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Dragon Quest IX: Sentinels of the Starry Skies
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Vocational Skills/Spells FAQ

By: Dragovian1
n.zala1@yahoo.com

*This FAQ covers:*

Vocations/Classes - some general info. on each one.
Special Skills - skills that are vocation dependent (Litheness, etc)
Weapon Skills - axes, swords, etc.
Spells - the different spells each vocation learns.
Coup-de-Grace/Co-op de Grace - random abilities that sometimes appear.
Scripture/Scroll Skills - skills learned by having certain scrolls.
EXP. TRAINING! - Check 10.1 for help with gaining exp. more easily.

Dragon Quest IX: This is a RPG for the Nintendo DS made by Square Enix.
This guide is designed to aid in determining what skills/spells/abilities each
vocation and/or weapon has. It also shows how to unlock the different
vocations and short descriptions of each one. It also has scripture/scroll
info., which is about unlocking them and their abilities.

Use "ctrl + F" to navigate this FAQ.

*Also check my Grotto Monsters/Bosses FAQ for info. on Treasure
Maps.*

---------------------------------
TABLE OF CONTENTS
---------------------------------

1.1 Credits

2.1 Version History

3.1 Vocations
	3.11 Armamentalist (Magic Knight)
	3.12 Gladiator
	3.13 Luminary
	3.14 Mage
	3.15 Martial Artist
	3.16 Minstrel
	3.17 Paladin
	3.18 Priest
	3.19 Ranger
	3.20 Sage
	3.21 Thief
	3.22 Warrior
	3.23 Revocation *This is important*

4.1 Vocational Special Skill Sets
	4.11 Armamentalist - Fource
	4.12 Gladiator - Guts
	4.13 Luminary - Je Nai Sais Quoi
	4.14 Mage - Spellcraft
	4.15 Martial Artist - Focus
	4.16 Minstrel - Litheness
	4.17 Paladin - Virtue
	4.18 Priest - Faith
	4.19 Ranger - Ruggedness
	4.20 Sage - Enlightenment
	4.21 Thief - Acquisitiveness
	4.22 Warrior - Courage

5.1 Weapon Skill Sets (Sword, Shield, Spear, etc)
	5.11 Axe
	5.12 Boomerang
	5.13 Bow
	5.14 Claw
	5.15 Fan
	5.16 Fisticuffs
	5.17 Hammer
	5.18 Knife
	5.19 Shield
	5.20 Spear
	5.21 Staff
	5.23 Sword
	5.24 Wand
	5.25 Whip


6.1 Spells by Vocation
	6.11 Armamentalist
	6.12 Gladiator
	6.13 Luminary
	6.14 Mage
	6.15 Martial Artist
	6.16 Minstrel
	6.17 Paladin
	6.18 Priest
	6.19 Ranger
	6.20 Sage
	6.21 Thief
	6.22 Warrior

7.1 Coup de Grace Abilities

8.1 Co-op de Grace

9.1 Scriptures/Scrolls - *Important*
	9.11 Locations/Quests
	9.12 Scriptures - by Vocation/Weapon

10.1 Experience Training with Metal Slimes

11.1 Tips/Strategies

12.1 Copyright

13.1 Q/A - Please read before asking anything.

-------------------------------------

1.1 Credits

Level 5 for creating one of, if not, the BEST DS games.

Square Enix for creating/publishing such an AWESOME game.

Brady Games for making an EXCELLENT guide, which everyone
should own.

Nintendo for the DS and publishing this AWESOME game.

Gamefaqs for posting this guide.

My family (friends are family).

Most important, my Mom. Love ya Mom.

Special Thanks to sswiftfire for catching my mistake on where
to find Gladiator Quests.

------------------------------------

2.1 Version History:

7/30/2010 - Began guide. Drinking Jones Cream Soda mixed
with Orange Juice...awesome :)

8/2/2010 - Added exp. training piece to Tips/Strat. Section,
changed special skills to go by vocations, and added
Scripture/Scroll Information *Important*.

8/7/2010 - Added some general things, nothing too big.

8/11/2010 - Added a Metal Slime experience training section.

------------------------------------

3.1 VOCATIONS:

These are different classes, which you first encounter in Stornway.
Go to the Stornway Inn to add/remove people from your party and to
also create new ones. There are only a few initial choices, but more open
up through quests after you reach Alltrades Abbey later on. At Alltrades
Abbey you will eventually be able to switch classes for all of your characters.
The quests will be in with the vocation descriptions.

*NOTE* There is an experience section that shows percentage wise
how much you have to invest in a vocation. Some take a good bit
more time than others.

--------------

3.11 Armamentalist:

Unlocked: Quest 109: Look for a person wearing a red flamboyant coat
in Alltrades Abbey by the stairs.

This class is much like a warrior/magic user mixture, which many call it a
Magic Knight. They have both spells and physical stopping power. They
are especially good at status effect spells like, Sap and Oomph. Problems
arise with area-effect damage and their physical weakness.

Experience: 10% Extra
Special Skill Set: Fource
Weapon Skill Sets: Bow, Shield, Sword, Wand
Coup de Grace: Voice of Experience
Co-op de Grace: Haulellujah

--------------

3.12 Gladiator

Unlocked: Quest 103: Look for a priest in the basement of Alltrades Abbey.

This class is all about damage. They are heavy-hitters when it comes to
physical attacks. Their high attack comes at a cost though. They have low
HP and defense, plus many of their abilities lower their defense or costs
HP to increase their attack.

Experience: 10% Extra
Special Skill Set: Guts
Weapon Skill Sets: Axe, Fisticuffs, Hammer, Sword
Coup de Grace: Tension Boost
Co-op de Grace: Omnipotense

--------------

3.13 Luminary

Unlocked: Quest 118: Look for this quest at the dancing hall in Gleeba.
However, you have to defeat the final boss in the story. This is a post-
story vocation.

They are kind of all-arounders, much like Minstrels. However, they aren't
really good at any one thing, which can be a problem. Their abilities can
help other vocations though. Try mix and match with this vocation.

Experience: 20% Extra
Special Skill Set: Je Ne Sais Quoi
Weapon Skill Sets: Boomerang, Fan, Shield, Whip
Coup de Grace: Disco Tech
Co-op de Grace: Electro Light

-----------------

3.14 Mage

Unlocked: Already unlocked.

This class is all about magical destruction. They can directly attack groups
with area spells or cast single spells to weaken/strengthen a target. This is
a good class for taking out random monsters.

Experience: 10% Extra
Special Skill Set: Spellcraft
Weapon Skill Sets: Knife, Shield, Wand, Whip
Coup de Grace: Ozone
Co-op de Grace: Cast Away

----------------

3.15 Martial Artist

Unlocked: Already unlocked.

This class is an amazing one to choose. They have high agility, HP, and
strength. They hit hard and fast. They are also harder to hit, but when they
are hit, they can rely on their high HP. Equip this class with some good
armour and it will see you through anything.

