hide results

    Class FAQ by Goshi3156

    Version: v1.0 | Updated: 10/12/11 | Printable Version | Search Guide | Bookmark Guide

    = = = = = = = = = = = = = = = = = = = =
     FINAL FANTASY TACTICS A2 - JOB GUIDE
    = = = = = = = = = = = = = = = = = = = =
    
    CONTENTS
    1 - Updates                           [FFUP]
    2 - Hume Jobs                         [FFHU]
    3 - Moogle Jobs                       [FFMO]
    4 - Nu Mou Jobs                       [FFNU]
    5 - Bangaa Jobs                       [FFBA]
    6 - Viera Jobs                        [FFVI]
    7 - Seeq Jobs                         [FFSE]
    8 - Gria Jobs                         [FFGR]
    9 - Special Jobs                      [FFSP]
    10 - Accquiring Adelle's Skills       [FFAL]
    11 - Legal Stuff                      [FFLE]
    12 - Contact                          [FFCO]
    
    = = = = =
     Updates
    = = = = =
    [FFUP]
    
    v1.0
    Finally went and updated the damn thing. Everything's new and different! Whee!
    
    I'm in the process on rewriting some of the class comments. So some classes
    will missing some. I also removed the builds section since it was just biased
    garbage. Besides FFTA2 is about getting clever and thinking up your own builds,
    right!?
    
    v0.8
    Been some time, huh?
    
    New builds, a few rewrites plus some skill name fixes. Still need to get those
    bloody Seeq skill names done though.
    
    v0.7b
    Bunch of stuff, mainly name fixes and a few new builds.
    
    v0.7a
    Blue Mage and White Mage comments are here.
    
    v0.7
    Chocobo Knights are the best. Check out the superior build I used to replace
    the awful old two. Nothing can compare.
    
    I think I did some other things as well besides fixing up those awesome Choco
    Knights. Go find them on your own ==;
    
    v0.6
    Some skill name fixes and another build.
    
    I need to get around to changing all the S abilities to P abilities. I have to
    question why Square changed that (Along with removing the messages from after
    battle and replacing them with quest reports... but thats irrelavent)
    
    Oh yeah, Beastmaster is finally up.
    
    v0.5
    MOAR BUILDS!!!1
    
    Plus a fix with the blue magick list and uh... a lot of things. Just read
    through and spot them!
    
    v0.4
    All quest names are English now. Sky Pirate and Agent is up too. Also
    1st build is ready.
    
    v0.3
    Some more English names also Adelle and Penelo's special class is up now.
    
    v0.2
    The English version changed more names than I thought. Oh well have some
    English names. I'll try fix up the rest when my laziness doesn't continue to
    plague my mind.
    
    Also Summoners don't get Half HP and Nu Mou's DO get Blood Price. I'll need to
    look into how Viera get Half MP and its probably a good guess Arcanists have
    Blood Price.
    
    v0.1
    First version, very imcomplete but has most details. AP costs need to be
    checked, MP costs need to be added, AOE as well.
    
    Also comments need to be done for every job and Builds and Special jobs need
    to be done at some point too. Finally I need to get the proper english names.
    This will probably be done once my English copy arrives.
    
    = = = = = =
     Hume Jobs
    = = = = = =
    [FFHU]
    
     Solider
    ~~~~~~~~~
    
    - Requirements -
    
    None
    
    - Equipment -
    Weapon - Swords, Greatswords
    Head - Hats, Helms
    Body - Heavy Armor, Light Armor
    Able to equip shields
    
    - Stat Growth -
    
    HP - 8
    MP - 1
    Speed - 50%
    Weapon Attack - 9
    Weapon Defense - 8
    Magic Power - 6
    Magic Resistence - 7
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --First Aid
    Type - A
    AP Needed - 100
    Equipment - Broadsword
    Range - Self
    Effect - Cures poison status and restores a small number of HP
    
    --Rend Power
    Type - A
    AP Needed - 250
    Equipment - Barong
    Range - Weapon Range
    Effect - Lowers an enemy's Weapon Attack.
    
    --Rend Magick
    Type - A
    AP Needed - 250
    Equipment - Buster Sword
    Range - Weapon Range
    Effect - Lowers an enemy's Magic Power.
    
    --Rend MP
    Type - A
    AP Needed - 250
    Range - Weapon Range
    Effect - MP damage to one enemy
    
    --Rend Speed
    Type - A
    AP Needed - 350
    Equipment - Silver Sword
    Range - Weapon Range
    Effect - Lowers an enemy's speed stat.
    
    --Mug Gil
    Type - A
    AP Needed - 350
    Equipment - Diamond Sword
    Range - Weapon Range
    Effect - Damages one enemy and steals some gil.
    
    --Provoke
    Type - A
    AP Needed - 300
    Equipment - Blood Sword
    Range - 1
    Effect - Inflict berserk status on one enemy.
    
    --Gauge
    Type - A
    AP Needed - 150
    Equipment - Burglar Sword
    Range - 4
    Effect - Decect the treasure/loot the enemy is holding.
    
    --Shieldbearer
    Type - P
    Ap Needed - 150
    Equipment - Bronze Shield
    Effect - Enables any class to use a shield.
    
    --Monkey Grip
    Type - P
    Ap Needed - 250
    Equipment - Dagriohm
    Effect - Enables holding two handed weapons with only one hand.
    
    - Comments -
    
    A decent class early game. Their stat growth is reasonably well balanced.
    However once the advanced classes appear, it gets outclassed by them. It
    does have some nice abilities though, the Rends in particular are fantastic.
    
     Thief
    ~~~~~~~
    
    - Requirements -
    
    1 Soldier A-Ability
    
    - Equipment -
    Weapon - Knives
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 1
    Speed - 70%
    Weapon Attack - 7
    Weapon Defense - 7
    Magic Power - 7
    Magic Resistence - 6
    
    Move - 4
    Jump - 3
    Evade - 5
    
    - Abilities -
    
    --Steal Items
    Type - A
    AP Needed - 200
    Equipment - Kard
    Range - 1
    Effect - Steal an enemy's item.
    
    --Steal Gil
    Type - A
    AP Needed - 200
    Equipment - Jackknife
    Range - 1
    Effect - Steal an enemy's money.
    
    --Loot Lv1
    Type - A
    AP Needed - 100
    Equipment - Scramasax
    Range - 1
    Effect - Steal an enemy's Lv1 item.
    
    --Loot Lv2
    Type - A
    AP Needed - 200
    Equipment - Rondel
    Range - 1
    Effect - Steal an enemy's Lv2 item.
    
    --Loot Lv3
    Type - A
    AP Needed - 300
    Equipment - Swordbreaker
    Range - 1
    Effect - Steal an enemy's Lv3 item.
    
    --Loot Lv4
    Type - A
    AP Needed - 400
    Equipment - Cinquedea
    Range - 1
    Effect - Steal an enemy's Lv4 item.
    
    --Steal Accessories
    Type - A
    AP Needed - 550
    Equipment - Jambiya
    Range - 1
    Effect - Steal an enemy's accessory.
    
    --Steal Limelight
    Type - A
    AP Needed - 400
    Equipment - Orichalcum Dirk
    Range - 1
    Effect - Steal an enemy's Smash Gauge
    
    --Counter
    Type - R
    AP Needed - 150
    Equipment - Chainmail
    Effect - Counter attack an enemy when attacked at melee range.
    
    --Maintenance
    Type - P
    AP Needed - 150
    Equipment - Adamant Vest
    Effect - Prevents equipment from being stolen or broken.
    
    - Comments -
    Their abilities can help you gather those more difficult to find items needed
    for
    the bazaar. Their speed is quite good as well but the rest of their statistics
    are
    pretty average.
    
     White Mage
    ~~~~~~~~~~~~
    
    - Requirements -
    
    None
    
    - Equipment -
    Weapon - Staves
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 4
    Speed - 52%
    Weapon Attack - 6
    Weapon Defense - 7
    Magic Power - 8
    Magic Resistence - 8
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Cure
    Type - A
    AP Needed - 100
    Equipment - White Staff
    Range - 4
    MP Cost - 8
    Effect - Restores a small amount of HP. Damages Undead.
    
    --Cura
    Type - A
    AP Needed - 200
    Equipment - Healing Staff
    Range - 4
    MP Cost - 14
    Effect - Restores a moderate amount of HP. Damages Undead.
    
    --Curaga
    Type - A
    AP Needed - 300
    Equipment - Spring Staff
    Range - 4
    MP Cost - 18
    Effect - Restores a large amount of HP. Damages Undead.
    
    --Esuna
    Type - A
    AP Needed - 200
    Equipment - Cleansing Staff
    Range - 4
    MP Cost - 12
    Effect - Removes most status ailments.
    
    --Raise
    Type - A
    AP Needed - 400
    Equipment - Staff of Blessings
    Range - 4
    MP Cost - 10
    Effect - Revive an ally. Damages Undead.
    
    --Arise
    Type - A
    AP Needed - 400
    Equipment - Nirvana
    Range - 4
    MP Cost - 20
    Effect - Revive and fully heal an ally. Damages Undead.
    
    --Reraise
    Type - A
    AP Needed - 400
    Equipment - Cheer Staff
    Range - 4
    MP Cost - 28
    Effect - Automatically casts Raise on an the targeted ally when he/she falls.
    
    --Refresh
    Type - A
    AP Needed - 400
    Equipment - Staff of the Magi
    Range - 4
    MP Cost - 14
    Effect - Removes all status ailments.
    
    --Turbo MP
    Type - P
    AP Needed - 250
    Equipment - White Robe
    Effect - Doubles MP cost but improves the effect of magic skills.
    
    - Comments -
    
    The one class that got nerfed from FFTA for no good reason. Having lost
    Protect and Shell, White Mages are now nothing more than healbots. Still,
    their healing spells are quite useful to have around. And they're one of the
    few classes capable of reviving fallen allies.
    
     Black Mage
    ~~~~~~~~~~~~
    
    - Requirements -
    
    1 White Mage A-Ability
    
    - Equipment -
    Weapon - Rods
    Head - Hats
    Body - Robes, Light Armor
    
    - Stats -
    
    HP - 5
    MP - 5
    Speed - 46%
    Weapon Attack - 6
    Weapon Defense - 6
    Magic Power - 10
    Magic Resistence - 10
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Fire
    Type - A
    AP Needed - 100
    Equipment - Rod
    Range - 4
    MP Cost - 8
    Effect - Small fire damage.
    
    --Fira
    Type - A
    AP Needed - 250
    Equipment - Firewheel Rod
    Range - 4
    MP Cost - 14
    Effect - Moderate fire damage.
    
    --Firaga
    Type - A
    AP Needed - 350
    Equipment - Flame Rod
    Range - 4
    MP Cost - 18
    Effect - Large fire damage.
    
    --Thunder
    Type - A
    AP Needed - 100
    Equipment - Rod
    Range - 4
    MP Cost - 8
    Effect - Small thunder damage.
    
    --Thundara
    Type - A
    AP Needed - 250
    Equipment - Thunder Rod
    Range - 4
    MP Cost - 14
    Effect - Moderate thunder damage.
    
    --Thundaga
    Type - A
    AP Needed - 350
    Equipment - Thor's Rod
    Range - 4
    MP Cost - 18
    Effect - Large thunder damage.
    
    --Blizzard
    Type - A
    AP Needed - 100
    Equipment - Rod
    Range - 4
    MP Cost - 8
    Effect - Small ice damage.
    
    --Blizzara
    Type - A
    AP Needed - 250
    Equipment - Sleet Rod
    Range - 4
    MP Cost - 14
    Effect - Moderate ice damage.
    
    --Blizzaga
    Type - A
    AP Needed - 350
    Equipment - Chill Rod
    Range - 4
    MP Cost - 18
    Effect - Large ice damage.
    
    --Counter Magick
    Type - R
    AP Needed - 400
    Equipment - Samite Coat
    Effect - Counter attack magic by casting the same spell back at the caster.
             You need to meet the MP requirement of that spell however.
    
    --Geomancy
    Type - A
    AP Needed - 350
    Equipment - Sage's Robe
    Effect - Lower target's elemental resistence by one level.
    
    - Comments -
    With monsters being a lot more common in the world of FFTA2, Black Mages
    can have a lot more fun exploiting thier elemental weaknesses. Much like FFT,
    their magic stat is amongst the highest in game. Paired up with Geomancy, you're
    looking at some impressive magic damage. As per usual, they have defenses
    of paper so be sure to keep them in the back lines.
    
     Archer
    ~~~~~~~~
    
    - Requirements -
    
    1 Soldier A-Ability
    
    - Equipment -
    Weapon - Bows
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 7
    MP - 1
    Speed - 55%
    Weapon Attack - 7
    Weapon Defense - 7
    Magic Power - 6
    Magic Resistence - 7
    
    Move - 4
    Jump - 2
    Evade - 5
    
    - Abilities -
    
    --Focus
    Type - A
    AP Needed - 100
    Equipment - Longbow
    Effect - Improves weapon attack. Effect is lost once you attack.
    
    --Leg Shot
    Type - A
    AP Needed - 250
    Equipment - Thorn Bow
    Effect - Inflicts immobilise status to an enemy.
    
    --Arm Shot
    Type - A
    AP Needed - 350
    Equipment - Nail Bow
    Effect - Inflicts disable status to an enemy.
    
