of pure and tactical
    attackers one may have a bit more fun in the battles.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Oddies:                 Thief, Scholar, Evoker, Geomancer
    I called them oddies not because of they are useless, but chance is if you have
    more than two of these in your team, you may have a relatively risky (or fun)
    team design. Thief is a high speed class that can deal decent damage, in the
    later he can also steal items. However, item profile in FFIII is very
    unexciting and you may not wish to keep a thief till end game. Scholar is
    useful for their ability to check enemy and double potency of using items.
    Evoker is famous for unpredictable random effect of summon magic. Geomancer can
    deal really good damage with terrain, however, the effect of terrain is random
    and sometimes an action can be wasted because the instant death effect doesn't
    kick in.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Offensive Mage:         Black Mage ----> Magus, Summoner
    As name implied, they are magical killer. Black Mage has lower stat profile
    compared to Magus and Summoner. As soon as you can access level 8 magic,
    changing to Magus would be better. Summoner's magic only deal group damage, a 
    more extreme form of offensive mage; they also have higher MP proflie and I
    consider it a tag better than Magus.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Defensive Mage:         White Mage ----> Devout
    They use healing magic to keep others alive. Devout has better mind growth
    compared to White Mage. So change to Devout if you intended to have a white
    magic user in the later game.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Tactical Mage:          Red Mage ----> Sage, Bard
    Red Mage is a magical fighter with limited physical and magical potency. They
    can be active in the beginning, then die out a bit. At the near-end of the game
    one can revive them with high class weapons such as Ultima Weapon and Crystal
    series. However, their melee ability is probably shadowed by other stronger
    classes. If you wish to keep the versatality of magic using, consider a Sage.
    They can cast all spells, with a bit lower MP compared to Devout and Magus.
    However, because they can equip all staffs and rods, you have a better chance
    to configure their Int or Mnd. Bard is also a supreme tactical assistant. Their
    songs have different assistant effects.
    
    
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    {S1-3} Quick Party Set-ups  |
    ----------------------------'
    
    Wind Crystal Chapter:
    ~~~~~~~~~~~~~~~~~~~~~
    Warrior - Monk - White Mage - Black Mage
    
    The classical FFI combination. Making good use of warriors' equipment gathered
    from the dungeons. Monk will underperform at the beginning but it will pay off
    as they level up (both character and job levels). White mage is useful for
    dealing with the undead in Mystril and Sealed Caves. Black Mage can wipe out
    small creatures, while equiping some bow and arrows can help them being useful
    with low MP.
    
    To increase SPEED, consider:
    
    Warrior - Thief - White Mage - Black Mage
    
    To increase PHYSICAL ATTACK, consider:
    
    Warrior - Monk - Monk/Warrior - White Mage
    Warrior - Monk - Red Mage - White Mage
    Warrior - Thief - Red Mage - White Mage
    
    Tactics before the Fire Crystal are pretty limited, because of low number of
    combinations and low variety of magic. There are, however, some hints to make
    the party more viable.
    
    1. Use Warrior "Advance" only if there is less enemy, because the skill also
    lower warrior's defense. Consider putting Warrior on back row with bow and
    arrow and then use Advance.
    
    2. Give the mages all the elemental staffs for some free damage. They probably
    cannot save the day, but at least you maximize potential damage.
    
    3. Give Black Mages a bow and arrows.
    
    
    Fire Crystal Chapter:
    ~~~~~~~~~~~~~~~~~~~~~
    Knight - Ranger - Whtie Mage - Black Mage
    Knight - Ranger - Scholar - White Mage
    Knight - Monk - Scholar - White Mage
    Knight - Ranger - Geomancer - White Mage
    
    These would be some of the reasonable upgrades. The Knight can keep dealing
    physical damage, plus they can cast some spells (only level one white). A White
    Mage should stay for constant HP recovery backup. Mix either one tactical or
    pure attacker, and maybe one oddy (like scholar or geomancer) to spice up a bit
    if you wish.
    
    To increase PHYSICAL ATTACK, consider:
    
    Knight - Monk - Ranger - White Mage
    
    To increase ITEM POTENCY, consider these, make sure to bring enough potions
    and hi-potions.
    