Experience: Standard/Base that other vocations are based off of.
Special Skill Set: Focus
Weapon Skill Sets: Claw, Fan, Fisticuffs, Staff
Coup de Grace: Roaring Tirade
Co-op de Grace: Omnipotense

----------------

3.16 Minstrel

Unlocked: Already unlocked.

This class is all about being versatile. They do around everything. They can
heal, attack, etc. This is a good all-around class. However, this means they
don't really stand out. They lack the better spells and abilities that most
other classes have.

Experience: 5% Extra
Special Skill Set: Litheness
Weapon Skill Sets: Fan, Shield, Sword, Whip
Coup de Grace: Rough n' Tumble
Co-op de Grace: Electro Light

----------------

3.17 Paladin

Unlocked: Quest 106: Look for the lady in the Mirage Mahal in Gleeba.
She is by the guy fishing in the water stream you use in the story.

This class is all about survival. They have high defense and HP, meaning that
they are the "tanks" of DQ IX. They can also raise party defense and heal.
This class is very useful during post-game content.

Experience: 20% Extra
Special Skill Set: Virtue
Weapon Skill Sets: Hammer, Shield, Spear, Wand
Coup de Grace: Knight Watch
Co-op de Grace: Soul Asylum

-----------------

3.18 Priest

Unlocked: Already unlocked.

This class is all about healing. They have many healing spells, which is useful.
However, they are outclassed by the Sage, since it has Multiheal and Kazing.
Combine that with the Priests Magical Mending bonuses from Faith and
the Sage is better overall.

Experience: 5% Extra
Special Skill Set: Faith
Weapon Skill Sets: Shield, Spear, Staff, Wand
Coup de Grace: Choir of Angels
Co-op de Grace: Soul Asylum

-----------------

3.19 Ranger

Unlocked: Quest 112: Check the guy at the entrance to the Heights of
Loneliness.

This class can deal single enemy damage fairly well. Place them in the rear
and couple them with a Paladin and watch the enemies fall.

Experience: 10% Extra
Special Skill Set: Ruggedness
Weapon Skill Sets: Axe, Boomerang, Bow, Fisticuffs
Coup de Grace: Brownie Boost
Co-op de Grace: Quadraslash

----------------

3.20 Sage

Unlocked: Quest 115: Reach Gittingham Palace. Take the eastern route through
the first floor, then climb a staircase at the end. Check the bookcases there.
One of them gives you the quest.

This class is amazing overall. Combine this class with the Priests Faith and
Mages Spellcraft abilities to augment its powers. This is also the only class
that learns Kazing, which has a 100% Resurrection rate. This is a great
vocation, especially with the ability titled Twocus Pocus. It is gained
from the Sage's Scripture.

Experience: 20% Extra
Special Skill Set: Enlightenment
Weapon Skill Sets: Bow, Boomerang, Shield, Wand
Coup de Grace: Spelly Breath
Co-op de Grace: Cast Away

---------------

3.21 Thief

Unlocked: Already unlocked.

This class is all about stealing items. This is very useful, especially when
you are working on alchemy. This class also has good agility. However,
this class doesn't do as well in fights as other classes.

Experience: Standard/Base that other vocations are based off of.
Special Skill Set: Acquisitiveness
Weapons Skill Sets: Claw, Fisticuffs, Knife, Sword
Coup de Grace: Itemised Kill
Co-op de Grace: Haulellujah

------------------

3.22 Warrior

Unlocked: Already unlocked.

This class is a good all around damage dealer. They have high strength, HP, and
defense. This class does well in the front row.

Experience: Standard/Base that other vocations are based off of.
Special Skill Set: Courage
Weapon Skill Sets: Knife, Shield, Spear, Sword
Coup de Grace: Critical Claim
Co-op de Grace: Quadraslash

-----------------

3.23 *Revocation/Reincarnation*

The best character has maxed all abilities and reached level 99. To
do this, you must revocate/reincarnate your character/s when they
reach level 99. This returns them to level 1, but you can re-level them
for more skill points, which can be used to max other abilities and
access stronger/better Treasure Maps. Their stats return to level 1,
but skill points remain wherever you placed them.

------------------------------------

4.1 Vocational Skill Sets:

Each vocation has a special skill set all its own. This section is set up by
Skill Points first, MP cost next, followed by the Skill you unlock.
Skill points carry over from one vocation to another.

--------------

4.11 Armamentalist - Fource

4 -4 MP- Fire Fource - Raises atk and def. with fire.
10 -0 MP- Strength + 10 - Adds 10 pts. to Strength.
16 -4 MP- Frost Fource - Raises atk and def. with ice.
22 -0 MP- Resilience + 20 - Adds 20 pts. to Resilience.
32 -4 MP- Gale Fource - Raises atk and def. with wind/lightning.
42 -0 MP- Charm + 10 - Adds 10 pts. to Charm.
55 -4 MP- Funereal Fource - Raises atk and def. with earth/darkness.
68 -0 MP- Magical Might + 30 - Adds 30 pts. to magic that attacks.
82 -4 MP- Life Fource - Raises atk and def. with light.
100 -0 MP- HP + 30 - Adds 30 pts. to HP.

------------------

4.12 Gladiator - Guts

4 -0 MP- HP + 10 - Adds 10 pts. to HP.
10 -1 MP- Clap Trap - Attack against a single enemy.
16 -0 MP- Strength + 10 - Adds 10 pts. to Strength.
22 -0 MP- Double Up - Reduces defense, but raises atk greatly.
32 -0 MP- HP + 20 - Adds 20 pts. to HP.
42 -0 MP- Double-Edged Slash - Deals high damage, but you take damage.
55 -0 MP- Strength + 30 - Adds 30 pts. to Strength.
68 -4 MP- Blind Man's Biff - Strong attack aginst one enemy.
82 -0 MP- HP + 30 - Adds 30 pts. to HP.
100 -6 MP- Feel the Burn - Attacking raises tension.

-------------------

4.13 Luminary - Je Ne Sais Quoi

4 -0 MP- Charm + 10 - Adds 10 pts. to Charm.
10 -0 MP- Autograph - Costs money, but deal heavy damage.
16 -0 MP- Agility + 20 - Adds 20 pts. to Agility.
22 -3 MP- Scandal Eyes - May blind a group of enemies.
32 -0 MP- HP + 20 - Adds 20 pts. to HP.
42 -2 MP- Extreme Makeover - Raises Charm for a time.
55 -0 MP- Charm + 20 - Adds  20 pts. to Charm.
68 -6 MP- Eyes on Me - Draws enemy attention, enraging them.
82 -0 MP- Charm + 30 - Adds 30 pts. to Charm.
100 -15 MP- Disco Stew - An attack that attracts enemies.

--------------------

4.14 Mage - Spellcraft

8 -5 MP- Wizard Ward - Protects caster from magical damage.
16 -0 MP- Magical Might + 20 - Adds 20 pts. to magic thats for attacks.
26 -6 MP- Spooky Aura - Reduces an enemy's res. to magic.
38 -0 MP- MP + 10 - Adds 10 pts. to MP.
46 -3 MP- Focus Pocus - Allows caster to regenerate MP over time.
54 -0 MP- Critical Spell Rate Up - Raises chance for spells doing a critical.
68 -5 MP- Channel Anger - Adds to Magical Might.
78 -0 MP- Magical Might + 60 - Adds 60 pts. to magic thats for attacks.
88 -0 MP- MP + 20 - Adds 20 pts. to MP.
100 -0 MP- Magical Might + 100 - Adds 100 pts. to magic thats for attacks.