    --Cupid
    Type - A
    AP Needed - 250
    Equipment - Artemis Bow
    Effect - Inflicts charm status to an enemy.
    
    --Burial
    Type - A
    AP Needed - 200
    Equipment - Silver Bow
    Effect - Removes an undead target from battle. The lower the target's HP, the
                more accurate the skill will be.
    
    --Take Aim
    Type - A
    AP Needed - 200
    Equipment - Yoichi's Bow
    Effect - Has a high hit rate but does less damage.
    
    --Lightning Strike
    Type - A
    AP Needed - 300
    Equipment - Perseus Bow
    Effect - An attack that ignores the enemy's R-Ability
    
    --Blackout
    Type - A
    AP Needed - 250
    Equipment - Char Bow
    Effect - Inflicts blind status to an enemy.
    
    --Archer's Bane
    Type - R
    AP Needed - 200
    Equipment - Green Beret
    Effect - Grants immunity to bow attacks done by the attack command.
    
    --Concentration
    Type - P
    AP Needed - 250
    Equipment - Target Bow
    Effect - Improves Hit rate.
    
    - Comments -
    
    Their stats are terrible but they actually perform quite well in combat,
    especially
    in the early parts of the game. Later on though they'll start to fall behind
    with
    the more advanced classes showing up.
    
     Paladin
    ~~~~~~~~~
    
    - Requirements -
    
    3 Soldier A-Ability
    
    - Equipment -
    Weapon - Greatswords, Knightswords
    Head - Helms
    Body - Robes, Heavy Armor
    Able to equip shields
    
    - Stat Growth -
    
    HP - 7
    MP - 2
    Speed - 48%
    Weapon Attack - 8
    Weapon Defense - 10
    Magic Power - 8
    Magic Resistence - 9
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Nurse
    Type - A
    AP Needed - 100
    Equipment - Defender
    Effect - Cures bad status and restores a small amount of HP.
    
    --Defend
    Type - A
    AP Needed - 200
    Equipment - Lionheart
    Effect - Improves defensive abilities until the start of the user's next turn.
    
    --Cover
    Type - A
    AP Needed - 300
    Equipment - Save the Queen
    Effect - Take damage for one selected ally.
    
    --Parley
    Type - A
    AP Needed - 150
    Equipment - Barong
    Effect - Perusade an enemy to leave the battle.
    
    --Saint Cross
    Type - A
    AP Needed - 400
    Equipment - Arch Sword
    Effect - Holy damage to all surrounding units
    
    --Holy Blade
    Type - A
    AP Needed - 400
    Equipment - Excalibur
    Effect - Heavy Holy damage.
    
    --Sanctify
    Type - A
    AP Needed - 250
    Equipment - Ogrenix
    Effect - Removes an undead target from battle.
    
    --War Cry
    Type - A
    AP Needed - 300
    Equipment - Oblige
    Effect - Raises all surrounding units resistence to status conditions.
    
    --Reflex
    Type - A
    AP Needed - 350
    Equipment - Genji Armor
    Effect - Grants immunity to attacks done by the Attack command
    
    --Defense UP
    Type - A
    AP Needed - 150
    Equipment - Diamond Armor
    Effect - Reduces damage done by weapons
    
    - Comments -
    
    With strong stats in all areas and an amazing equipment selection, Paladins
    can be quite powerful, especially when paired with the abilities from other
    classes. As a stand-alone class they have a lot of defensive abilities. Allowing
    them take plenty of punishment. They still have Holy Blade however its damage
    isn't as impressive as it was back in FFTA.
    
     Fighter
    ~~~~~~~~~
    
    - Requirements -
    
    3 Soldier A-Ability
    Complete Quest (To be a Fighter)
    
    - Equipment -
    Weapon - Blades
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 1
    Speed - 53%
    Weapon Attack - 10
    Weapon Defense - 8
    Magic Power - 5
    Magic Resistence - 6
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Rush
    Type - A
    AP Needed - 100
    Equipment - Sweep Blade
    Effect - Damages and knocks back a target.
    
    --Wild Swing
    Type - A
    AP Needed - 250
    Equipment - Ogun Blade
    Effect - Attacks all surrounding units.
    
    --Beatdown
    Type - A
    AP Needed - 250
    Equipment - Shadow Blade
    Effect - All-or-nothing attack
    
    --Blitz
    Type - A
    AP Needed - 250
    Equipment - Sun Blade
    Effect - Has a high hit rate but does less damage.
    
    --Air Render
    Type - A
    AP Needed - 250
    Equipment - Atomos Blade
    Effect - Ranged attack.
    
    --Aurablast
    Type - A
    AP Needed - 250
    Equipment - Kwigon Blade
    Effect - Ranged area attack.
    
    --Air Blast
    Type - A
    AP Needed - 300
    Equipment - Air Blade
    Effect - Wide wind attack.
    
    --Backdraft
    Type - A
    AP Needed - 400
    Equipment - Flametongue
    Effect - Self-damaging fire attack.
    
    --Bonecrusher
    Type - R
    AP Needed - 250
    Equipment - Wygar
    Effect - Same as Counter only does more damage
    
    --Doublehand
    Type - P
    AP Needed - 250
    Equipment - Venus Blade
    Effect - Hold a one-handed weapon in two hands, improving damage.
    
    - Comments -
    
    You wouldn't think it, but the Fighter is quite versatile. Being able to inflict
    both melee and ranged damage. Their attack power is quite strong as well.
    They are however, somewhat lacking in defense due to their inability to equip
    heavy armor.
    
     Parivir
    ~~~~~~~~~
    
    - Requirements -
    
    3 Fighter A-Ability
    Complete Quest (The East Watch)
    
    - Equipment -
    Weapon - Katanas
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 7
    MP - 1
    Speed - 62%
    Weapon Attack - 11
    Weapon Defense - 7
    Magic Power - 6
    Magic Resistence - 5
    
    Move - 4
    Jump - 2
    Evade - 5
    
    - Abilities -
    
    --Wind Slash
    Type - A
    AP Needed - 200
    Equipment - Murasame
    Effect - Ranged wind elemental physical attack
    
    --Iai Blow
    Type - A
    AP Needed - 300
    Equipment - Osafune
    Effect - A half-damage attack that may instantly KO the target.
    
    --Blade Bash
    Type - A
    AP Needed - 200
    Equipment - Ashura
    Effect - Weak attack. Inflicts Immobilise
    
    --Shimmering Blade
    Type - A
    AP Needed - 400
    Equipment - Nosada
    Effect - Physical fire attack. Can inflict Confuse. Requires a bladed weapon.
    
    --Skyfury Blade
    Type - A
    AP Needed - 400
    Equipment - Kotetsu
    Effect - Physical thunder attack. Can inflict Berserk. Requires a bladed weapon.
    
    --Hoarfrost Blade
    Type - A
    AP Needed - 400
    Equipment - Ama-no-murakumo
    Effect - Physical ice attack. Can inflict Slow. Requires a bladed weapon.
    
    --Lifethread Blade
    Type - A
    AP Needed - 400
    Equipment -Adazakura
    Effect - Physical dark attack. Can inflict Doom. Requires a bladed weapon.
    
    --Unburdened Soul
    Type - A
    AP Needed - 400
    Equipment - Sumihomura
    Effect - Sacrifice yourself to restore HP and bad status to all allies
    
    --Strikeback
    Type - R
    AP Needed - 300
    Effect - Prevents attacks done by the Fight attack and counters
    
    --Strikeback
    Type - R
    AP Needed - 300
    Equipment - Bone Plate
    Effect - Prevents attacks done by the Fight attack and counters
    
    --Death Strike
    Type - P
    AP Needed - 150
    Equipment - Bracers
    Effect - Increases critical hit percentage
    
    - Comments -
    
    With the elemental slashes, Parivir can be quite devastating when they target
    an elemental weakness. Paired up with Geomancy, you're looking at some very
    impressive damage. However despite being called Yojimbo in the Japanese
    version, their defense is quite poor.
    
     Ninja
    ~~~~~~~
    
    - Requirements -
    
    4 Thief A-Ability
    
    - Equipment -
    Weapon - Katanas
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 2
    Speed - 90%
    Weapon Attack - 9
    Weapon Defense - 6
    Magic Power - 7
    Magic Resistence - 7
    
    Move - 4
    Jump - 3
    Evade - 15
    
    - Abilities -
    
    --Throw
    Type - A
    AP Needed - 100
    Equipment - Kunai
    Effect - Throws a weapon from your inventory to do damage to a single target
    
    --Wood Veil
    Type - A
    AP Needed - 200
    Equipment - Kotetsu
    Effect - Damage and may inflict Immobilize
    
    --Fire Veil
    Type - A
    AP Needed - 200
    Equipment - Ashura
    Effect - Fire damage and may inflict Confuse
    
    --Earth Veil
    Type - A
    AP Needed - 200
    Equipment - Osafune
    Effect - Earth damage and may inflict Slow
    
    --Gold Veil
    Type - A
    AP Needed - 200
    Equipment - Kikuichimonji
    Effect - Damage and may inflict Blind
    
    --Water Veil
    Type - A
    AP Needed - 200
    Equipment - Murasame
    Effect - Water damage and may inflict Silence
    
    --Unspell
    Type - A
    AP Needed - 300
    Equipment - Ama-no-murakumo
    Effect - Remove positive status conditions
    
    --Oblivion
    Type - A
    AP Needed - 300
    Equipment - Masamune
    Effect - Inflict Addle
    
    --Critical: Haste
    Type - R
    AP Needed - 300
    Equipment - Ninja Gear
    Effect - Bestows Haste when character hits Critical status
    
    --Dual Wield
    Type - P
    AP Needed - 990
    Equipment - Ragetsu-denbu
    Effect - Able to equip a one-handed in each hand. Doesn't work with poles
                and books.
    
    - Comments -
    
    With their combination of speed and power, Ninjas still continue the trend of
    being one of the most powerful classes in Final Fantasy. They're also capable
    of casting spells, but their damage is quite lacking. To make up for it though
    they come with debuffs, allowing you to hinder the enemy's advance. They have
    the valauble Dual Wield ability which allows for some impressive damage
    potential.
    
     Illusionist
    ~~~~~~~~~~~~~
    
    - Requirements -
    
    4 Black Mage A-Ability
    2 White Mage A-Ability
    
    - Equipment -
    Weapon - Rods
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 7
    Speed - 35%
    Weapon Attack - 6
    Weapon Defense - 6
    Magic Power - 9
    Magic Resistence - 8
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Prominence
    Type - A
    AP Needed - 200
    Equipment - Firewheel Rod
    Effect - Fire damage to all enemies
    
    --Tempest
    Type - A
    AP Needed - 200
    Equipment - Thunder Rod
    Effect - Thunder damage to all enemies
    
    --Freezeblink
    Type - A
    AP Needed - 250
    Equipment - Sleet Rod
    Effect - Ice damage to all enemies
    
    --Star Cross
    Type - A
    AP Needed - 300
    Equipment - Crown Scepter
    Effect - Holy damage to all enemies
    
    --Stardust
    Type - A
    AP Needed - 300
    Equipment - Stardust Rod
    Effect - Damages to all enemies
    
    --Deluge
    Type - A
    AP Needed - 250
    Equipment - Chill Rod
    Effect - Water damage to all enemies
    
    --Rockfall
    Type - A
    AP Needed - 250
    Equipment - Terre Rod
    Effect - Earth damage to all enemies
    
    --Wild Tornado
    Type - A
    AP Needed - 250
    Equipment - Thor Rod
    Effect - Wind damage to all enemies
    
    --Absorb MP
    Type - R
    AP Needed - 300
    Equipment - Lordly Robe
    Effect - Absorb the amount MP used in the spell you're hit by
    
    --Halve MP
    Type - P
    AP Needed - 400
    Equipment - Luminous Robe
    Effect - Half MP cost for all spells
    
    - Comments -
    
    Their spells will hit all enemies regardless of their position, so keeping them
    safe from enemy attacks is relatively easy. To compensate though, their
    damage is quite lacking and the cost for the spells is very high. But by far,
    their
    biggest weakness is their low speed.
    
     Blue Mage
    ~~~~~~~~~~~
    
    - Requirements -
    
    1 Black Mage A-Ability
    
    - Equipment -
    Weapon - Sabers
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 3
    Speed - 50%
    Weapon Attack - 8
    Weapon Defense - 9
    Magic Power - 8
    Magic Resistence - 9
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Magick Hammer
    Type - A
    Learnt From - Baknamykind
    Effect - Damages MP
    
    --Unction
    Type - A
    Learnt From - Red Marshmallow
    Effect - Inflict Oil
    
    --Self-Destruct
    Type - A
    Learnt From - Bomb
    Effect - KO's the user but deals strong fire damage to surrounding units
    
    --Mighty Guard
    Type - A
    Learnt From - Thunder Drake
    Effect - Raises defense and resistence to one unit
    
    --Expose Weakness
    Type - A
    Learnt From - Fire Drake
    Effect - Lowers defense and resistence of one enemy
    
    --Dragon Force
    Type - A
    Learnt From - Ice Drake
    Effect - Raises attack and magic to one unit.
    