    Knight - Scholar - Scholar - White Mage
    Knight - Scholar - Scholar - Black Mage
    
    To EXPLOIT ELEMENTAL WEAKNESS, consider:
    
    Knight (Elemental Sword) - Ranger (Elemental Arrow) - Black Mage - White Mage
    Knight (Elemental Sword) - Scholar (Elemental Books) - Black Mage - White Mage
    
    To increase SPEED, consider:
    
    Knight - Thief - Ranger - White Mage
    
    After Fire Crystal, things start to be a bit more interesting. Especially with
    Geomancer's Terrain attack and Scholar's surprisingly high physical attack.
    White Mage should continue to serve the party, unless you decided to make
    Scholar pick up the recovery work, which is significantly harder way. Geomancer
    is good in a sense that they induce magic-like damage without using MP.
    However, in most of the dungeons there are a good change that the geomancers
    would cast whirlpool and blackhole, which are instant-death skills; if that
    skills failed, geomancer wasted a round.
    
    With the introduction of Ranger and Scholar who have an array of elemental
    weapons, plus the collection of various elemental swords and staffs, after
    Fire Crystal the team should be able to wipe out monster with elemental
    weaknesses pretty efficiently.
    
    
    Water Crystal Chapter:
    ~~~~~~~~~~~~~~~~~~~~~~
    Knight - Dark Knight - Bard - White Mage
    Knight - Viking - Black Mage - White Mage
    Knight - Dragoon - Bard - White Mage
    Knight - Dragoon - Bard - Evoker
    
    These are some of the possible upgrades. You may swap Knight with Dragoon, Dark
    Knight, and Viking. I consider them of the same tier. Now the combinations are
    richer and more specific. Other than the above example I have shown, you can
    consider these followings:
    
    Flying creature SLAYER:
    
    Dragoon - Thief (Air Knife) - Ranger - White Mage (Aero)
    Dragoon - Dragoon - Bard - White Mage
    
    Notice that there has been a common thought that "Dragoon is great becasue when
    it's up in the air it won't take damage." I cannot really agree, because who is
    then going to take the damage? Those cannot jump, namely the poor mages and
    front row non-jumpers. So, I would suggest if you are heavy on Dragoons, keep
    the remaining party at back row by changing to Ranger or Mages. Also Dragoons
    do not enjoy the group healing magic when they are up, so mix in a Bard, whose
    songs, including the recovery song, always go first in a round.  The Dragoon at
    least can have some HP replenished.
    
    Sea creature SLAYER:
    
    Dragoon (Thunder Spear + Jump) - Viking - Ranger (Thunder arrow) - White Mage
    Viking can actually be quite useful in the late middle where there is a lot of
    sea and undersea exploration. If you plan to raise a Viking, do so earlier to
    take advantage of Job LV growth. Viking's hammers have thunder element. So,
    they are deadly to the sea creatures.
    
    Self-replenishing PHYSICAL ATTACK team:
    
    Dark Knight (Souleater) - Dark Knight (Souleater) - Bard - White Mage
    Dark Knight (Blood Sword) - Dragoon (Blood Spear) - Bard - White Mage
    
    Perhaps the most sought after combination. Because of the level-based MP
    system, it's very important to save up your White Mage's MP for boss fights. 
    Thus free HP recovery became a hit in FFIII. Mix Dark Knight with Bard together
    has the advantage of massive multiple target attacks followed by free HP
    recovery. Put in a White Mage in case of series recovery is needed, that can
    also spare the Bard to sing other songs. There is one Blood Sword and a lot of
    purchasable Blood Spears in this FF, so, make good use of them by introducing
    classes that can use these weapons. Also don't forget to put a White Mage or
    Scholar in, just in case if the enemies are of undead property.
    
    
    Earth Crystal Chapter:
    ~~~~~~~~~~~~~~~~~~~~~~
    Knight - Black Belt - Devout - Summoner
    Knight - Ninja - Devout - Magus
    Knight - Ninja - Devout - Summoner
    Knight - Ninja - Black Belt - Sage
    
    are some of the suggested upgrades after the Earth Crystal.
    