---------------------

4.15 Martial Artist - Focus

4 -0 MP- War Cry - Chance to paralyze every enemy in a group.
10 -0 MP- Agility + 10 - Adds 10 pts. to Agility.
16 -0 MP- Psyche Up - Raises tension.
22 -0 MP- Strength + 10 - Adds 10 pts. to Strength.
32 -2 MP- Mens Sana - Removes neg. status effects.
42 -0 MP- HP + 30 - Adds 30 pts. to HP.
55 -1 MP- Mind Over Matter - Protects from breath attacks.
68 -0 MP- Agility + 30 - Adds 30 pts. to Agility.
82 -3 MP- Meditation - Heals self.
100 -0 MP- Agility + 60 - Adds 60 pts. to Agility.

---------------------

4.16 Minstrel - Litheness

4 -2 MP- Hot Lick - Attacks an enemy with fire.
10 -0 MP- Spry in a Crisis - Raises chance to evade with low HP.
16 -0 MP- Pratfall - May distract a group of enemies.
22 -0 MP- Charm + 30 - Adds 30 pts. to Charm.
32 -2 MP- Sobering Slap - Removes confusion.
42 -0 MP- Magical Might + 30 - Adds 30 pts. to magic used for atks.
55 -0 MP- Tap Dance - Raises chance to evade.
68 -0 MP- Magical Mending + 30 - Adds 30 pts. to your ability to heal.
82 -8 MP- Have a Ball - Deals damage to an enemy.
100 -0 MP- Deftness + 50 - Adds 50 pts. to Deftness.

----------------------

4.17 Paladin - Virtue

4 -0 MP- Pinchusion - Attacks any enemy that attacks the caster.
10 -0 MP- Resilience + 10 - Adds 10 pts. to Resilience.
16 -3 MP- H-Pathy - Transfers HP to another character.
22 -0 MP- Magical Mending + 30 - Adds 30 pts. to ability to heal.
32 -0 MP- M-Pathy - Transfers MP to another character.
42 -0 MP- Resilience + 30 - Adds 30 pts. to Resilience.
55 -0 MP- Selflessness - Defends any character with critical HP.
68 -0 MP- Resilience + 60 - Adds 60 pts. to Resilience.
82 -0 MP- Forbearance -  Defends all party members.
100 -0 MP- HP + 80 - Adds 80 pts. to HP.

----------------------

4.18 Priest - Faith

8 -0 MP- Divination - Shows how much exp. is needed to inc. in lvl.
16 -0 MP- Magical Mending + 20 - Adds 20 pts. to your ability to heal.
28 -2 MP- Benediction - Lifts curses.
40 -0MP- MP + 10 - Adds 10 pts. to your MP.
48 -4 MP- Rotstopper - Protects the party from Undead attacks.
56 -0 MP- Magical Mending + 60 - Adds 60 pts. to your ability to heal.
70 -3 MP- Alma Mater - Prevents instant death attacks from working.
80 -0 MP- MP + 20 - Adds 20 pts. to your MP
90 -2 MP- Care Prayer - Raises caster's Magical Mending alot.
100 -0 MP- Magical Mending + 100 - Adds 100 pts. to ability to heal.

-----------------------

4.19 Ranger - Ruggedness

4 -2 MP- Soothe Sayer - Calms an enemy.
10 -0 MP- Deftness + 10 - Adds 10 pts. to Deftness.
16 -0 MP- Mercy - Gives enemy chance to flee.
22 -0 MP- Agility + 20 - Adds 20 pts. to Agility.
32 -3 MP- Vanish - Lowers chance for char. to be attacked.
42 -0 MP- Resilience + 20 - Adds 20 pts. to Resilience.
55 -5 MP- Mist Me - Summons fog that disrupts enemy attacks.
68 -0 MP- Deftness + 30 - Adds 30 pts. to Deftness.
82 -16 MP- Wolf Whistle - Summons 2 wolves to attack enemy.
100 -0 MP- Deftness + 60 - Adds 60 pts. to Deftness.

------------------------

4.20 Sage - Enlightenment

4 -0 MP- Magical Mending + 20 - Adds 20 pts. to ability to heal.
10 -3 MP- Jack's Knack - Let's char. change vocations anywhere.
16 -0 MP- Magical Might + 20 - Adds 20 pts. to attack magic.
22 -6 MP- Right as Rain - Heals each char. for a few turns.
32 -0 MP- Magical Mending + 40 - Adds 40 pts. to ability to heal.
42 -10 MP- Disruptive Wave - Removes all status effects from enemies.
55 -0 MP- Magical Might + 40 - Adds 40 pts. to attack magic.
68 -8 MP- Caster Sugar - Raises casters magical might and mending.
82 -0 MP- MP + 60 - Adds 60 pts. to MP.
100 -0 MP- MP Consumption-25% - Spells/Skills cost 25% less MP to use.

-----------------------

4.21 Thief - Acquisitveness

4 -0 MP- Deftness + 20 - Adds 20 pts. to Deftness.
10 -0 MP- Half-Inch - Chance to steal an item.
16 -0 MP- Agility + 20 - Adds 20 pts. to Agility.
22 -0 MP- Pitfall - A pit that can trap monsters or people.
32 -0 MP- HP + 20 - Adds 20 pts. to HP.
42 -0 MP- Nose for Treasure - Detects treasure on current floor.
55 -0 MP- Deftness + 40 - Adds 40 pts. to Deftness.
68 -0 MP- Eye for Trouble - Adds info. about monster to bestiary.
82 -0 MP- Agility + 40 - Adds 40 pts. to Agility.
100 -2 MP- Treasure Eye Land - Locates and highlights treasure.

----------------------

4.22 Warrior - Courage

8 -0 MP- Whipping Boy - Protect one character from damage.
16 -0 MP- Strength + 10 - Adds 10 pts. to strength.
28 -0 MP- Whistle - Provokes an enemy to come at you.
40 -0 MP- Resilience + 20 - Adds 20 pts. to resilience
48 -0 MP- Body Slam - Hurts the enemy and you.
56 -0 MP- Strength + 30 - Adds 30 pts. to strength.
70 -3 MP- Morale Masher - Hurts the enemy and lowers its tension.
80 -0 MP- Resilience + 40 - Adds 40 pts. to resilience.
90 -0 MP- HP + 60 - Adds 60 pts. to HP.
100 -4 MP-Attack Attacker - Hurts the enemy and lowers its atk power.

------------------------------------

5.1 Weapon Skill Sets:

Each weapon has its own skill set. Any weapon also become
available to any vocation when it is maxed with 100 skill points,
which is omnivocational, except Fisticuffs. This section is set up
by Skill Points first, MP cost next, followed by the Skill you unlock.