    --Night
    Type - A
    Learnt From - Lamiakind
    Effect - Inflicts sleep on all units except the caster
    
    --Matra Magick
    Type - A
    Learnt From - Adamantitan
    Effect - Switches MP with HP
    
    --Bad Breath
    Type - A
    Learnt From - Malboros
    Effect - Inflicts poison, blind and silence
    
    --Roulette
    Type - A
    Learnt From - Ahriman
    Effect - Instantly KO one random unit
    
    --White Wind
    Type - A
    Learnt From - Sprite
    Effect - Restores HP equal to the amount of HP as the caster
    
    --Angel Whisper
    Type - A
    Learnt From - Banshee
    Effect - Restores HP and bestows Reraise
    
    --Quake
    Type - A
    Learnt From - Headlesskind
    Effect - Earth damage
    
    --Roar
    Type - A
    Learnt From - Werewolfkind
    Effect - Dispels all positive statuses on all units
    
    --Screech
    Type - A
    Learnt From - Wolfkind
    Effect - Damages and inflicts Confuse
    
    --Cornered
    Type - A
    Learnt From - Great Tortoise
    Effect - Heavy damage, can only be used when user has single digit HP
    
    --War Dance
    Type - A
    Learnt From - Dreamhare
    Effect - Raises attack ofall units in the targeted area
    
    --Doom
    Type - A
    Learnt From - Deathscythe
    Effect - Inflicts Doom
    
    --Sandstorm
    Type - A
    Learnt From - Antlion
    Effect - Earth damage and inflicts Blind
    
    --Eerie Sound Wave
    Type - A
    Learnt From - Malboros
    Effect - Dispels positive status
    
    --MP Shield
    Type - R
    AP Needed - 300
    Equipment - Mirage Vest
    Effect - HP damage becomes MP damage until you run out of MP
    
    --Learn
    Type - P
    AP Needed - 100
    Equipment - Light Saber
    Effect - Enables learning Blue Magic when you are hit with them.
    
    --Immunity
    Type - P
    AP Needed - 250
    Equipment - Survival Vest
    Effect - Buffs and debuffs cannot be removed
    
    - Comments -
    
    A personal favorite. Blue Mages have many useful and varied abilities. In order
    to
    actually learn them though, you need to be targetted by them when an enemy is
    using them. As a result they can be difficult to accquire. Having a Beastmaster
    around will make learning their abilites is much easier and is essential for
    the ones
    that grant positive effects. For Cornered and Roulette, you'll need to have
    Reraise
    status when hit by them in order to actually learn them.
    
    
     Hunter
    ~~~~~~~~
    
    - Requirements -
    
    3 Archer A-Ability
    
    - Equipment -
    Weapon - Knives, Greatbows
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 3
    Speed - 65%
    Weapon Attack - 8
    Weapon Defense - 6
    Magic Power - 7
    Magic Resistence - 8
    
    Move - 4
    Jump - 2
    Evade - 5
    
    - Abilities -
    
    --Sonic Boom
    Type - A
    AP Needed - 200
    Equipment - Cranequin
    Effect - Ranged Area damage
    
    --Oust
    Type - A
    AP Needed - 150
    Equipment - Windslash Bow
    Effect - Attempts to remove a monster from the battlefield
    
    --Advice
    Type - A
    AP Needed - 100
    Equipment - Twin Bow
    Effect - Improve one ally's critical hit rate
    
    --Vitals Shot
    Type - A
    AP Needed - 300
    Equipment - Elfin Bow
    Effect - Inflicts random status conditions or reduce target's HP to 1
    
    --Hunting
    Type - A
    AP Needed - 250
    Equipment - Hunting Bow
    Effect - A weaker attack that grants bonus treasure if the enemy unit is killed
             by it.
    
    --Counter Force
    Type - A
    AP Needed - 200
    Equipment - Master Bow
    Effect - Inflicts Addle. Only works on monsters.
    
    --Sidewinder
    Type - A
    AP Needed - 300
    Equipment - Hades Bow
    Effect - Heavy damage to monster units
    
    --Ultima Shot
    Type - A
    AP Needed - 990
    Equipment - Seveneth Heaven
    Effect - Heavy damage
    
    --Regenerate
    Type - R
    AP Needed - 200
    Equipment - Gaia Gear
    Effect - Bestows Regen when attacked
    
    --Attack UP
    Type - P
    AP Needed - 150
    Equipment - Nike Bow
    Effect - Increases attack
    
    - Comments -
    
    Hunters are basically Archer upgrades. Their abilties are mainly focused at
    dispatching monsters. Sidewinder is deadly when used on a monster unit and
    can make fighting them much easier. Hunters also have access to the Ultima
    skill for Humes and Gria. On a Hunter its ranged which makes it quite fearsome.
    However with that 32MP cost, you won't be using it often unless your character
    is set up with ways to reduce that cost.
    
     Seer
    ~~~~~~
    
    - Requirements -
    
    4 White Mage A-Ability
    Complete Quest (Cat's Meow)
    
    - Equipment -
    Weapon - Books
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 7
    Speed - 40%
    Weapon Attack - 6
    Weapon Defense - 7
    Magic Power - 8
    Magic Resistence - 11
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Recharge
    Type - A
    AP Needed - 350
    Equipment - Tome of Ending
    Effect - Recover MP
    
    --Magick Frenzy
    Type - A
    AP Needed - 550
    Equipment - Edaroya Scriptures
    Effect - Deal weapon damage and magic damage consecutively
    
    --Cura
    Type - A
    AP Needed - 200
    Equipment - Battle Folio
    Effect - Restores a moderate amount of HP. Damages Undead.
    
    --Esuna
    Type - A
    AP Needed - 200
    Equipment - Urutan Annals
    Effect - Removes most status ailments
    
    --Raise
    Type - A
    AP Needed - 400
    Equipment - Veil of Wiyu
    Effect - Revive an ally. Damages Undead.
    
    --Fira
    Type - A
    AP Needed - 250
    Equipment - Mage Manual
    Effect - Moderate fire damage.
    
    --Thundara
    Type - A
    AP Needed - 250
    Equipment - Enavia Chronicles
    Effect - Moderate thunder damage.
    
    --Blizzara
    Type - A
    AP Needed - 250
    Equipment - The Arnath Glyphs
    Effect - Moderate ice damage.
    
    --Replenish MP
    Type - R
    AP Needed - 350
    Equipment - Black Robe
    Effect - Regain 20% of damage taken as MP
    
    --Pierce
    Type - P
    AP Needed - 200
    Equipment - Red Robe
    Effect - Spells ignore Reflect Status
    
    --Ribbon-Bearer
    Type - P
    AP Needed - 300
    Equipment - Orb of Minwu
    Effect - Able to equip ribbons
    
    - Comments -
    
    Oddly enough, they're not White Mage upgrades this time. The Seer's main
    ability is Magick Frenzy. A fun skill which allows you to follow up the spells
    you cast with a regular attack. This allows for some interesting combinations.
    This ability not only works with the Seer's spells but also the White Mage's,
    Blue Mage's (Only Quake though), Black Mage's and Illusionist's spells.
    Seers are also notable for their high magic resistance growth which, may or
    may not be useful to you.
    
    = = = = = = =
     Moogle Jobs
    = = = = = = =
    [FFMO]
    
     Animist
    ~~~~~~~~~
    
    - Requirements -
    
    None
    
    - Equipment -
    Weapon - Instruments
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 7
    MP - 2
    Speed - 56%
    Weapon Attack - 8
    Weapon Defense - 9
    Magic Power - 7
    Magic Resistence - 8
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --100% Wool
    Type - A
    AP Needed - 200
    Equipment - Glass Bell
    Effect - Bestows Protect and Shell on the user
    
    --Catnip
    Type - A
    AP Needed - 200
    Equipment - War Trumpet
    Effect - inflict berserk on one unit
    
    --Chocobo Rush
    Type - A
    AP Needed - 250
    Equipment - Satyr Flute
    Effect - Inflict damage in a straight line
    
    --Toad Song
    Type - A
    AP Needed - 400
    Equipment - Blueleaf Flute
    Effect - Inflict Frog on one enemy unit
    
    --Cuisine
    Type - A
    AP Needed - 350
    Equipment - Heal Chime
    Effect - Recover all HP
    
    --Friend
    Type - A
    AP Needed - 400
    Equipment - Shining Lute
    Effect - Use a random esper (Not scion! ESPER)
    
    --Tail Wag
    Type - A
    AP Needed - 350
    Equipment Frigid Viol
    Effect - Inflict charm
    
    --Sheep Count
    Type - A
    AP Needed - 150
    Equipment - Hurdy-Gurdy
    Effect - Inflict sleep on a group of enemies
    
    --Archer's Bane
    Type - R
    AP Needed - 200
    Equipment - Green Beret
    Effect - Grants immunity to bow attacks done by the attack command.
    
    - Comment -
    Their abilites are mainly support based and proves to be a very useful secondary
    command for almost every moogle class.
    
     Thief
    ~~~~~~~
    
    - Requirements -
    
    None
    
    - Equipment -
    Weapon - Knives
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 1
    Speed - 70%
    Weapon Attack - 7
    Weapon Defense - 7
    Magic Power - 7
    Magic Resistence - 6
    
    Move - 4
    Jump - 3
    Evade - 5
    
    - Abilities -
    
    --Steal Items
    Type - A
    AP Needed - 200
    Equipment - Kard
    Effect - Steal an enemy's item.
    
    --Steal Gil
    Type - A
    AP Needed - 200
    Equipment - Jackknife
    Effect - Steal an enemy's money.
    
    --Loot Lv1
    Type - A
    AP Needed - 100
    Equipment - Scramasax
    Effect - Steal an enemy's Lv1 item.
    
    --Loot Lv2
    Type - A
    AP Needed - 200
    Equipment - Rondel
    Effect - Steal an enemy's Lv2 item.
    
    --Loot Lv3
    Type - A
    AP Needed - 300
    Equipment - Swordbreaker
    Effect - Steal an enemy's Lv3 item.
    
    --Loot Lv4
    Type - A
    AP Needed - 400
    Equipment - Cinquedea
    Effect - Steal an enemy's Lv4 item.
    
    --Steal Accessories
    Type - A
    AP Needed - 550
    Equipment - Jambiya
    Effect - Steal an enemy's accessory.
    
    --Steal Limelight
    Type - A
    AP Needed - 400
    Equipment - Orichalcum Dirk
    Effect - Steal an enemy's Smash Gauge
    
    --Counter
    Type - R
    AP Needed - 150
    Equipment - Chainmail
    Effect - Counter attack an enemy when attacked at melee range.
    
    --Maintenance
    Type - P
    AP Needed - 150
    Equipment - Adamant Vest
    Effect - Prevents equipment from being stolen or broken.
    
    - Comments -
    Their stats are all average. But their speed is quite good. Their abilities can
    help
    you gather those more difficult to find items needed for crafting.
    
     Black Mage
    ~~~~~~~~~~~~
    
    - Requirements -
    
    None
    
    - Equipment -
    Weapon - Rods
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 6
    Speed - 46%
    Weapon Attack - 6
    Weapon Defense - 6
    Magic Power - 10
    Magic Resistence - 10
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Fire
    Type - A
    AP Needed - 100
    Equipment - Rod
    Effect - Small fire damage.
    
    --Fira
    Type - A
    AP Needed - 250
    Equipment - Firewheel Rod
    Effect - Moderate fire damage.
    
    --Firaga
    Type - A
    AP Needed - 350
    Equipment - Flame Rod
    Effect - Large fire damage.
    
    --Thunder
    Type - A
    AP Needed - 100
    Equipment - Rod
    Effect - Small thunder damage.
    
    --Thundara
    Type - A
    AP Needed - 250
    Equipment - Thunder Rod
    Effect - Moderate thunder damage.
    
    --Thundaga
    Type - A
    AP Needed - 350
    Equipment - Thor's Rod
    Effect - Large thunder damage.
    
    --Blizzard
    Type - A
    AP Needed - 100
    Equipment - Rod
    Effect - Small ice damage.
    
    --Blizzara
    Type - A
    AP Needed - 250
    Equipment - Sleet Rod
    Effect - Moderate ice damage.
    
    --Blizzaga
    Type - A
    AP Needed - 350
    Equipment - Chill Rod
    Effect - Large ice damage.
    
    --Counter Magick
    Type - R
    AP Needed - 400
    Equipment - Samite Coat
    Effect - Counter attack magic by casting the same spell back at the caster.
             You need to meet the MP requirement of that spell however.
    
    --Geomancy
    Type - A
    AP Needed - 350
    Equipment - Sage's Robe
    Effect - Lower target's elemental resistence by one level.
    
    - Comments -
    With monsters being a lot more common in the world of FFTA2, Black Mages
    can have a lot more fun exploiting thier elemental weaknesses. Much like FFT,
    their magic stat is amongst the highest in game. Paired up with Geomancy, you're
    looking at some impressive magic damage. As per usual, they have defenses
    of paper so be sure to keep them in the back lines.
    