    For SPEEDY ATTACKING:
    
    Ninja - Black Belt - Dark Knight - Devout
    Ninja, Black Belt, and Dark Knight are some of the quicker classes. Dragoon is
    also a nice choice. Keep a Devout for HP recovery.
    
    For MULTIPLE targets:
    
    Dark Knight - Ranger - Summoner - Devout
    
    Dard Knight can use Souleater, and then recover with Blood Sword (Notice that
    Souleater performed with Blood Sword DOES NOT recover HP); Ranger can use
    Barrage; Summoner can wipe out the enemies with high-summon.
    
    For SERIOUS BOSS FIGHTS:
    
    Ninja - Knight - Dragoon - Devout
    
    Knight and Dragoon can use the Blood weapons to recover some HP, Ninja can
    throw Shuriken at back row, Devout constantly heals.
    
    Notice that after Earth Crystal, you probably have your preference. The main
    points of making job decision here would be:
    
    1. How many strong weapons does this class have?
    2. If it's a fighting class, can it equip strong armor like Crystal series? 
       With this two questions you can probably screen out some classes. And there
       are the third question for those who can use Mognet:
    3. can the job-specific ultimate equipment compensate the first two
       disadvantages? Some classes, like Black Belt, is very strong in encounters
       but they take massive physical and magical damage in boss fights, however,
       they have protective gear from the blacksmith event. You may then consider
       using a Black Belt for boss fights.
    
    
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    {S1-4} Thematic Parties  |
    -------------------------'
    
    This section is to share some thematic party ideas. If you completely have no
    clue or are too bored with the current party, you may consider these for an
    experiment.
    
    FFI prototype:     Warrior, Monk, W Mage, B Mage 
                       ----> Knight, Black Belt, Devout, Magus
    
    FFI prototype II:  Warrior, Monk, R Mage, W Mage
                       ----> Knight, Black Belt, Sage, Devout
    
    FFI prototype III: Warrior, Thief, R Mage, W Mage
                       ----> Knight, Ninja, Sage, Devout
    
    In FFI you're allowed to advance your job once, you may do the same for more
    restrictions. This is also the basic form when I compose this guide. Feel free
    to use this as blueprint and mix in the different class categories I described
    at the beginning.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Knight of the Round: Knight, Knight, Knight, Sage
    
    Pretty much just lacking a round table. This party is quite fun but it is also
    expensive. At the end there might not be enough good swords for everyone, they
    you can consider changing one knight to a Dragoon. In the movie King Arthur
    there is also a girl Genevieve who is a kick-ass archer. You may change Rafia
    to a Ranger for this dramatic look.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Force of Nature: Ranger, Geomancer, Devout, Summoner
    
    Well... Pretty much like Robinhood teammed up with a natural power ESP user
    and two animal-befrienders, one calls anaimals; one dressed like an animal...
    (-_-;)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Magic User Conference: Sage, Summoner, Devout, Magus
    
    Good for seeing all the magic effects. This party can also be at back row all
    the time.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Gladitors: Viking, Warrior, Dark Knight, Dragoon
    
    This is a very interesting party. First you'll need a lot of potions. But then
    what you can do is equip Blood series to Dragoon and Dark Knight for constant
    stable killing characters. While when you face one enemy, you can equip Viking
    with two shields and have him used Provoke, followed by Warrior's Advance. The
    damage would be massive; while you don't have to worry about the sacrified
    defense of the warrior because the enemy is more likely to target the Viking.
    Later one can replace Warrior with a Devout for better recovery.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Assassin Guild: Ninja, D Knight, Thief, Magus
    
    The look of them is just cool. There isn't really evil healing class... and
    shouldn't evil class abandone the idea of white magic? But if you wish to get
    serious with it, change it to Ninja, D Knight, Magus, Sage.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Lord of the Rings: Viking, Knight, Sage, Ranger
    
    These are my favourite four characters, but you can change either of them into
    a freelancer as Frodo.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    FFIV Nostalgia: Dark Knight, Dragoon, Sage, Ninja
    
    There isn't Paladin... so either change the Dark Knight to Knight, or LV99
    Onion Knight. Refia would be a mushed up Rydia and Rosa, who can use White,
    Black, and Summon spells.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Money Saver: Monk, Black Belt, Devout, Bard
    