Skill points carry over from one vocation to another.

-------------

5.11 Axe

3 -0 MP- Poplar Toppler - Deal extra damage to plant type monsters.
7 -Attack+10 with Axes.
13 -2 MP- Parallax - Has a chance to paralyze the enemy.
22 -Critical Hit Rate up with axes.
35 -0 MP- Helm Splitter - Deals damage and lowers defense.
42 -Attack+20 with Axes
58 -8 MP- Hatchet Man - Misses or delivers a critical hit.
76 -Attack+30 with Axes.
88 -0 MP- Axes of Evil - Hits a group of enemies.
100 -Omnivocational Axemaster - Can use Axes in any class.

--------------

5.12 Boomerang

3 -2 MP- Crosscutter Throw - Hits enemies with slight inc. in damage.
7 -4 MP- Power Throw - Hits all enemies.
13 -Attack+10 with Boomerangs.
22 -0 MP- Ooze Bruiser - Does extra damage to slime types.
35 -Attack+20 with Boomerangs.
42 -6 MP- Starburst Throw - Extra damage to all targets.
58 -4 MP- Firebird Throw - Hits enemies in a group multiple times.
76 -Attack+30 with Boomerangs.
88 -3 MP- Metalicker - Strong against metal types.
100 -Omnivocational Rangmaster - Can use Boomerangs in any class.

--------------

5.13 Bow

3 -3 MP- Conjury Conductor - Makes enemy vulnerable to magic.
7 -Attack+10 with Bows.
13 -0 MP- Flutter Disaster - Deals extra damage to bird types.
22 -Critical Rate Up with Bows.
35 -1 MP- Needle Shot - Can instantly kill an enemy.
42 -Attack+20 with Bows.
58 -4 MP- Rain of Pain - Randomly shoots 4 arrows.
76 -Attack+30 with Bows.
88 -0 MP- Hallowed Arrow - Damages and drains MP.
100 -Omnivocational Bowmaster - Can use Bows in any class.

---------------

5.14 Claw

3 -2 MP- Propeller Blade - Attack followed by another attack.
7 -Attack+10 with Claws.
13 -0 MP- Can Opener - Deal extra damage to machine types.
22 -Critical Hit Rate Up with Claws.
35 -0 MP- Flailing Nails - 4 attacks that vary in damage.
42 -Attack+20 with Claws.
58 -0 MP- Hardclaw - Deal 2 strong blows.
76 -Attack+30 with Claws.
88 -6 MP- Rake n' Break - Damages and may strip pos. status effects.
100 -Omnivocational Clawmaster - Can use Claws in any class.

--------------

5.15 Fan

3 -2 MP- Flower Power - May confuse enemies.
7 -Attack+10 with Fans.
13 -4 MP- Reverse Cycle - Reflects breath attacks.
22 -Critical Hit Rate Up with Fans.
35 -0 MP- Water Slaughter - Deals extra damage to water types.
42 -Attack+20 with Fans.
58 -3 MP- Schizofanic - Raises evasion.
76 -Attack+30 with Fans.
88 -8 MP- Fan Dango - Randomly attacks enemies multiple times.
100 -Omnivocational Fanmaster - Can use Fans in any class.

---------------

5.16 Fisticuffs

3 -0 MP- Stone's Throw - Attacks a group of enemies.
7 -Attack+10 with Fists.
12 -0 MP- Wind Sickles - Hits group/does extra damage to elemental enemies.
18 -Critical Hit Rate Up with Fists.
25 -2 MP- Knuckle Sandwich - Deals extra damage.
30 -Evasion+4% with Fists.
42 -0 MP- Mulitfists - 4 attacks against random enemies.
60 -Attack+30 with Fists.
77 -8 MP- Boulder Toss - Deals high damage.
100 -Attack+60 with Fists.

---------------

5.17 Hammer

3 -2 MP- Heart Breaker - Damages and may stop the enemy from acting that round.
7 -Attack+10 with Hammers.
13 -2 MP- Penny Pincher - Deals damage and may steal money.
22 -Critical Hit Rate Up with Hammers.
35 -3 MP- Bagsy Last - Attack last, but damage increases.
42 -Attack+20 with Hammers.
58 -0 MP- Monster Masher - Deals extra damage to material types.
76 -Attack+30 with Hammers.
88 -12 MP- Crackerwhack - Hits all enemies.
100 -Omnivocational Hammermaster - Can use Hammers in any class.

---------------

5.18 Knife

3 -2 MP- Toxic Dagger - Deals damage and may poison target.
7 -Attack+10 with Knives.
13 -0 MP- Fly Swat - Deals extra damage to bug types.
22 -Critical Hit Rate Up with Knives.
35 -3 MP- Victimiser - Deals extra damage to poisoned/paralyzed enemies.
42 -Attack+20 with Knives.
58 -3 MP- Assassin's Stab - May instantly kill a target.
76 -Attack+30 with Knives.
88 -4 MP- HP Hoover - Deals damage and restores health.
100 -Omnivocational Knifemaster.

---------------

5.19 Shield

6 -4 MP- Blockenspiel - Attacks while increasin defense.
12 - +2% to Block.
18 -3 MP- Defending Champion - Greatly reduces damage taken from physical hits.
25 - +2% to Block.
32 -4 MP- Immense Defence - Improves shield effectiveness.
40 -4 MP- Magic Mirror - Reflects enemy spells for a time.
52 - +2% to Block.
66 -4 MP- Holy Impregnable - Blacks neg. status effects.
82 -12 MP- Back Atcha - Reflects attacks back at enemy.
100 -Omnivocational Shieldmaster - Can use Shields in any class.

----------------

5.20 Spear

3 -0 MP- Mercurial Thrust - Less damage, but it hits first.
7 -Attack+10 with Spears.
13 -0 MP- Cattle Prod - Deals extra damage to beast types.
22 -3 MP- Pressure Pointer - May kill enemy instantly.
35 -Critical Hit Rate Up with Spears.
42 -Attack+20 with Spears.
58 -8 MP- Thunder Thrust - Fails or cause a critical hit.
76 -Attack+30 with Spears.
88 -4 MP- Multithrust - Hits mulitple times.
100 -Omnivocational Spearmaster - Can use Spears in any class.

-------------------

5.21 Staff

3 -Attack+10 with Staves.
7 -0 MP- Trip of a Deathtime - May knock down a group of enemies.
13 -Critical Hit Rate Up with Staves.
22 -0 MP- Delieverance - Deals extra damage to zombie types.
35 -Attack+20 with Staves.
42 -0 MP- Party Pooper - May launch a group of enemies.
58 -Evasion+4% with Staves.
76 -5 MP- Crushed Ice - 4 icy hits on random enemies.
88 -Attack+30 with Staves.
100 -Omnivocational Staffmaster - Can use Staves in any class.