     Moogle Knight
    ~~~~~~~~~~~~~~~
    
    - Requirements -
    
    1 Animist A-Ability
    
    - Equipment -
    Weapon - Blades
    Head - Hats, Helms
    Body - Heavy Armor
    Able to equip shields
    
    - Stat Growth -
    
    HP - 7
    MP - 3
    Speed - 48%
    Weapon Attack - 10
    Weapon Defense - 11
    Magic Power - 6
    Magic Resistence - 9
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Moogle Attack
    Type - A
    AP Needed - 100
    Equipment - Flametongue
    Effect - Knocks back the target as well as damages them
    
    --Moogle Guard
    Type - A
    AP Needed - 200
    Equipment - Kwigon Blade
    Effect - Raises defense and resistence for one turn
    
    --Moogle Lance
    Type - A
    AP Needed - 200
    Equipment - Atomos Blade
    Effect - Ranged attack
    
    --Moogle Rush
    Type - A
    AP Needed - 200
    Equipment - Shadow Blade
    Effect - Heavy damage but has low accuracy
    
    --Moogle Shield
    Type - A
    AP Needed - 300
    Equipment - Pearl Blade
    Effect - Nullifies one status condition
    
    --Moogle Disarm
    Type - A
    AP Needed - 300
    Equipment - Paraiba Blade
    Effect - Destroys the target's weapons and armor
    
    --Moogle Aid
    Type - A
    AP Needed - 300
    Equipment - Icebrand
    Effect - Recovers a small amount of HP and removes bad status
    
    --Ultima Charge
    Type - A
    AP Needed - 990
    Equipment - Materia Blade
    Effect - Heavy damage
    
    --Critical: Haste
    Type - R
    AP Needed - 300
    Equipment - Gold Armor
    Effect - Bestows Haste when character hits Critical status
    
    --Shieldbearer
    Type - P
    Ap Needed - 150
    Equipment - Round Shield
    Effect - Enables any class to use a shield.
    
    --Equip Heavy Armor
    Type - P
    Ap Needed - 150
    Effect - Enables any class to wear heavy armor.
    
    - Comments -
    
    Like the Fighter their abilities are quite versatile. Being able to attack at
    both
    melee and range. These guys take the step further though and even have ways
    to reduce damage and heal allies. Even better, this class has the Moogle's
    Ultima
    skill. However because Moogles lack any abilties to manipulate MP costs, you
    won't be able to use it as often as the other races unless you have a way to
    restore MP.
    
     Fusilier
    ~~~~~~~~~
    
    - Requirements -
    
    1 Animist A-Ability
    Complete Quest (Goug Consortium)
    
    - Equipment -
    Weapon - Guns
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 1
    Speed - 54%
    Weapon Attack - 8
    Weapon Defense - 8
    Magic Power - 6
    Magic Resistence - 7
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Fireshot
    Type - A
    AP Needed - 150
    Equipment - Aiot Gun
    Effect - Fire damage
    
    --Iceshot
    Type - A
    AP Needed - 150
    Equipment - Giot Gun
    Effect - Ice damage
    
    --Boltshot
    Type - A
    AP Needed - 150
    Equipment - Riot Gun
    Effect - Thunder damage
    
    --Confushot
    Type - A
    AP Needed - 400
    Equipment - Chaos Rifle
    Effect - Damage and inflict confuse
    
    --Charmshot
    Type - A
    AP Needed - 400
    Equipment - Peacemaker
    Effect - Damage and inflict charm
    
    --Silenceshot
    Type - A
    AP Needed - 200
    Equipment - Lost Gun
    Effect - Damage and inflict silence
    
    --Stopshot
    Type - A
    AP Needed - 450
    Equipment - Outsider
    Effect - Damage and inflict stop
    
    --Blindshot
    Type - A
    AP Needed - 200
    Equipment - Silver Cannon
    Effect - Damage and inflict blind
    
    --Concentration
    Type - P
    AP Needed - 250
    Equipment - Longbarrel
    Effect - Improves Hit rate.
    
    - Comments -
    
    Fusiliers are capable of using guns which have one of the largest attack ranges
    in the game. Not only can they can attack from a distance, Fusiliers also have
    some very useful debuff skills though from my experience, they're not as
    effective as they were in FFTA. Finally Moogles also have a method of taking
    advantage of elemental weaknesses. Unfortunately the high attack power guns
    from FFTA are absent. A very strange design choice. This severely limits
    their damage potential.
    
     Juggler
    ~~~~~~~~~
    
    - Requirements -
    
    2 Tinker A-Ability
    
    - Equipment -
    Weapon - Knives
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 1
    Speed - 74%
    Weapon Attack - 9
    Weapon Defense - 9
    Magic Power - 7
    Magic Resistence - 6
    
    Move - 4
    Jump - 3
    Evade - 5
    
    - Abilities -
    
    --Weapon Toss
    Type - A
    AP Needed - 100
    Equipment - Kris
    Effect - Throws a weapon from your inventory to do damage to a single target
    
    --Ring Toss
    Type - A
    AP Needed - 450
    Equipment - Cinquedea
    Effect - Inflict Stop
    
    --Molotov Cocktail
    Type - A
    AP Needed - 250
    Equipment - Khukuri
    Effect - Fire damage and inflicts berserk
    
    --Ball Toss
    Type - A
    AP Needed - 450
    Equipment - Scramasax
    Effect - Inflict Confuse
    
    --Dagger Toss
    Type - A
    AP Needed - 450
    Equipment - Swordbreaker
    Effect - Damage and inflicts Disable
    
    --Smile Toss
    Type - A
    AP Needed - 450
    Equipment - Orichalcum Dirk
    Effect - Allows the target to act immediately.
    
    --Gil Toss
    Type - A
    AP Needed - 200
    Equipment - Jackknife
    Effect - Throw Gil to inflict damage
    
    --Sticky Fingers
    Type - R
    AP Needed - 250
    Equipment - Brigandine
    Effect - Catch thrown weapons and keep them
    
    --Return Fire
    Type - R
    AP Needed - 150
    Equipment - Power Sash
    Effect - Catch a fired arrow and throw it back at the attacker
    
    - Comments -
    
    An agile class that sports a variety of unique buffs and debuffs. Whilst they're
    not as useful as they were in FFTA due to the nerf of the Concentration skill,
    their skills still serve as a good secondary command for almost every Moogle
    class. In particular, Smile Toss is one of the best abilities in the game. As
    Quickening an ally provides many tactical advantages.
    
     Tinker
    ~~~~~~~~
    
    - Requirements -
    
    2 Thief A-Ability
    
    - Equipment -
    Weapon - Knuckles
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 7
    MP - 2
    Speed - 45%
    Weapon Attack - 9
    Weapon Defense - 9
    Magic Power - 8
    Magic Resistence - 11
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Red Spring
    Type - A
    AP Needed - 250
    Equipment - Rising Sun
    Effect - Inflicts Haste on either all allies or all enemies
    
    --Blue Screw
    Type - A
    AP Needed - 250
    Equipment - White Fangs
    Effect - Removes al positive status on either all allies or all enemies
    
    --Green Gear
    Type - A
    AP Needed - 250
    Equipment - Poison Knuckles
    Effect - Inflicts Poison on either all allies or all enemies
    
    --Silver Disc
    Type - A
    AP Needed - 250
    Equipment - Metal Knuckles
    Effect - Inflicts Blind on either all allies or all enemies
    
    --Gold Battery
    Type - A
    AP Needed - 250
    Equipment - Cat Claws
    Effect - Heals HP on either all allies or all enemies
    
    --Black Ingot
    Type - A
    AP Needed - 250
    Equipment - Death Claws
    Effect - Inflicts Doom on either all allies or all enemies
    
    --Chroma Gem
    Type - A
    AP Needed - 250
    Equipment - Dream Claws
    Effect - Inflicts Sleep on either all allies or all enemies
    
    --Gold Moogletron
    Type - A
    AP Needed - 250
    Equipment - Survivor
    Effect - Inflicts Protect and Shell on either all allies or all enemies
    
    --Regenerate
    Type - R
    AP Needed - 200
    Equipment - Gaia Gear
    Effect - Bestows Regen when attacked
    
    --MP Shield
    Type - R
    AP Needed - 300
    Equipment - Mirage Vest
    Effect - HP damage becomes MP damage until you run out of MP
    
    --Ribbon-Bearer
    Type - P
    AP Needed - 300
    Equipment - Orb of Minwu
    Effect - Able to equip ribbons
    
    - Comments -
    
    Quite possibly the worst class in the game. They do however have superb stat
    growth. However this is offset by their notorious abilites. Their abilities are
    all
    based on your luck and if they go against you, the results can be devastating.
    
     Time Mage
    ~~~~~~~~~~~
    
    - Requirements -
    
    5 Black Mage A-Ability
    
    - Equipment -
    Weapon - Rods
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 6
    Speed - 50%
    Weapon Attack - 5
    Weapon Defense - 6
    Magic Power - 10
    Magic Resistence - 10
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Haste
    Type - A
    AP Needed - 250
    Equipment - Firewheel Rod
    Effect - Bestows Haste on one ally
    
    --Reflect
    Type - A
    AP Needed - 250
    Equipment - Thunder Rod
    Effect - Bestows Reflect on one ally
    
    --Slow
    Type - A
    AP Needed - 250
    Equipment - Terre Rod
    Effect - Inflicts Slow on one enemy
    
    --Hastega
    Type - A
    AP Needed - 400
    Equipment - Flame Rod
    Effect - Bestows Haste on a group of allies
    
    --Quicken
    Type - A
    AP Needed - 400
    Equipment - Thor Rod
    Effect - Allows the target to act immediately.
    
    --Stop
    Type - A
    AP Needed - 350
    Equipment - Chill Rod
    Effect - Inflict Stop on one enemy
    
    --Extend
    Type - A
    AP Needed - 150
    Equipment - Stardust Rod
    Effect - Increases the duration of positive status effects
    
    --Undo
    Type - A
    AP Needed - 300
    Equipment - Crown Scepter
    Effect - Resets HP and MP to the amount on the previous turn
    
    --Critical: Quicken
    Type - R
    AP Needed - 450
    Equipment - Magus Robe
    Effect - Bestows Quick when in critical status
    
    --Magick Evade
    Type - R
    AP Needed - 250
    Equipment - Magick Robe
    Effect - Evade all damaging spells
    
    - Comments -
    
    The Time Mage has some of the best buffs and debuffs. In particular Haste and
    Slow. Having your turns come up quicker than enemies gives you a huge
    advantage over them. They also have Stop which is qpossibly the most
    devastating debuff in the game. As a stopped ally cannot avoid any attacks.
    This includes stealing as well! As one can expect though, their defense
    forces them to remain in the rear.
    
     Chocobo Knight
    ~~~~~~~~~~~~~~~~
    
    - Requirements -
    
    2 Animist A-Ability
    Complete Quest (Popocho's Chocobos)
    
    - Equipment -
    Weapon - All weapons with a range of 2 or less
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 1
    Speed - 99%
    Weapon Attack - 6
    Weapon Defense - 7
    Magic Power - 6
    Magic Resistence - 7
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Choco Cure
    Type - A
    Chocobo Needed - Any
    Effect - Recovers HP
    
    --Choco Esuna
    Type - A
    Chocobo Needed - Green
    Effect - Removes bad status
    
    --Choco Ball
    Type - A
    Chocobo Needed - Black
    Effect - Ranged attack
    
    --Choco Meteor
    Type - A
    Chocobo Needed - Red
    Effect - Heavy damage
    
    --Choco Beak
    Type - A
    Chocobo Needed - Any
    Effect - Attack one enemy
    
    --Choco Heal
    Type - A
    Chocobo Needed - White
    Effect - Recovers MP
    
    --Choco Guard
    Type - A
    Chocobo Needed - Brown
    Effect - Raises defense and resistence and bestows Regen
    
    --Choco Barrier
    Type - A
    Chocobo Needed - Any
    Effect - Bestows Protect and Shell
    
    - Comments -
    In order to actually use this class' abilities you first need to mount a
    chocobo.
    This can be done in a battle. Lower an enemy's chocobo to critical health and
    the have the Chocobo Knight move next to it. Select the mount command
    and it'll be yours to keep. There's several problems with this class however.
    For
    one, your abilities are limited to the chocobo's. Secondly, whilst on a chocobo
    you will be become weak to Water, Lightning and Holy attacks. They are very
    fast however and have a wide weapon selection.
    
     Flintlock
    ~~~~~~~~~~~
    
    - Requirements -
    
    2 Tinker A-Ability
    2 Guuner A-Ability
    Complete Quest (Of Kupos and Cannons)
    
    - Equipment -
    Weapon - Hand Cannons
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 5
    Speed - 52%
    Weapon Attack - 8
    Weapon Defense - 7
    Magic Power - 7
    Magic Resistence - 7
    
    Move - 3
    Jump - 3
    Evade - 0
    
    - Abilities -
    
    --Prime
    Type - A
    AP Needed - 100
    Equipment - Hand Cannon
    Effect - Needs to be used first before using the other abilities
    
    --Cure Cannon
    Type - A
    AP Needed - 250
    Equip - Omnis Cannon
    Effect - Restores HP and removes bad status
    
    --Protect Cannon
    Type - A
    AP Needed - 250
    Equipment - Diklum
    Effect - Bestows Protect and Regen
    
    --Shield Cannon
    Type - A
    AP Needed - 250
    Equipment - Ligatur
    Effect - Bestows Shell and Protect
    
    --Ether Cannon
    Type - A
    AP Needed - 500
    Equipment - Brevis
    Effect - Restores MP
    
    --Teleport Cannon
    Type - A
    AP Needed - 450
    Equipment - Guang Cannon
    Effect - Warps the target close to you
    
    --Ether Boost
    Type - A
    AP Needed - 250
    Equipment - Massive Bazooka
    Effect - Ranged damage
    
    --Blowback
    Type - A
    AP Needed - 250
    Equipment - Dromaeo
    Effect - Self-damaging attack
    
    --Blur
    Type - R
    AP Needed - 150
    Equipment - Fortune Ring
    Effect - Evade gun and cannon attacks
    
    --Charged Attacks
    Type - P
    AP Needed - 150
    Equipment - Supernal Ray
    Effect - Regular attacks consume MP to do more damage
    
    - Comments -
    
    A more support orientated version of the Fusilier. In particular they have the
    ability to restore MP. However they must use Prime first before using any
    of their other skills. This does cause a few problems since it makes them a very
    slow class to use.
    