    Pratically no equipment cost. Bard can also enhance the fighers' low defense.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Gamble-philia: Viking, Geomancer, Evoker, Bard
    
    A team who likes risk. Viking provokes to lower defense, Geomancer uses random
    terrain effect, Evoker uses random summon, Bard's harp attack also randomly
    causes bad status. A party for those who love to bet.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Hardcore Challenger:Freelancer, Freelancer, Freelancer, Freelancer
    
    Or more extreme: Onion Knight, Onion Knight, Onion Knight, Onion Knight. These
    party suffers from low and super low stats. However, these two jobs have high
    affinity to various equipment, they are weak but very flexible. If you want a 
    great challenge, this is it.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The High-bishop Team:
    Knight, Red mage, Red mage, Sage
    
    The sage is the high-bishop, apparently. With two Red Mages as close body guard
    and a Knight in the front. A very defensive team.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Guardians of the Evil Scroll: Dark Knight, Thief, Scholar, Sage
    
    Pretty much the opposite of the previous team. This team is a bit more evil
    feeling. Thief can replenish item through stealing, Scholar can efficiently use
    items and Dark Knight can equipe Blood Sword. Sage is handy when great recovery
    is called for.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Gulliver's Travels: Knight (male), mini-Magus, mini-Devout, mini-Summoner
    
    A very cute but deadly team. Gulliver apparantly pulled three greatest mages
    from the village for a serious adventure. The mages should be at the back,
    while Gulliver would protect them if their HP is low. It may be fun, but don't
    do it in boss fight.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Snow-white: Devout (Refia), Viking, Viking, Viking
    
    Although Arc would be a cuter Snow-white, let's stick to the original gender
    profile. There are seven dwarves, you can pick three to join. Later, when you
    decide to put in a Prince Charming, change one of them to Knight or Dragoon.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Frog Prince: Devout (Refia), a toad, a toad, and a toad
    
    A variation of Snow-white. A completely harmless team. Would Refia even make
    it to kiss one of the toads before the party is wiped out?
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    8-bit theatre: Red Mage, Thief, Black Mage, and Warrior
    
    For 8-bit theatre fans. I personally think Luneth would be good as the theif,
    and Arc can be the Warrior... Red Mage... could be Ingus.
    
    
    
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                                 VII) Version History  
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    
    What's New in Version 1.10:
    - Corrected some of the spellings and statistics.
    - Revised comments on two-handed fighting.
    - Added scholar's MP profile.
    - Revised Thief's loot table.
    - Added details on Geomancer's Terrain attacks.
    - Expanded a Section 3 about job combination for the clueless.
    
    What's new in version 1.20:
    - Corrected the stats chart of Devout.
    - Revised the Job Level chart, now Sage is back.
    - Added a section [s1.09] about calculatinng number of battles required to get
      through job change penalty.
    
    What's new in version 1.30:
    - Revised section [s1.09].
    - Added some suggested information.
    
    What's new in version 1.40:
    - Complete revision by Seferaga.  Added his Job Guide to this one and added an
      all-new layout in the process.
    - Some mis-translations were fixed.
    - Added a whole lot of new content, including JP Overflow, detailed Job
      descriptions and Boss strategies.
    - Spelling errors fixed.
    
    
    
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                                   VIII) Credits 
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    Penguin Knight:
     Author; Translated and provided all statistics throughout this Guide.  Wrote
     section VI and most of the General Information section.
     
    Seferaga:
     Co-Author; Put this whole FAQ together; Layout, organization, etc... Wrote for
     most of the smaller sections; Introductions, explanations, charts, etc... Some
     parts were taken from his FAQ/Walkthrough.
     
    Egervari3:
     Writer; Wrote most of the Job descriptions that are in the "Descriptions,
     Stats, and Abilities" section.
    
    
    
    
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                                   IX) Copyright                                 
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    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.   All rights reserved (C) 2007-2008.
    =-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
    
    If you have any questions or comments about the FAQ, please send us an email!
    
    Penguin Knight: doughnutpond@hotmail.com
    
    Seferaga: ff3_guide@yahoo.com