-------------------

5.23 Sword

3 -0 MP- Dragon Slash - Deals extra damage to dragon types.
7 -Attack+10 with Swords.
13 -0 MP- Metal Slash - Deal extra damage to metal types.
22 -Critical Hit Rate Up with Swords.
35 -4 MP- Miracle Slash - Damages and steals HP.
42 -Attack+20 with Swords.
58 -2 MP- Falcon Slash - Double attack.
76 -Attack+30 with Swords.
88 -5 MP- Gigaslash - Does great damage to a group of enemies.
100 -Omnivocational Swordmaster - Can use Swords in any class.

------------------

5.24 Wand

3 -MP+10 with Wands.
7 -3 MP- Antimagic - May stop an enemy from casting spells.
13 -MP Absorption+2%.
21 -0 MP- Beelzefreeze - May paralyze demons.
31 -MP+30 with Wands.
44 -2 MP- Caduceus - Heals a single character.
57 -MP Absorption+4%.
70 -MP+60 with Wands.
84 -Auto MP Recovery with Wands.
100 -Omnivocational Wandmaster - Can use Wands in any class.

-----------------

5.25 Whip

3 -3 MP- Hypnowhip - May confuse the enemy.
7 -0 MP- Lashings of Love - Deals extra damage to humanoid types.
13 -Attack+10 with Whips.
22 -3 MP- Trammel Lash - May paralyze the target.
35 -Attack+20 with Whips.
42 -3 MP- Hit the Hay - May put enemies to sleep.
58 -Attack+30 with Whips.
76 -5 MP- Schadenfreude - Damages enemies while healing caster.
88 -10 MP- Twin Dragon Lash - Attacks group of enemies twice.
100 -Omnivocational Whipmaster - Can use Whips in any class.

-----------------------------------

6.1 Spells by Vocation:

Many vocations have different spells. Some have no spells.
This section explains the spells for each vocation. I'll list
the Spell name first, then level learned, followed by MP
cost and its effect/s.

*NOTE* Spells do NOT carry over like abilities. If you
switch vocations, you will lose many, if not all, spells.

*EXTRA NOTE* Spells are also affected by Magical Might, 
Magical Mending, etc. This may increase its strength from its base.
It's possible to greatly change it. Ex. Sage with high Magical Mending
may do alot more than 100 pts. with Multiheal. I personally use
that example. So, I know it works ;)

----------------

6.11 Armamentalist

Dazzle - 2 -5 MP- Enemies may see illusions.
Sap - 5 -4 MP- Lowers defense of 1 enemy.
Snooze - 8 -3 MP- May put a group to sleep.
Decelerate - 10 -3 MP- Lowers agility of 1 enemy.
Acceleratle - 12 -4 MP- Raises agility of all comrades.
Fizzle - 14 -3 MP- May stop a group of enemies from using magic.
Kasap -16 -8 MP- Lowers defense of a group.
Fuddle - 20 -5 MP- May confuse a group.
Deceleratle - 24 -5 MP- Lowers agility of a group.
Kasnooze - 28 -8 MP- May put all enemies to sleep.
Kafuddle - 31 -10 MP- May confuse all enemies.
Oomph - 39 -8 MP- Raises attack of 1 comrade.

----------------

6.12 Gladiator

Knows no spells.

----------------

6.13 Luminary

Heal - 4 -2 MP- Heals around 30 HP.
Woosh - 11 -3 MP- Hits a group with wind around 16 pts. of damage.
Bounce - 18 -4 MP- Barrier that reflects all spells back at the enemy.
Midheal - 23 -4 MP- Heals around 75 HP.
Swoosh - 36 -8 MP- Hits a group with wind around 40 pts. of damage.
Kaswoosh - 45 -26 MP- Hits a group with wind around 130 pts. of damage.
Kaswooshle - 58 -50 MP- Hits a group with wind around 200 pts. of damage.

----------------

6.14 Mage

Frizz - N/A -2 MP- Singes 1 enemy around 15 pts. of damage.
Acceleratle - 4 -4 MP- Raises agility of all comrades.
Crack - 6 -3 MP- Pierces 1 enemy around 30 pts. of damage.
Sap - 7 -4 MP- Lowers defense of 1 enemy.
Evac - 8 -3 MP- Teleports out of a dungeon.
Bang - 11 -5 MP- Hits all enemies around 25 pts. of damage.
Safe Passage - 13 -2 MP- Can travel through any terrain without damage.
Crackle - 16 -8 MP- Pierces a group around 50 pts. of damage.
Fuddle - 19 -5 MP- May confuse a group.
Bounce - 21 -4 MP- Barrier that reflects all spells back at the enemy.
Kasap - 25 -8 MP- Lowers defense of a group of enemies.
Boom - 28 -10 MP- Hits all enemies around 60 pts. of damage.
Frizzle- 30 -6 MP- Hits 1 enemy with a fireball around 80 pts. of damage.
Oomph - 33 -8 MP- Raises attack of 1 comrade.
Kacrack - 40 -24 MP- Hits all enemies around 92 pts. of damage.
Blunt - 42 -8 MP- Lowers attack of 1 enemy.
Kaboom - 47 -28 MP- Hits all enemies around 140 pts. of damage.
Kafrizz - 53 -18 MP- Hits 1 enemy with fire around 190 pts. of damage.
Kafrizzle - 64 -45 MP- Hits 1 enemy with fire around 292 pts. of damage.
Kacrackle - 68 -50 MP- Hits all enemies around 185 pts. of damage.

---------------

6.15 Martial Artist

Knows no spells.

--------------

6.16 Minstrel

Heal - 3 -2 MP- Heals around 30 HP.
Crack - 8 -3 MP- Pierces 1 enemy around 30 pts. of damage.
Evac - 10 -3 MP- Teleports out of a dungeon.
Woosh - 12 -3 MP- Hits a group with wind around 16 pts. of damage.
Crackle - 16 -8 MP- Pierces a group around 50 pts. of damage.
Midheal - 21 -4 MP- Heals around 75 HP.
Zing - 24 -8 MP- 50% chance to resurrect fallem comrade.
Swoosh - 30 -8 MP- Hits a group with wind around 40 pts. of damage.
Kaswoosh - 36 -26 MP- Hits a group with wind around 130 pts. of damage.

--------------

6.17 Paladin

Buff - 2 -3 MP- Raises defense of 1 comrade.
Heal - 7 -2 MP- Heals around 30 HP.
Spell Checker - 10 -3 MP- Protects 1 comrade from attack spells.
Midheal - 20 -4 MP- Heals around 75 HP.
Kabuff - 26 -6 MP- Raises all comrades defense.
Magic Barrier - 28 -6 MP- Protects all comrades from attack spells.
Kamikazee - 33 -1 MP- Sacrifices caster to hurt/kill all monsters.
Kerplunk - 46 -All MP- Sacrifices caster to resurrect all comrades.