    = = = = = = =
     Nu Mou Jobs
    = = = = = = =
    [FFNU]
    
     White Mage
    ~~~~~~~~~~~~
    
    - Requirements -
    
    None
    
    - Equipment -
    Weapon - Staves
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 6
    Speed - 52%
    Weapon Attack - 6
    Weapon Defense - 7
    Magic Power - 8
    Magic Resistence - 9
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Cure
    Type - A
    AP Needed - 100
    Equipment - White Staff
    Effect - Restores a small amount of HP. Damages Undead.
    
    --Cura
    Type - A
    AP Needed - 200
    Equipment - Healing Staff
    Effect - Restores a moderate amount of HP. Damages Undead.
    
    --Curaga
    Type - A
    AP Needed - 300
    Equipment - Spring Staff
    Effect - Restores a large amount of HP. Damages Undead.
    
    --Esuna
    Type - A
    AP Needed - 200
    Equipment - Cleansing Staff
    Effect - Removes bad status conditions.
    
    --Raise
    Type - A
    AP Needed - 400
    Equipment - Staff of Blessings
    Effect - Revive an ally. Damages Undead.
    
    --Araise
    Type - A
    AP Needed - 400
    Equipment - Nirvana
    Effect - Revive and fully heal an ally. Damages Undead.
    
    --Reraise
    Type - A
    AP Needed - 400
    Equipment - Cheer Staff
    Effect - Automatically casts Raise on an the targeted ally when he/she falls.
    
    --Refresh
    Type - A
    AP Needed - 400
    Equipment - Staff of the Magi
    Effect - Restores bad status that the Esuna spell cannot cure.
    
    --Turbo MP
    Type - P
    AP Needed - 250
    Equipment - White Robe
    Effect - Doubles MP cost but improves the effect of magic skills.
    
    - Comments -
    
    The one class that got nerfed from FFTA for no good reason. Having lost
    Protect and Shell, White Mages are now nothing more than healbots. Still,
    their healing spells are quite useful to have around. And they're one of the
    few classes capable of reviving fallen allies.
    
     Black Mage
    ~~~~~~~~~~~~
    
    - Requirements -
    
    1 White Mage A-Ability
    
    - Equipment -
    Weapon - Rods
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 6
    Speed - 46%
    Weapon Attack - 6
    Weapon Defense - 6
    Magic Power - 11
    Magic Resistence - 10
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Fire
    Type - A
    AP Needed - 100
    Equipment - Rod
    Effect - Small fire damage.
    
    --Fira
    Type - A
    AP Needed - 250
    Equipment - Firewheel Rod
    Effect - Moderate fire damage.
    
    --Firaga
    Type - A
    AP Needed - 350
    Equipment - Flame Rod
    Effect - Large fire damage.
    
    --Thunder
    Type - A
    AP Needed - 100
    Equipment - Rod
    Effect - Small thunder damage.
    
    --Thundara
    Type - A
    AP Needed - 250
    Equipment - Thunder Rod
    Effect - Moderate thunder damage.
    
    --Thundaga
    Type - A
    AP Needed - 350
    Equipment - Thor's Rod
    Effect - Large thunder damage.
    
    --Blizzard
    Type - A
    AP Needed - 100
    Equipment - Rod
    Effect - Small ice damage.
    
    --Blizzara
    Type - A
    AP Needed - 250
    Equipment - Sleet Rod
    Effect - Moderate ice damage.
    
    --Blizzaga
    Type - A
    AP Needed - 350
    Equipment - Chill Rod
    Effect - Large ice damage.
    
    --Counter Magick
    Type - R
    AP Needed - 400
    Equipment - Samite Coat
    Effect - Counter attack magic by casting the same spell back at the caster.
             You need to meet the MP requirement of that spell however.
    
    --Geomancy
    Type - A
    AP Needed - 350
    Equipment - Sage's Robe
    Effect - Lower target's elemental resistence by one level.
    
    - Comments -
    With monsters being a lot more common in the world of FFTA2, Black Mages
    can have a lot more fun exploiting thier elemental weaknesses. Much like FFT,
    their magic stat is amongst the highest in game. Paired up with Geomancy, you're
    looking at some impressive magic damage. As per usual, they have defenses
    of paper so be sure to keep them in the back lines.
    
     Beastmaster
    ~~~~~~~~~~~~~
    
    - Requirements -
    
    Complete Quest (Knowing the Beast)
    
    - Equipment -
    Weapon - Instruments
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 7
    MP - 2
    Speed - 60%
    Weapon Attack - 10
    Weapon Defense - 8
    Magic Power - 6
    Magic Resistence - 7
    
    Move - 4
    Jump - 3
    Evade - 0
    
    - Abilities -
    
    --Baknamy
    Type - A
    AP Needed - 150
    Equipment - Demon Bell
    Effect - Force a Baknamy to execute one command
    
    --Dreamhare
    Type - A
    AP Needed - 150
    Equipment - Lamia Harp
    Effect - Force a Dreamhare to execute one command
    
    --Flan
    Type - A
    AP Needed - 150
    Equipment - Demon Bell
    Effect - Force a Flan to execute one command
    
    --Lamia
    Type - A
    AP Needed - 150
    Equipment - Glass Bell
    Effect - Force a Lamia to execute one command
    
    --Deadly Nightshade
    Type - A
    AP Needed - 150
    Equipment - Lamia Harp
    Effect - Force a Nightshade to execute one command
    
    --Wolf
    Type - A
    AP Needed - 150
    Equipment - War Trumpet
    Effect - Force a Wolf to execute one command
    
    --Werewolf
    Type - A
    AP Needed - 150
    Equipment - Frigid Viol
    Effect - Force a Werewolf to execute one command
    
    --Shelling
    Type - A
    AP Needed - 150
    Equipment - Conch Shell
    Effect - Force a Turtle to execute one command
    
    --Headless
    Type - A
    AP Needed - 150
    Equipment - Satyr Flute
    Effect - Force a Headless to execute one command
    
    --Zombie
    Type - A
    AP Needed - 150
    Equipment - Black Quena
    Effect - Force a Zombie to execute one command
    
    --Ghost
    Type - A
    AP Needed - 150
    Equipment - Black Quena
    Effect - Force a Ghost to execute one command
    
    --Deathscythe
    Type - A
    AP Needed - 150
    Equipment - Black Quena
    Effect - Force a Deathscythe to execute one command
    
    --Malboro
    Type - A
    AP Needed - 150
    Equipment - Blueleaf Flute
    Effect - Force a Malboro to execute one command
    
    --Bomb
    Type - A
    AP Needed - 150
    Equipment - Blueleaf Flute
    Effect - Force a Bomb to execute one command
    
    --Ahriman
    Type - A
    AP Needed - 150
    Equipment - Brilliant Theorbo
    Effect - Force an Ahriman to execute one command
    
    --Floating Eyeball
    Type - A
    AP Needed - 150
    Equipment - Brilliant Theorbo
    Effect - Force a Floating Eyeball to execute one command
    
    --Sprite
    Type - A
    AP Needed - 150
    Equipment - Faerie Harp
    Effect - Force a Sprite to execute one command
    
    --Antlion
    Type - A
    AP Needed - 150
    Equipment - Faerie Harp
    Effect - Force an Antlion to execute one command
    
    --Cockatrice
    Type - A
    AP Needed - 150
    Equipment - Heal Chime
    Effect - Force a Cockatrice to execute one command
    
    --Drake
    Type - A
    AP Needed - 150
    Equipment - Hurdy-Gurdy
    Effect - Force a Dragon to execute one command
    
    --Behemoth
    Type - A
    AP Needed - 150
    Equipment - Shining Lute
    Effect - Force a Behemoth to execute one command
    
    --Critical: Haste
    Type - R
    AP Needed - 250
    Equipment - Ninja Gear
    Effect - Bestows Haste when character hits Critical status
    
    --Immunity
    Type - P
    AP Needed - 150
    Effect - Buffs and debuffs cannot be removed
    
    - Comments -
    
    If you're going to use a Blue Mage you'll need this job since it helps make
    enemies actually use the spell on your character with Learning. Outside that
    though they're pretty much another gimmick class and are overall not very
    useful.
    
     Time Mage
    ~~~~~~~~~~~
    
    - Requirements -
    
    5 Black Mage A-Ability
    
    - Equipment -
    Weapon - Rods
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 6
    Speed - 50%
    Weapon Attack - 5
    Weapon Defense - 6
    Magic Power - 10
    Magic Resistence - 10
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Haste
    Type - A
    AP Needed - 250
    Equipment - Firewheel Rod
    Effect - Bestows Haste on one ally
    
    --Reflect
    Type - A
    AP Needed - 250
    Equipment - Thunder Rod
    Effect - Bestows Reflect on one ally
    
    --Slow
    Type - A
    AP Needed - 250
    Equipment - Terre Rod
    Effect - Inflicts Slow on one enemy
    
    --Hastega
    Type - A
    AP Needed - 400
    Equipment - Flame Rod
    Effect - Bestows Haste on a group of allies
    
    --Quicken
    Type - A
    AP Needed - 400
    Equipment - Thor Rod
    Effect - Allows the target to act immediately.
    
    --Stop
    Type - A
    AP Needed - 350
    Equipment - Chill Rod
    Effect - Inflict Stop on one enemy
    
    --Extend
    Type - A
    AP Needed - 150
    Equipment - Stardust Rod
    Effect - Increases the duration of positive status effects
    
    --Undo
    Type - A
    AP Needed - 300
    Equipment - Crown Scepter
    Effect - Resets HP and MP to the amount on the previous turn
    
    --Critical: Quicken
    Type - R
    AP Needed - 450
    Equipment - Magus Robe
    Effect - Bestows Quick when in critical status
    
    --Magick Evade
    Type - R
    AP Needed - 250
    Equipment - Magick Robe
    Effect - Evade all damaging spells
    
    - Comments -
    
    The Time Mage has some of the best buffs and debuffs. In particular Haste and
    Slow. Having your turns come up quicker than enemies gives you a huge
    advantage over them. They also have Stop which is quite possibly the most
    devastating debuff in the game. As a stopped ally cannot avoid any attacks.
    This includes stealing as well! As one can expect though, their defense
    forces them to remain in the rear.
    
     Illusionist
    ~~~~~~~~~~~~~
    
    - Requirements -
    
    4 Black Mage A-Ability
    2 White Mage A-Ability
    
    - Equipment -
    Weapon - Rods
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 7
    Speed - 35%
    Weapon Attack - 6
    Weapon Defense - 6
    Magic Power - 9
    Magic Resistence - 9
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Prominence
    Type - A
    AP Needed - 200
    Effect - Fire damage to all enemies
    
    --Tempest
    Type - A
    AP Needed - 200
    Effect - Thunder damage to all enemies
    
    --Freezeblink
    Type - A
    AP Needed - 250
    Effect - Ice damage to all enemies
    
    --Star Cross
    Type - A
    AP Needed - 300
    Effect - Holy damage to all enemies
    
    --Stardust
    Type - A
    AP Needed - 300
    Effect - Damages to all enemies
    
    --Deluge
    Type - A
    AP Needed - 250
    Effect - Water damage to all enemies
    
    --Soil Evidence(?)
    Type - A
    AP Needed - 250
    Effect - Earth damage to all enemies
    
    --Wild Tornado
    Type - A
    AP Needed - 250
    Effect - Wind damage to all enemies
    
    --Absorb MP
    Type - R
    AP Needed - 300
    Effect - Absorb the amount MP used in the spell you're hit by
    
    --Halve MP
    Type - P
    AP Needed - 400
    Effect - Half MP cost for all spells
    
    - Comments -
    
    Their spells will hit all enemies regardless of their position, so keeping them
    safe from enemy attacks is relatively easy. To compensate though, their
    damage is quite lacking and the cost for the spells is very high. But by far,
    their
    biggest weakness is their low speed.
    
     Alchemist
    ~~~~~~~~~~~
    
    - Requirements -
    
    2 Illusionist A-Ability
    
    - Equipment -
    Weapon - Maces
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 7
    Speed - 54%
    Weapon Attack - 7
    Weapon Defense - 6
    Magic Power - 10
    Magic Resistence - 11
    
    Move - 3
    Jump - 3
    Evade - 0
    
    - Abilities -
    
    --Astra
    Type - A
    AP Needed - 200
    Effect - Nullify one bad status
    
    --Warp
    Type - A
    AP Needed - 350
    Effect - Turn an enemy in Critical status into an item
    
    --Protometeor
    Type - A
    AP Needed - 400
    Effect - Heavy damage
    
    --Rasp
    Type - A
    AP Needed - 100
    Effect - Damage MP
    
    --Flare
    Type - A
    AP Needed - 300
    Effect - Heavy damage
    
    --Poison
    Type - A
    AP Needed - 100
    Effect - Inflict Poison
    
    --Toad
    Type - A
    AP Needed - 200
    Effect - Inflict Frog
    
    --Magic UP
    Type - P
    AP Needed - 150
    Effect - Improves magic
    
    --Maintenance
    Type - P
    AP Needed - 150
    Effect - Prevents equipment from being stolen or broken.
    
    --Item Lore
    Type - P
    AP Needed - 150
    Effect - Improves the effect of items
    
    - Comments -
    
     Arcanist
    ~~~~~~~~~~
    
    - Requirements -
    
    2 Time Mage A-Ability
    Complete Quest (Nu Mou Nobles)
    
    - Equipment -
    Weapon - Rods
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 8
    Speed - 34%
    Weapon Attack - 5
    Weapon Defense - 6
    Magic Power - 8
    Magic Resistence - 7
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Syphon
    Type - A
    AP Needed - 300
    Effect - Steal one target's MP
    
    --Death
    Type - A
    AP Needed - 450
    Effect - Instant KO to one unit
    
    --Gravity
    Type - A
    AP Needed - 250
    Effect - Target takes damage equal to 1/4 of their current HP
    
    --Drain
    Type - A
    AP Needed - 300
    Effect - Steal one target's HP
    
    --Graviga
    Type - A
    AP Needed - 450
    Effect - Target takes damage equal to 1/2 of their current HP
    
    --Level 3 Dark
    Type - A
    AP Needed - 450
    Effect - Dark damage to all units with a level dividable by 3
    
    --Level 5 Haste
    Type - A
    AP Needed - 450
    Effect - Bestows Haste on all units with a level dividable by 5
    
    --Level ? S Flare
    Type - A
    AP Needed - 450
    Effect - Dark damage to all units with last level digit that is the same as the
             caster.
    
    --MP Shield
    Type - R
    AP Needed - 300
    Effect - HP damage becomes MP damage until you run out of MP
    
    --Pierce
    Type - P
    AP Needed - 200
    Effect - Spells ignore Reflect Status
    
    - Comments -
    
     Sage
    ~~~~~~
    
    - Requirements -
    
    2 White Mage A-Ability
    1 Beastmaster A-Ability
    
    - Equipment -
    Weapon - Maces
    Head - Hats
    Body - Robes, Light Armor
    Able to equip shields
    
    - Stat Growth -
    
    HP - 7
    MP - 4
    Speed - 48%
    Weapon Attack - 8
    Weapon Defense - 7
    Magic Power - 9
    Magic Resistence - 8
    
    Move - 4
    Jump - 3
    Evade - 0
    
    - Abilities -
    
    --Blind
    Type - A
    AP Needed - 100
    Effect - Inflicts Blind
    
    --Water
    Type - A
    AP Needed - 200
    Effect - Water damage
    
    --Aero
    Type - A
    AP Needed - 200
    Effect - Wind damage
    
    --Esunaga
    Type - A
    AP Needed - 300
    Effect - Removes bad status
    
    --Scathe
    Type - A
    AP Needed - 450
    Effect - Heavy damage to enemies in a line
    
    --Giga Flare
    Type - A
    AP Needed - 450
    Effect - Heavy damage
    
    --Bio
    Type - A
    AP Needed - 300
    Effect - Damage and inflicts poison
    
    --Ultima Blow
    Type - A
    AP Needed - 990
    Effect - Heavy damage
    
    --Reflex
    Type - R
    AP Needed - 350
    Effect - Grants immunity to attacks done by the Attack command
    
    --Defense UP
    Type - P
    AP Needed - 350
    Effect - Improves defense
    
    --Shieldbearer
    Type - P
    Ap Needed - 150
    Effect - Enables any class to use a shield.
    
    - Comments -
    
     Scholar
    ~~~~~~~~~
    
    - Requirements -
    
    1 Sage A-Ability
    1 Time Mage A-Ability
    Complete Quest (Treasured Tomes)
    
    - Equipment -
    Weapon - Books
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 7
    MP - 3
    Speed - 58%
    Weapon Attack - 10
    Weapon Defense - 7
    Magic Power - 7
    Magic Resistence - 7
    
    Move - 4
    Jump - 3
    Evade - 0
    
    - Abilities -
    
    --Study
    Type - A
    AP Needed - 150
    Effect - Reveals treasure, items and gil held by the unit
    
    --Natural Selection
    Type - A
    AP Needed - 300
    Effect - Deals damage to all units of the selected race
    
    --Earth Dragon Tome
    Type - A
    AP Needed - 300
    Effect - Earth damage to all units
    
    --Rime Bolt Tome
    Type - A
    AP Needed - 300
    Effect - Ice damage to all units
    
    --Thunder Flare Tome
    Type - A
    AP Needed - 300
    Effect - Thunder damage to all units
    
    --Shadow Shade Tome
    Type - A
    AP Needed - 300
    Effect - Dark damage to all units
    
    --Force
    Type - A
    AP Needed - 200
    Effect - Gain a random positive status condition
    
    --Mad Scientist
    Type - A
    AP Needed - 350
    Effect - Inflicts a random status condition
    
    --Spellbound
    Type - P
    AP Needed - 300
    Effect - Improves the duration of positive status
    
    - Comments -
    
    Strangely enough, their stat growth is very similar to the removed Morpher
    class. A very odd choice since their abilities are based off your Magic Power
    stat.
    
    As for their abilities they're quite similar to the Illusionist's. The
    difference being
    that they can affect your allies as well. This might sound like a problem at
    first
    but it actually has an advantage. With the right equipment, you can heal your
    allies with them.
    
    = = = = = = =
     Bangaa Jobs
    = = = = = = =
    [FFBA]
    
     Warrior
    ~~~~~~~~~
    
    - Requirements -
    
    None
    
    - Equipment -
    Weapon - Swords, Broadswords
    Head - Hats, Helms
    Body - Light Armor, Heavy Armor
    Able to equip shields
    
    - Stat Growth -
    
    HP - 9
    MP - 2
    Speed - 50%
    Weapon Attack - 9
    Weapon Defense - 8
    Magic Power - 6
    Magic Resistence - 6
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --First Aid
    Type - A
    AP Needed - 100
    Effect - Cures poison status and restores a small number of HP
    
    --Rend Power
    Type - A
    AP Needed - 250
    MP Cost - 0
    Effect - Lowers an enemy's attack stat.
    
    --Rend Magic
    Type - A
    AP Needed - 250
    Effect - Lowers an enemy's magic stat.
    
    --Rend MP
    Type - A
    AP Needed - 250
    Effect - MP Damage to one enemy
    
    --Rend Speed
    Type - A
    AP Needed - 350
    Effect - Lowers an enemy's speed stat.
    
    --Body Slam
    Type - A
    AP Needed - 300
    Effect - Self-damaging attack
    
    --Greased Bolt
    Type - A
    AP Needed - 300
    Effect - Attack that ignores the enemy's R-Ability
    
    --Downsize
    Type - A
    AP Needed - 300
    Effect - Target takes damage equal to half of their current HP
    
    --Shieldbearer
    Type - P
    Ap Needed - 150
    Effect - Enables any class to use a shield.
    
    --Monkey Grip
    Type - P
    Ap Needed - 250
    Effect - Enables holding two handed weapons with only one hand.
    
    - Comments -
    
     White Monk
    ~~~~~~~~~~~~
    
    - Requirements -
    
    None
    
    - Equipment -
    Weapon - Knuckles
    Head - Nothing
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 2
    Speed - 61%
    Weapon Attack - 9
    Weapon Defense - 7
    Magic Power - 7
    Magic Resistence - 6
    
    Move - 4
    Jump - 3
    Evade - 5
    
    - Abilities -
    
    --Whirlwind
    Type - A
    AP Needed - 100
    Effect - Damages adjacent units
    
    --Air Render
    Type - A
    AP Needed - 250
    Effect - Ranged attack.
    
    --Earth Render
    Type - A
    AP Needed - 250
    Effect- Earth damage to enemies in a line
    
    --Aurablast
    Type - A
    AP Needed - 250
    Effect - Ranged attack.
    
    --Chakra
    Type - A
    AP Needed - 200
    Effect - Recover HP and removes bad status
    
    --Revive
    Type - A
    AP Needed - 300
    Effect - Revive a KO'd ally
    
    --Exorcise
    Type - A
    AP Needed - 250
    Effect - Removes undead enemies from battle
    
    --Holy Sign
    Type - A
    AP Needed - 300
    Effect - Dispels positive status
    
    --Reflex
    Type - R
    AP Needed - 350
    Effect - Grants immunity to attacks done by the Attack command
    
    --Counter
    Type - R
    AP Needed - 150
    Effect - Counter attack an enemy when attacked at close range.
    
    - Comments -
    
     Dragoon
    ~~~~~~~~~
    
    - Requirements -
    
    2 Warrior A-Ability
    Complete Quest (Kyrra, Dragoon)
    
    - Equipment -
    Weapon - Swords, Spears
    Head - Helms
    Body - Heavy Armor
    
    - Stat Growth -
    
    HP - 8
    MP - 1
    Speed - 62%
    Weapon Attack - 11
    Weapon Defense - 9
    Magic Power - 5
    Magic Resistence - 5
    
    Move - 3
    Jump - 3
    Evade - 0
    
    - Abilities -
    
    --Jump
    Type - A
    AP Needed - 100
    Effect - Ranged attack
    
    --Fire Breath
    Type - A
    AP Needed - 300
    Effect - Fire damage
    
    --Ice Breath
    Type - A
    AP Needed - 300
    Effect - Ice damage
    
    --Thunder Breath
    Type - A
    AP Needed - 300
    Effect - You guessed it, thunder damage
    
    --Bangaa Cry
    Type - A
    AP Needed - 300
    Effect - Non-elemental damage and inflict confuse
    
    --Wyrmtamer
    Type - A
    AP Needed - 150
    Effect - Removes dragons from battle
    
    --Wyrmkiller
    Type - A
    AP Needed - 300
    Effect - Heavy damage to dragons
    
    --Lancet
    Type - A
    AP Needed - 300
    Effect - Steals a unit's HP
    
    --Dragonheart
    Type - R
    AP Needed - 300
    Effect - Gain Reraise when attacked at close range
    
    - Comments -
    
     Defender
    ~~~~~~~~~~
    
    - Requirements -
    
    2 White Monk A-Ability
    
    - Equipment -
    Weapon - Knightswords, Broadswords
    Head - Helms
    Body - Heavy Armor
    Able to equip shields
    
    - Stat Growth -
    
    HP - 8
    MP - 1
    Speed - 45%
    Weapon Attack - 8
    Weapon Defense - 11
    Magic Power - 6
    Magic Resistence - 7
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Tremor
    Type - A
    AP Needed - 100
    Effect - Damages and knocks back adjacent units
    
    --Meltdown
    Type - A
    AP Needed - 200
    Effect - KO's the user and does damage equal to the user's HP to adjacent units
    
    --Defense
    Type - A
    AP Needed - 200
    Effect - Improves defensive abilities. Effect is lost next turn.
    
    --Drop Weapon
    Type - A
    AP Needed - 200
    Effect - Forces the target to unequip their weapon
    
    --Hibernate
    Type - A
    AP Needed - 100
    Effect - Removes all bad status and causes the unit to fall asleep
    
    --Mow Down
    Type - A
    AP Needed - 200
    Effect - Damages surrounding units and nullifies evasion for 1 turn
    
    --Aura
    Type - A
    AP Needed - 300
    Effect - Bestows Reraise and Regen
    
    --Bulwark
    Type - A
    AP Needed - 300
    Effect - Become immune to all damage until next turn
    
    --Critical: Berserk
    Type - R
    AP Needed - 300
    Effect - Become berserk when in critical status
    
    --Defense UP
    Type - P
    AP Needed - 350
    Effect - Improves defense
    
    --Equip Heavy Armor
    Type - P
    Ap Needed - 150
    Effect - Enables any class to wear heavy armor.
    
    - Comments -
    
     Gladiator
    ~~~~~~~~~~~
    
    - Requirements -
    
    2 Warrior A-Ability
    
    - Equipment -
    Weapon - Blades
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 8
    MP - 2
    Speed - 55%
    Weapon Attack - 12
    Weapon Defense - 8
    Magic Power - 6
    Magic Resistence - 6
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Rush
    Type - A
    AP Needed - 100
    Effect - Knocks back the target as well as damages them
    
    --Wild Swing
    Type - A
    AP Needed - 250
    Effect - Attacks all surrounding units.
    
    --Beatdown
    Type - A
    AP Needed - 250
    Effect - All-or-nothing attack
    
    --Blitz
    Type - A
    AP Needed - 250
    Effect - Has a high hit rate but does less damage.
    
    --Fire Soul
    Type - A
    AP Needed - 300
    Effect - Fire damage
    
    --Thunder Assault
    Type - A
    AP Needed - 300
    Effect - Thunder damage
    
    --Ice Tackle
    Type - A
    AP Needed - 300
    Effect - Ice damage
    
    --Ultima Sword
    Type - A
    AP Needed - 990
    Effect - Heavy damage
    
    --Strikeback
    Type - R
    AP Needed - 300
    Effect - Prevents attacks done by the Fight attack and counters
    
    --Doublehand
    Type - P
    AP Needed - 250
    Effect - Hold a one-handed weapon in two hands, improving damage.
    