---------------

6.18 Priest

Heal - N/A -2 MP- Heals around 30 HP.
Squelch - 3 -2 MP- Cures poison.
Snooze - 6 -3 MP- May put a group to sleep.
Buff - 8 -3 MP- Raises one char. defense.
Cock-A-Doodle-Doo - 11 -2 MP- Awakens comrades.
Insulate - 14 -4 MP- Protects from breath attacks.
Midheal - 16 -4 MP- Heals around 75 HP.
Zing - 18 -8 MP- 50% chance to resurrect fallem comrade.
Whack - 20 -5 MP- May instantly kill an enemy.
Tingle - 22 -2 MP- Cures paralysis.
Moreheal - 31 -8 MP- Heals around 165 HP.
Thwack - 34 -10 MP- May instantly kill a group of enemies.
Mulitheal - 38 -16 MP- Heals around 100 HP to all comrades.
Insulatle - 43 -8 MP- Protects the whole party from breath attacks.
Fullheal - 47 -24 MP- Fully heals one comrade.
Kathwack - 55 -20 MP- May instantly kill all enemies.
Omniheal - 65 -128 MP- Fully heals all comrades.

--------------

6.19 Ranger

Safe Passage - 3 -2 MP- Can travel through any terrain without damage.
Squelch - 4 -2 MP- Cures Poison.
Evac - 7 -3 MP- Teleports you out of a dungeon.
Heal - 10 -2 MP- Heals around 30 HP.
Insulate - 12 -4 MP- Protects 1 comrade from breath attacks.
Tingle - 16 -2 MP- Cures paralysis.
Cock-A-Doodle-Doo - 18 -2 MP- Awakens comrades.
Midheal - 22 -4 MP- Heals around 75 HP.
Zing - 24 -8 MP- 50% chance to resurrect comrade.
Insulatle - 26 -8 MP- Protects all comrades from breath attacks.
Moreheal - 34 -8 MP- Heals around 165 HP.

---------------

6.20 Sage

Heal - 2 -2 MP- Heals around 30 HP.
Zam - 2 -4 MP- Dark attack that hits 1 around 24 pts. of damage.
Squelch - 5 -2 MP- Cures Poison.
Evac - 5 -3 MP- Teleports you out of a dungeon.
Bang - 8 -5 MP- Hits all enemies around 25 pts. of damage.
Zammle - 8 -7 MP- Dark attack that hits 1 around 65 pts. of damage.
Divine Intervention - 13 -4 MP- Weakens a group to attack spells.
Midheal - 16 -4 MP- Heals around 75 HP.
Zing - 20 -8 MP- 50% chance to resurrect a comrade.
Multiheal - 24 -16 MP- Heals around 100 HP to all comrades.
Boom - 27 -10 MP- Hits all enemies around 60 pts. of damage.
Kabuff - 30 -6 MP- Raises defense of all comrades.
Moreheal - 33 -8 MP- Heals around 165 HP.
Magic Barrier - 38 -6 MP- Protects all comrades from attack spells.
Kazam - 43 -20 MP- Dark attack that hits around 150 pts. of damage.
Kazing - 45 -15 MP- 100% Resurrects a comrade.
Kaboom - 48 -28 MP- Hits all enemies around 140 pts. of damage.
Kazammle -61 -45 MP- Hits with Stygian Lightning around 285 pts. of damage.
Kaboomle - 66 -56 MP- Hits all enemies around 210 pts. of damage.
Magic Burst -78 -All MP- Attacks everything around 1.5x MP used.

---------------

6.21 Thief

Squelch - 4 -2 MP- Cures poison.
Heal - 9 -2 MP- Heals around 30 HP.
Evac - 12 -3 MP- Teleports you out of a dungeon.
Accelerate - 16 -2 MP- Raises agility of 1 comrade.

--------------

6.22 Warrior

Knows no spells.

-----------------------------------

7.1 Coup de Grace Abilities:

These abilities are sometimes activated after an action
or being attacked. They only last for a limited time, which
is dependent on the characters level:

10-24 = 6 turns
25-49 = 7 turns
50-74 = 8 turns
75-99 = 9 turns

When it turns orange, you only have 1 turn left to use it.
If all of your party members can and do select Coup de
Grace, it opens up Co-op de Grace.

Coup de Grace Abilities:

Armamentalist
Voice of Experience - Gives the user a chance to earn more exp.

Gladiator
Tension Boost - Turns the tension up a notch or ten!

Luminary
Disco Tech - Turns up tension and gets enemies to dance.

Mage
Ozone - Reduces MP cost to 0 for a while.

Martial Artist
Roaring Tirade - Shocks enemies into inaction and raises tension.

Minstrel
Rough N' Tumble - Increases Evasion and Counterattack chances.

Paladin
Knight Watch - Renders all enemy attacks ineffective for 1-2 turns.

Priest
Choir of Angels - Heals allies and cures status effects.

Ranger
Brownie Boost - Boosts attack, defense, and breath attack res.

Sage
Spelly Breath - Restores MP.

Thief
Itemised Kill - Makes after-battle item a certainty.

Warrior
Critical Claim - Cranks out a critical hit every time.

----------------------------------

8.1 Co-op de Grace Abilities:
If all of your party members can and do select Coup de
Grace, it opens up Co-op de Grace.

*This is dependent on what vocations you have.*

Cast Away - Mage/Sage - Lowers MP cost to 0.

Electro Light - Minstrel/Luminary - Turns all enemies into metal monsters.

Haulellujah - Armamentalist/Thief - Chance to earn extra exp., gold, and items.

Omnipotense - Martial Artist/Gladiator - Raises everyone's tension 3 fold.

Soul Asylum - Paladin/Priest - Makes everyone invincible.

Quadraslash - Warrior/Ranger - All 4 party members inflict considerable damage.

----------------------------------

9.1 Scriptures

Scriptures are scrolls you place in a characters pocket. They grant them
other abilities. They are dependent on Special Skills/Weapons. These
can greatly augment the power of your characters and their abilities.
They are truly worth getting.

-------------

9.11 Scriptures - Locations/Quests

They are done by vocations special skills and weapons.

------------

Vocational Special Skill Scriptue Quests:

A character must know that skill to use the scroll. They are unlocked
through quests, which follow the pattern of:

1. Unlock the vocation...unless it's already unlocked
2. Raise a character in that vocation to lvl 15 for another quest, which gives
an item/s.
3. Raise a character in that vocation to lvl 40 for another quest, which gives
a scripture/scroll.

The following is a list of the locations of the scriptures quest wise. You speak
to the same individuals each time. I'll go by vocation.

-------------

Armamentalist: Quests 109,110,111 - Look for a person wearing a red
flamboyant coat in Alltrades Abbey by the stairs.

Gladiator: Quests 103 - Look for a priest in the basement of Alltrades
Abbey. / 104, 105 - Check the island just east of Hermany. A man
named Unscrupulous Maximus is at the southern end.

Luminary: Quests 118, 119, 120 - Look for this quest at the dancing
hall in Gleeba. However, you have to defeat the final boss in the story. This
is a post-story vocation.

Mage: Quests 95, 96 - Sleep at the inn at Alltrades Abbey to have a
dream and recieve the quests.

Martial Artist: Quests 97, 98 - Speak to Brusque Lee outside of
Alltrades Abbey for the quests.

Minstrel: Quests 101, 102 - Speak to a man in the bar at Alltrades
Abbey for these quests.