    - Comments -
    
     Master Monk
    ~~~~~~~~~~~~~
    
    - Requirements -
    
    2 Warrior A-Ability
    2 White Monk A-Ability
    Complete Quest (Banbangaa!)
    
    - Equipment -
    Weapon - Poles
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 3
    Speed - 71%
    Weapon Attack - 11
    Weapon Defense - 8
    Magic Power - 8
    Magic Resistence - 7
    
    Move - 4
    Jump - 3
    Evade - 10
    
    - Abilities -
    
    --Inner Focus
    Type - A
    AP Needed - 300
    Effect - Restore HP and removes bad status
    
    --Armor Rend
    Type - A
    AP Needed - 350
    Effect - Destroy the target's armor
    
    --Holy Strike
    Type - A
    AP Needed - 350
    Effect - Holy damage
    
    --Dark Fist
    Type - A
    AP Needed - 300
    Effect - Self-damaging attack
    
    --Cross-Counter
    Type - A
    AP Needed - 350
    Effect - Does damage, heavy damage if the target has Counter set as their R
             ability (Blink Counter works too)
    
    --Lifebane
    Type - A
    AP Needed - 400
    Effect - Damage and inflicts Doom
    
    --Pummel
    Type - A
    AP Needed - 300
    Effect - Attack the target twice
    
    --Withered Blow
    Type - A
    AP Needed - 400
    Effect - Damage based on current HP
    
    --Blink Counter
    Type - R
    AP Needed - 250
    Effect - Knocks the target back and counters
    
    --Focus
    Type - P
    AP Needed - 300
    Effect - Improves damage when at full HP
    
    - Comments -
    
     Bishop
    ~~~~~~~~
    
    - Requirements -
    
    2 White Monk A-Ability
    
    - Equipment -
    Weapon - Staves
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 5
    Speed - 39%
    Weapon Attack - 6
    Weapon Defense - 6
    Magic Power - 9
    Magic Resistence - 8
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Cura
    Type - A
    AP Needed - 200
    Effect - Restores a moderate amount of HP. Damages Undead.
    
    --Dispel
    Type - A
    AP Needed - 200
    Effect - Dispels positive status
    
    --Holy
    Type - A
    AP Needed - 300
    Effect - Holy damage
    
    --Water
    Type - A
    AP Needed - 200
    Effect - Water damage
    
    --Aero
    Type - A
    AP Needed - 200
    Effect - Wind damage
    
    --Barrier
    Type - A
    AP Needed - 300
    Effect - Bestows Protect and Shell
    
    --Drop
    Type - A
    AP Needed - 150
    Effect - Forces the enemy to drop some treasure
    
    --Break
    Type - A
    AP Needed - 200
    Effect - Inflicts Petrify
    
    --Counter Magick
    Type - R
    AP Needed - 400
    Effect - Counter attack magic by casting the same spell back at the caster.
             You need to meet the MP requirement of that spell however.
    
    --Halve MP
    Type - P
    AP Needed - 400
    Effect - Half MP cost for all spells
    
    - Comments -
    
     Templar
    ~~~~~~~~~
    
    - Requirements -
    
    2 Bishop A-Ability
    
    - Equipment -
    Weapon - Knightswords, Spears
    Head - Helms
    Body - Robes, Heavy Armor
    
    - Stat Growth -
    
    HP - 7
    MP - 3
    Speed - 34%
    Weapon Attack - 9
    Weapon Defense - 10
    Magic Power - 7
    Magic Resistence - 7
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Astra
    Type - A
    AP Needed - 200
    Effect - Nullify one bad status
    
    --Haste
    Type - A
    AP Needed - 250
    Effect - Bestows Haste on one ally
    
    --Rasp
    Type - A
    AP Needed - 100
    Effect - Damage MP
    
    --Warcry
    Type - A
    AP Needed - 300
    Effect - Reduce speed of all adjacent units
    
    --Rasp
    Type - A
    AP Needed - 100
    Effect - Damage MP
    
    --Silence
    Type - A
    AP Needed - 200
    Effect - Inflict Silence
    
    --Cheer
    Type - A
    AP Needed - 100
    Effect - Increases the power of attacks on the next turn
    
    --Soul Sphere
    Type - A
    AP Needed - 300
    Effect - Damage MP
    
    --Lifebreak
    Type - A
    AP Needed - 100
    Effect - Damages the target equal to amount of HP the user has lost
    
    --Bonecrusher
    Type - R
    AP Needed - 250
    Effect - Same as Counter only does more damage
    
    --Attack UP
    Type - P
    AP Needed - 150
    Effect - Increases attack
    
    - Comments -
    
     Cannoneer
    ~~~~~~~~~~~
    
    - Requirements -
    
    2 Dragoon A-Ability
    Complete Quest (The Bangaa Brotherhood)
    
    - Equipment -
    Weapon - Hand Cannons
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 7
    MP - 3
    Speed - 57%
    Weapon Attack - 7
    Weapon Defense - 7
    Magic Power - 7
    Magic Resistence - 7
    
    Move - 3
    Jump - 3
    Evade - 0
    
    - Abilities -
    
    --Prime
    Type - A
    AP Needed - 150
    Effect - Raises attack power for the next attack
    
    --Foresight
    Type - A
    AP Needed - 150
    Effect - Raises the number of attacks in the next attack
    
    --Buckshot
    Type - A
    AP Needed - 150
    Effect - Improves the damage radius of the next regular attack
    
    --Scope
    Type - A
    AP Needed - 150
    Effect - Improves the accuracy of the next attack
    
    --Mortar
    Type - A
    AP Needed - 200
    Effect - Improves damage but inflicts Immobilize on the user
    
    --Target
    Type - A
    AP Needed - 200
    Effect - Takes aim at the target. Deals heavy damage on the next turn.
    
    --Potion Shell
    Type - A
    AP Needed - 300
    Effect - Restores 60 HP
    
    --Ether Shell
    Type - A
    AP Needed - 300
    Effect - Restores 60 MP
    
    --Blur
    Type - R
    AP Needed - 150
    Effect - Evade gun and cannon attacks
    
    - Comment -
    
     Trickster
    ~~~~~~~~~~~
    
    - Requirements -
    
    2 Master Monk A-Ability
    Complete Quest (Sleight of Hand)
    
    - Equipment -
    Weapon - Cards
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 1
    Speed - 88%
    Weapon Attack - 7
    Weapon Defense - 7
    Magic Power - 10
    Magic Resistence - 7
    
    Move - 4
    Jump - 3
    Evade - 10
    
    - Abilities -
    
    --Snigger
    Type - A
    AP Needed - 150
    Effect - Inflict berserk
    
    --Suggestion
    Type - A
    AP Needed - 450
    Effect - Inflict frog
    
    --Hypochondria
    Type - A
    AP Needed - 150
    Effect - Inflict poison
    
    --Shadow of Doubt
    Type - A
    AP Needed - 250
    Effect - Inflict immobilize
    
    --Charisma
    Type - A
    AP Needed - 400
    Effect - Inflict charm
    
    --Traumatize
    Type - A
    AP Needed - 300
    Effect - Damage is based on the number of ailments on the target
    
    --Agitate
    Type - A
    AP Needed - 400
    Effect - Damages the target equal to amount of HP the user has lost
    
    --Mug
    Type - A
    AP Needed - 250
    Effect - Damage and steals treasure from the target
    
    --Ribbon-Bearer
    Type - P
    AP Needed - 300
    Effect - Able to equip ribbons
    
    - Comments -
    
    = = = = = = =
     Viera Jobs
    = = = = = = =
    [FFVI]
    
     Fencer
    ~~~~~~~~
    
    - Requirements -
    
    None
    
    - Equipment -
    Weapon - Rapiers
    Head - Hats
    Body - Light Armor
    Able to equip shields
    
    - Stat Growth -
    
    HP - 8
    MP - 1
    Speed - 69%
    Weapon Attack - 10
    Weapon Defense - 7
    Magic Power - 6
    Magic Resistence - 6
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Swarmstrike
    Type - A
    AP Needed - 100
    Effect - Low damage but inflicts poison
    
    --Shadowstick
    Type - A
    AP Needed - 200
    Effect - Lowers the target's speed
    
    --Checkmate
    Type - A
    AP Needed - 300
    Effect - Inflicts Doom
    
    --Featherblow
    Type - A
    AP Needed - 200
    Effect - Low damage but always hits
    
    --Swallowtail
    Type - A
    AP Needed - 300
    Effect - Damages all adjacent units
    
    --Manastrike
    Type - A
    AP Needed - 300
    Effect - MP damage
    
    --Piercethrough
    Type - A
    AP Needed - 200
    Effect - Attacks 2 spaces
    
    --Nighthawk
    Type - A
    AP Needed - 200
    Effect - Damages all adjacent units
    
    --Reflex
    Type - R
    AP Needed - 350
    Effect - Grants immunity to attacks done by the Attack command
    
    --Shieldbearer
    Type - P
    Ap Needed - 150
    Effect - Enables any class to use a shield.
    
    - Comments -
    
     White Mage
    ~~~~~~~~~~~~
    
    - Requirements -
    
    None
    
    - Equipment -
    Weapon - Rods
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 5
    Speed - 58%
    Weapon Attack - 6
    Weapon Defense - 7
    Magic Power - 8
    Magic Resistence - 8
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Cure
    Type - A
    AP Needed - 100
    Effect - Restores a small amount of HP. Damages Undead.
    
    --Cura
    Type - A
    AP Needed - 200
    Effect - Restores a moderate amount of HP. Damages Undead.
    
    --Curaga
    Type - A
    AP Needed - 300
    Effect - Restores a large amount of HP. Damages Undead.
    
    --Esuna
    Type - A
    AP Needed - 200
    Effect - Removes bad status conditions.
    
    --Raise
    Type - A
    AP Needed - 400
    Effect - Revive an ally. Damages Undead.
    
    --Araise
    Type - A
    AP Needed - 400
    Effect - Revive and fully heal an ally. Damages Undead.
    
    --Reraise
    Type - A
    AP Needed - 400
    Effect - Automatically casts Raise on an the targeted ally when he/she falls.
    
    --Refresh
    Type - A
    AP Needed - 400
    Effect - Restores bad status that the Esuna spell cannot cure.
    
    --Turbo MP
    Type - A
    AP Needed - 250
    Effect - Doubles MP cost but improves the effect of magic skills.
    
    - Comments -
    
    The one class that got nerfed from FFTA for no good reason. Having lost
    Protect and Shell, White Mages are now nothing more than healbots. Still,
    their healing spells are quite useful to have around. And they're one of the
    few classes capable of reviving fallen allies.
    
     Green Mage
    ~~~~~~~~~~~~
    
    - Requirements -
    
    1 White Mage A-Ability
    Complete Quest (Green Dominion)
    
    - Equipment -
    Weapon - Hammers, Maces
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 3
    Speed - 86%
    Weapon Attack - 7
    Weapon Defense - 7
    Magic Power - 8
    Magic Resistence - 7
    
    Move - 3
    Jump - 3
    Evade - 0
    
    - Abilities -
    
    --Protect
    Type - A
    AP Needed - 150
    Effect - Bestows Protect
    
    --Shell
    Type - A
    AP Needed - 150
    Effect - Bestows Shell
    
    --Sleep
    Type - A
    AP Needed - 200
    Effect - Inflicts Sleep
    
    --Silence
    Type - A
    AP Needed - 200
    Effect - Inflicts Silence
    
    --Oil
    Type - A
    AP Needed - 250
    Effect - Inflicts Oil
    
    --Blind
    Type - A
    AP Needed - 200
    Effect - Inflicts Blind
    
    --Leap
    Type - A
    AP Needed - 200
    Effect - Improves movement
    
    --Tranq
    Type - A
    AP Needed - 200
    Effect - Improves accuracy
    
    --Magick Evade
    Type - R
    AP Needed - 250
    Effect - Improves mage evasion
    
    --Spellbound
    Type - P
    AP Needed - 300
    Effect - Improves the duration of positive status
    
    - Comments -
    
     Archer
    ~~~~~~~~
    
    - Requirements -
    
    None
    
    - Equipment -
    Weapon - Bows
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 7
    MP - 1
    Speed - 66%
    Weapon Attack - 8
    Weapon Defense - 7
    Magic Power - 6
    Magic Resistence - 7
    
    Move - 4
    Jump - 2
    Evade - 5
    
    - Abilities -
    
    --Boost
    Type - A
    AP Needed - 100
    Effect - Improves weapon attack. Effect is lost once you attack.
    
    --Leg Aim
    Type - A
    AP Needed - 250
    Effect - Inflicts immobilise status to an enemy.
    
    --Arm Aim
    Type - A
    AP Needed - 350
    Effect - Inflicts disable status to an enemy.
    
    --Cupid
    Type - A
    AP Needed - 250
    Effect - Inflicts charm status to an enemy.
    
    --Burial
    Type - A
    AP Needed - 200
    Effect - Destroy undead completely.
    
    --Take Aim
    Type - A
    AP Needed - 200
    Effect - Has a high hit rate but does less damage.
    