Paladin: Quests 106, 107, 108 - Look for the lady in the Mirage
Mahal in Gleeba. She is by the guy fishing in the water stream you
use in the story.

Priest: Quests 93, 94 - Talk to the old man in the well at Wormwood
Creek for these quests.

Ranger: Quests 112, 113, 114 - Check the guy at the entrance to the
Heights of Loneliness.

Sage: Quests 115, 116, 117 - Reach Gittingham Palace. Take the
eastern route through the first floor, then climb a staircase at the end.
Check the bookcases there. One of them gives you the quest.

Thief: Quests 99, 100 - Talk to a guy in the pub in Dourbridge.

Warrior: Quests 91, 92 - Talk to a guy in the southern area of
Wormwood Creek.

-----------------------

Weapon Scripture Quests

Weapon quests are given by the following formula:

1. Have 30 skill points in a weapon for the 1st quest, which gives
an item.
2. Maximize a weapon for the 2nd quest, which gives a scroll.

*NOTE* All of these quests are found at Swinedimples Academy.
So, I'm just going to name areas there and not it over and over.

---------------

Axe: Quests 79 - Talk to a farmer at the entrance/ 80 - Talk to
Max who is by the entrance to the Swinedimples Compund.

Boomerang: Quests 85 - Talk to a kid on the Western yard area.
86 - Look for a girl outside the dormitory.

Bow: Quests 83 - Check the theater for Archie/84 - same.

Claw: Quests 75 - Look for Klaus in the right side of the academy.
76 - same.

Fan: Quests 77 - Go right down the hall of the 2nd floor of the
academy to find Fanny/ 78 - same.

Fisticuffs: Quests 89 - Check the theater for Cecil./90 - same.

Hammer: Quests 81 - Check the 2nd floor classrooms for Bumble.
82 - Check the room left of the main entrance to the academy
for Mrs. Mallet.

Knife: Quests 67 - Check the dormitory cook, Madame
Couteau (Cut you...get it...lol) / 68 - same

Shield: Quests 87 - Check the classroom on the left on the
1st floor for Buckler/ 88 - same.

Spear: Quests 65 - Check the hallway that leads from the
academy to the theater for Lance./ 66 - same.

Staff: Quests 71 - Check the hallway that leads from the
academy to the theater for Paulo./ 72 - same.

Sword: Quests 63 - Check the chapel in the academy for Marco.
64 - same.

Wand: Quests 69 - Check the old man standing next to the
academy outside./ 70 - same.

Whip: Quests 73 - Check the eastern most class on the 2nd
floor for Toadie./ 74 - Check the dining hall in the dorm for
Mr. Whippy.

------------------

9.12 Scriptures by Vocation (Special Skill)/Weapon

This section covers the names of the scriptures and what they do.
You need to have mastered the vocation's special skills to use them.

-------------

Vocational/Special Skill Scriptures:

------------

Armamentalist's Album - Focuses fource of the whole party.

Gladiator's Guide - Sometimes allows 2 hits per turn.

Luminary's Lore - Gold Rush/ 0 MP/ Spend 1,000 gold to deal
a large amount of damage.

Mage's Manual - Weakening Wave ability/costs 8 MP/ Weakens
all enemies.

Martial Artist's Manual - Gives the ability to hold Tension between
battles...very nice.

Minstrel's Manual - Gritty Ditty/ 16 MP/ Increases all allies attack.

Paladin's Primer - Solar Flair/ 30 MP/ Engulfs a group of enemies.

Priest's Primer - Wave of Relief ability/costs 10 MP/ Removes
most ailments from all allies.

Ranger's Revelations - May give critical hits when in trouble...
low HP.

Sage's Scripture - Twocus Pocus/ 10 MP/ Makes it possible to
cast 2 spells per turn...awesome...muliheal x 2.

Thief's Theory - Constant ability to steal.

Warrior's Workbook - Allows a counter-attack when attacked.

-----------------------

Weapon Scriptures:

Axe: Advanced Axecraft - Whopper Chop/ 16 MP/
Critical hit for 1 target.

Boomerang: The Boomerang Bible - Gigathrow/ 16 MP/
Hits 1 enemy with lightning.

Bow: Archery for the Adept - Shining Shot/ 18 MP/ Hits
all enemies.

Claw: The Core of the Claw - Hand of God/ 14 MP/ Deals
heavy damage.

Fan: Further Fanmanship - Hustle Dance/ 0 MP/ Heals
around 70 HP to all allies.

Fisticuffs: Fearsome Fisticuffing - Miracle Moon/ 16 MP/
Hits all enemies while healing the caster.

Hammer: Hardcore Hammering - Big Banga/ 16 MP/ Hits
all enemies.

Knife: Knifing Know-How - Peresecutter/ 3 MP/ Deal heavy
damage to confused or sleeping enemies.

Shield: Secrets of the Shield - Guard against criticals.

Spear: Clear Spear Theory - Lightning Storm/ 26 MP/ Hits
all enemies with lightning.

Staff: Staff Studies - Counter Wait/ 8 MP/ Dodges enemy attack
and strikes back.

Sword: Swordcraft in Summary - Gigagash/ 30 MP/ Greatly
damages a group of enemies.

Wand: Wands and Beyond - Zing Stick/ 8 MP/ 50% chance to
resurrect an ally.

Whip: Working with Whips - Serpent's Bite/ 16 MP/ Strikes a
group of enemies like a snake.

----------------------------------

10.1 EXPERIENCE TRAINING WITH METAL SLIMES

This section is to help in gaining experience. It only uses Metal Slimes,
which give the most exp. overall. 
List of Metal Slimes and experience given based on 1 party member.
If you have more than 1, divide the experience by how many party
members you have.

Metal Slimes: 4,096 exp.
Metal Medleys: 12,288 exp.
Liquid Metal Slimes: 40,200 exp.
Metal King Slimes: 120,040 exp.
Platinum King Jewels: 240,000 exp.

------------

LOCATIONS OF METAL SLIMES:

Quarantomb - Has Metal Slimes. Just sit and wait.

Bad Cave - Has Metal Medleys. Wait in one of the last areas of it.

Bowhole - Has Liquid Metal Slimes. Go to B3 and wait by the torch.
Kind of between the torch and wall. They should pop up. They also
appear by waiting next to the stairs in B3 that lead to B4. I find this
method more time consuming than Slime Hill and Grottoes.

Slime Hill - (Post-story and after you get the Starflight Express back)
It is located just NE of Angel Falls. There is also a quest in the cave.
Has all the metals I just mentioned. I just run around 1/2-2
full circles around the perimeter of this place. I run into Metal Slimes and
Liquid Metal Slimes about the same rate, but Metal Medleys are harder
to find. Liquid Metal Slimes are worth more though.

Tower of Nod - (Post-story and after you get the Starflight Express
back) It is by Coffinwell. Fly around and look for a random tower.
It may contain Metal King Slimes. They are VERY rare though.
I would say to stick to Slime Hill.

Grottoes - These are what Treasure Maps lead to. They hold the best
metals, the Metal King Slime and the Platinum King Jewel. Try using
the formula from my Grotto Monsters/Bosses FAQ to see what you
may run into. Metal King Slimes are easier to beat than Plat. King
Jewels, so keep that in mind. But, Liquid Metal Slimes should also
work quite well.

--------------

KILLING METHODS:
These are methods that can be used to quickly/more easily kill Metal
Slimes.

Normal Attack: May cause 1-2 pts. of damage or possibly a critical.
It's fine, but other abilities are necessary for the stronger Metals.

Axe: Hatchet Man. If you Critical a Metal, it's done, though it may
miss. This is a good one for Kings and Platinums.

Boomerang: Metalicker. Good for normal damage. Try using it on
Liquids and lower.

Bow: Needle Shot. Can instantly kill them. Try it on Liquids and
higher, since the lower ones are pretty easy with other attacks
that have a higher chance of working.

Bow: Rain of Pain. Fires 4 random shots, which equals 4 attacks
in one turn. Try a group killing technique on other monsters
with a faster character for this to be really good.

Claw: Flailing Nails. Same as Bow: Rain of Pain, except not
random.

Fan: Fan Dango. May attack enemies multiple times, which is like
Bow: Rain of Pain.

Fisticuffs: Multifists. Same as Bow: Rain of Pain.

Hammer: Heart Breaker. This focuses less on damage than on
stalling the metals for that turn. If that works, they won't run,
which gives more chances to kill it/them.

Knife: Toxic Dagger. This may poison them, which will cause
damage over time. Try coupling this with something like
Hammer: Heart Breaker, since it will stall the enemy and
they will be hurt by poison.

Knife: Assassin's Stab. Same as Bow: Needle Shot.

Spear: Pressure Pointer. Same as Bow: Needle Shot.

Spear: Thunder Thrust. Same as Axe: Hatchet Man.

Spear: Multithrust. Same as Bow: Rain of Pain.

Staves: Crushed Ice. Same as Bow: Rain of Pain.

Sword: Metal Slash. Equip the Falcon Blade or Uber Falcon Blade
and attak twice with Metal Slash. Good for Liquids and under.

Whip: Trammel Lash. Can paralyze them.

Whip: Hit the Hay. May put them to sleep. If they are attacked
they will probably wake up though. If used quickly, it can stop
metals from acting a turn or more.

Whip: Twin Dragon Lash. Can hit a group twice.

-----------------------------------

11.1 Tips/Strategies

1. Have FUN! This is a game where you are meant to have fun and
experiment on your own. Please don't read anymore past #2 of this
section if that's your goal.

2. Starflight Express: To get it back after post-game, go to Port
Llaffan and talk to Jona (the girl you helped with Leviathan).
Accept her quest (Quest 039) and get a Watermaul Wand 
(Bloomingdale Shop), Flowing Dress (Wormwood Creek Shop),
and a Silver Shield (Stornway Shop). Return to Port Llaffan and
got to Tywll Cave. Defeat Leviathan again. You get Sterling's
Whistle, which is an ITEM that you use to summon the
Starflight Express and fly around the world.

3. Skills you probably want to be "Omnivocational" early on:
1 weapon and shield. Then, focus on Special Skills of a vocation. If
a vocation doesn't have a shield, it's okay, just focus on 1 weapon
and their Special Skill, until you switch vocations. This is not a
standard to playing the game, just a tip. Please play for FUN
and EXPERIMENT!!!

4. Max a weapon before choosing others. This way, if you wish you hadn't
invested skill points in one you don't like, you can fall back on your
Omnivocational weapon, which is very nice in the early game.

5. After choosing a weapon, see what classes you like and max out their
special skills or shield...if they've got it.

6. Mix/Match vocations. Seriously, this is the best way to get better
characters.

7. Check the exp. section under vocations to see how quickly/slowly
different vocations level up.

8. To gain easy skill points, try levelling a low level vocation and using the
skill points earned from that on whatever skill you want. Skill points
carry over from one vocation to another.

9. The best character has maxed all abilities and reached level 99. To
do this, you must revocate/reincarnate your character/s when they
reach level 99. This returns them to level 1, but you can re-level them
for more skill points, which can be used to max other abilities and
access stronger/better Treasure Maps.

10. Mix Priest's Faith with Mage's Spellcraft to create an all-around good
Sage. Also, max Sage's Enlightenment. This will make it a magical
powerhouse. Try mixing other classes abilities as well.

11. Max the Sage's Enlightenment ability to have MP Consumption
- 25%. This is helpful for any vocation you use, especially those
with low MP.

12. Many seem to have much use out of 3 Gladiators and 1 Sage.
They equip the Gladiators with some of the best equipment and
use Falcon Slash, while the Sage is for healing/kazing. I believe this
is mainly used in grottoes...for the quick kill.

13. Many like the Priests for stronger Legacy Bosses. They rely
on Yggdrasil Leaves to revive their party members and use
Omniheal. This is definitely a good way as well, since many
Bosses cast Disruptive Wave, which wipes out your buffs,
like Twocus Pocus, Oomph, Buff, etc. Just make sure you
have Yggdrasil Leaves and some MP Restorative potions,
since Omniheal costs ALOT of MP, even with 25% off from
Sage's Enlightenment.

14. Go for the scroll. Seriously, get those scrolls. Their abilities
can help ALOT.

----------------------------------

12.1 Copyright:

This guide is created and owned by Dragovian1. 
No person/place/thing/etc. may use this guide without approval. 
I will check and I will find thieves. You have been warned.
You may print this guide for use as a checklist, quick ref., etc.

Only the following website/s have permission to post my guide:

http://www.gamefaqs.com

You may seek approval by sending an email to me at:

n.zala1@yahoo.com

There is no guarantee I shall see or acknowledge your request and it 
may also take awhile, especially as time passes, since I will have 
obviously moved on.

---------------------------------

13.1 Q/A:

Q: What is the best team?
A: That's subjective. Please experiment.

Q: How do you get more money?
A: Gold Golems, Legacy Bosses, Alchemy, etc.

Q: Why do you use "comrade?"
A: It's shorter than "party member." Plus, it's cooler than "ally."

Q: Sometimes you use "vocations" and other times "classes."
Are these the same thing?
A: Yes.

Q: What about the stats for the vocations?
A: I may add them in, but I believe there is already something
out there.

Q: Do you know where the "rom" is?
A: Get a job and buy the game you dumb pirate.

Q: Is revocation/reincarnation really that important?
A: For post-game things it is. If you're only playing for the
story, then I would say no.

Q: This guide is wrong, I *blah blah blah* (Statement)
A: Write your own...

Q: I don't like this guide, you, etc. (Statement not question)
A: Wow...someone has no life...

Q: You're a *blankity blank* that should *beeeppp* (Statement)
A: You know it's against the law to say such things right?
*Calls Police*

Q: This Q/A Section is weird. (Statement)
A: You're weird.

Q: Can I help?
A: You may try. If you have a good idea, I'll throw it in and
give you a "Special thanks" in my Credits section. If I don't
like it, you will NOT receive a reply. I'm sorry.

---------------------------------

Thank You :)