    --Lighting Strike
    Type - A
    AP Needed - 300
    Effect - An attack that ignores the enemy's R-Ability
    
    --Black Out
    Type - A
    AP Needed - 250
    Effect - Inflicts blind status to an enemy.
    
    --Archer's Bane
    Type - R
    AP Needed - 200
    Effect - Grants immunity to bow attacks done by the attack command.
    
    --Concentration
    Type - P
    AP Needed - 250
    Effect - Improves Hit rate.
    
    - Comments -
    
    Their stats are terrible but they actually perform quite well in combat,
    especially
    in the early parts of the game. Later on though they'll start to fall behind
    with
    the more advanced classes showing up.
    
     Elementalist
    ~~~~~~~~~~~~~~
    
    - Requirements -
    
    2 White Mage A-Ability
    
    - Equipment -
    Weapon - Rapiers
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 3
    Speed - 41%
    Weapon Attack - 7
    Weapon Defense - 7
    Magic Power - 10
    Magic Resistence - 7
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Fire Whip
    Type - A
    AP Needed - 250
    Effect - Fire damage and inflicts disable
    
    --Earth Heal
    Type - A
    AP Needed - 200
    Effect - Restores HP
    
    --White Flame
    Type - A
    AP Needed - 100
    Effect - Restores HP
    
    --Shining Air
    Type - A
    AP Needed - 250
    Effect - Wind damage and inflicts blind
    
    --Evil Gaze
    Type - A
    AP Needed - 300
    Effect - Dark damage and inflicts confuse
    
    --Boulder Crush
    Type - A
    AP Needed - 200
    Effect - Earth damage and inflicts immobilize
    
    --Sliprain
    Type - A
    AP Needed - 200
    Effect - Water damage and inflicts slow
    
    --Thunderous Roar
    Type - A
    AP Needed - 200
    Effect - Thunder damage and inflicts silence
    
    - Comments -
    
     Red Mage
    ~~~~~~~~~~
    
    - Requirements -
    
    1 White Mage A-Ability
    1 Fencer A-Ability
    
    - Equipment -
    Weapon - Rapiers
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 2
    Speed - 62%
    Weapon Attack - 9
    Weapon Defense - 6
    Magic Power - 9
    Magic Resistence - 6
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Protect
    Type - A
    AP Needed - 150
    Effect - Bestows Protect
    
    --Shell
    Type - A
    AP Needed - 150
    Effect - Bestows Shell
    
    --Cure
    Type - A
    AP Needed - 100
    Effect - Restores a small amount of HP. Damages Undead.
    
    --Fire
    Type - A
    AP Needed - 100
    Effect - Small fire damage.
    
    --Thunder
    Type - A
    AP Needed - 100
    Effect - Small thunder damage.
    
    --Blizzard
    Type - A
    AP Needed - 100
    Effect - Small ice damage.
    
    --Silence
    Type - A
    AP Needed - 200
    Effect - Inflicts Silence
    
    --Doublecast
    Type - A
    AP Needed - 990
    Effect - Cast two spells in one turn
    
    --Sticky Fingers
    Type - R
    AP Needed - 250
    Effect - Catch thrown weapons and keep them
    
    --Magick UP
    Type - P
    AP Needed - 150
    Effect - Improves magic
    
    - Comments -
    
    Red Mages have some fairly high offensive stats. They also have Doublecast, one
    of the game's most powerful abilities. MP can be quite a concern with this
    ability
    however, but there's ways to work around it.
    
     Spellblade
    ~~~~~~~~~~~~
    
    - Requirements -
    
    2 Red Mage A-Ability
    Complete Quest (To be a Spellblade)
    
    - Equipment -
    Weapon - Swords
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 2
    Speed - 64%
    Weapon Attack - 9
    Weapon Defense - 7
    Magic Power - 7
    Magic Resistence - 7
    
    Move - 4
    Jump - 3
    Evade - 0
    
    - Abilities -
    
    --Oil Sword
    Type - A
    AP Needed - 300
    Effect - Damage and inflict Oil
    
    --Slow Sword
    Type - A
    AP Needed - 300
    Effect - Damage and inflict Slow
    
    --Poison Sword
    Type - A
    AP Needed - 200
    Effect - Damage and inflict Poison
    
    --Confuse Sword
    Type - A
    AP Needed - 300
    Effect - Damage and inflict Confuse
    
    --Sleep Sword
    Type - A
    AP Needed - 250
    Effect - Damage and inflict Sleep
    
    --Doom Sword
    Type - A
    AP Needed - 300
    Effect - Damage and inflict Doom
    
    --Maim Sword
    Type - A
    AP Needed - 300
    Effect - Damage and inflict Immobilize
    
    --Stun Sword
    Type - A
    AP Needed - 300
    Effect - Damage and inflict Disable
    
    --Critical: Evade
    Type - R
    AP Needed - 200
    Effect - Improves evade when in Critical status
    
    --Blood Price
    Type - P
    AP Needed - 150
    Effect - Spells consume HP instead of MP. It also gives a slight magic attack
    boost.
    
    - Comments -
    
    Their stat growth is passable. Being well rounded in all areas Their main
    selling
    point is their abilities. Blood Price is an amazing ability to put on a caster,
    as it
    allows you to get around the game's MP system and use your most powerful
    spells on turn 1.
    
    Their Blade Arts are good debuff skills and can work well on a ranged attacker.
    Oddly enough they work with Turbo MP and Doublecast as well, allowing for
    some impressive damage potential.
    
     Summoner
    ~~~~~~~~~~
    
    - Requirements -
    
    2 Elementalist A-Ability
    
    - Equipment -
    Weapon - Staves
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 4
    Speed - 56%
    Weapon Attack - 6
    Weapon Defense - 6
    Magic Power - 11
    Magic Resistence - 8
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Unicorn
    Type - A
    AP Needed - 200
    Effect - Restore HP and remove bad status
    
    --Ifrit
    Type - A
    AP Needed - 200
    Effect - Fire damage
    
    --Shiva
    Type - A
    AP Needed - 200
    Effect - Ice damage
    
    --Ramuh
    Type - A
    AP Needed - 200
    Effect - Thunder damage
    
    --Kirin
    Type - A
    AP Needed - 200
    Effect - Bestows Regen
    
    --Carbuncle
    Type - A
    AP Needed - 200
    Effect - Bestows Reflect
    
    --Phoenix
    Type - A
    AP Needed - 300
    Effect - Revives KO'd units
    
    --Maduin
    Type - A
    AP Needed - 300
    Effect - Holy damage
    
    --Halve MP
    Type - P
    AP Needed - 400
    Effect - Half MP cost for all spells
    
    - Comments -
    
     Assassin
    ~~~~~~~~~~
    
    - Requirements -
    
    2 Elementalist A-Ability
    1 Sniper A-Ability
    Complete Quest (Veis, Assassin)
    
    - Equipment -
    Weapon - Katanas, Greatbows
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 5
    MP - 1
    Speed - 96%
    Weapon Attack - 8
    Weapon Defense - 6
    Magic Power - 7
    Magic Resistence - 6
    
    Move - 4
    Jump - 4
    Evade - 15
    
    - Abilities -
    
    --Shadowbind
    Type - A
    AP Needed - 200
    Effect - Inflicts Stop
    
    --Last Breath
    Type - A
    AP Needed - 300
    Effect - Instantly KO a unit
    
    --Aphonia
    Type - A
    AP Needed - 200
    Effect - Inflicts Silence
    
    --Nightmare
    Type - A
    AP Needed - 300
    Effect - Inflicts Sleep and Doom
    
    --Ague
    Type - A
    AP Needed - 200
    Effect - Inflicts Slow
    
    --Rockseal
    Type - A
    AP Needed - 200
    Effect - Inflicts Petrify
    
    --Oblivion
    Type - A
    AP Needed - 200
    Effect - Inflicts Addle
    
    --Ultima Masher
    Type - A
    AP Needed - 990
    Effect - Heavy damage
    
    --Shadowbind
    Type - A
    AP Needed - 200
    Effect - Inflicts Stop
    
    --Return Fire
    Type - R
    AP Needed - 150
    Effect - catch a fired arrow and throw it back at the attacker
    
    - Comments -
    
     Sniper
    ~~~~~~~~
    
    - Requirements -
    
    2 Archer A-Ability
    
    - Equipment -
    Weapon - Maces
    Head - Hats
    Body - Robes, Light Armor
    Able to equip shields
    
    - Stat Growth -
    
    HP - 6
    MP - 1
    Speed - 59%
    Weapon Attack - 11
    Weapon Defense - 6
    Magic Power - 7
    Magic Resistence - 7
    
    Move - 4
    Jump - 3
    Evade - 15
    
    - Abilities -
    
    --Doubleshot
    Type - A
    AP Needed - 300
    Effect - Attack twice
    
    --Beso Toxico
    Type - A
    AP Needed - 200
    Effect - Damage and inflict poison
    
    --Death Sickle
    Type - A
    AP Needed - 300
    Effect - Inflicts Doom
    
    --Vanish
    Type - A
    AP Needed - 100
    Effect - Bestows Vanish
    
    --Markman's Spite
    Type - A
    AP Needed - 300
    Effect - HP and MP damage based on how much HP the user has lost
    
    --Armor Aim
    Type - A
    AP Needed - 300
    Effect - Destroy the target's armor
    
    --Weapon Aim
    Type - A
    AP Needed - 300
    Effect - Destroy the target's weapon
    
    --Wallet Aim
    Type - A
    AP Needed - 300
    Effect - Steal gil based on the target's Max HP
    
    --Auto-Regen
    Type - R
    AP Needed - 200
    Effect - Bestows Regen when attacked
    
    - Comments -
    
    = = = = = =
     Seeq Jobs
    = = = = = =
    [FFSE]
    
     Berserker
    ~~~~~~~~~~~
    
    - Requirements -
    
    None
    
    - Equipment -
    Weapon - Knuckles
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 7
    MP - 1
    Speed - 48%
    Weapon Attack - 11
    Weapon Defense - 6
    Magic Power - 6
    Magic Resistence - 6
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Scream
    Type - A
    AP Needed - 300
    Effect - Removes positave status of adjacent units
    
    --Hone Senses
    Type - A
    AP Needed - 200
    Effect - Improves critical hit rate
    
    --Furore
    Type - A
    AP Needed - 200
    Effect - Damages units in a line
    
    --Groud Shaker
    Type - A
    AP Needed - 350
    Effect - Earth damage
    
    --Smite of Rage
    Type - A
    AP Needed - 350
    Effect - Damage and inflict a random bad status
    
    --Inner Calm
    Type - A
    AP Needed - 250
    Effect - Improves evade
    
    --Helm Smash
    Type - A
    AP Needed - 400
    Effect - Damage and destroys the target's helm
    
    --Smash
    Type - A
    AP Needed - 400
    Effect - Damage and destroys the target's accessory
    
    --Critical: Berserk
    Type - R
    AP Needed - 300
    Effect - Become berserk when in critical status
    
    --Counter
    Type - R
    AP Needed - 150
    Effect - Counter attack an enemy when attacked at close range.
    
    --Attack UP
    Type - P
    AP Needed - 150
    Effect - Increases attack
    
    --Death Strike
    Type - P
    AP Needed - 150
    Effect - Increases critical hit percentage
    
    - Comments -
    
     Ranger
    ~~~~~~~~
    
    - Requirements -
    
    None
    
    - Equipment -
    Weapon - Knives, Bows
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 7
    MP - 1
    Speed - 68%
    Weapon Attack - 8
    Weapon Defense - 8
    Magic Power - 7
    Magic Resistence - 9
    
    Move - 4
    Jump - 4
    Evade - 0
    
    - Abilities -
    
    --Stem Needle
    Type - A
    AP Needed - 150
    Effect - Sets a needle trap
    
    --Silence Gas
    Type - A
    AP Needed - 200
    Effect - Sets a silence gas trap
    
    --Leech
    Type - A
    AP Needed - 250
    Effect - Sets a mp drain trap
    
    --Love Potion
    Type - A
    AP Needed - 300
    Effect - Sets a charm inducing trap
    
    --Mirror Items
    Type - A
    AP Needed - 300
    Effect - Reverses the effect of items
    
    --Camouflage
    Type - A
    AP Needed - 300
    Effect - Makes the unit become invisible
    
    --Awareness
    Type - A
    AP Needed - 250
    Effect - Reveals hidden traps and enemies
    
    --Life Bond
    Type - A
    AP Needed - 250
    Effect - Consume HP to heal a unit
    
    --Critcal: Vanish
    Type - A
    AP Needed - 400
    Effect - Bestows Vanish when in Critical status
    
    --Item Lore
    Type - P
    AP Needed - 150
    Effect - Improves the effect of items
    
    --Evade Traps
    Type - P
    AP Needed - 150
    Effect - Makes you immune to traps
    
    - Comments -
    
     Lanista
    ~~~~~~~~~
    
    - Requirements -
    
    1 Berserker A-Ability
    Complete Quest (Lanista's Pride)
    
    - Equipment -
    Weapon - Greatswords
    Head - Hats, Helms
    Body - Light Armor, Heavy Armor
    
    - Stat Growth -
    
    HP - 7
    MP - 2
    Speed - 50%
    Weapon Attack - 9
    Weapon Defense - 9
    Magic Power - 7
    Magic Resistence - 6
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Souleater
    Type - A
    AP Needed - 150
    Effect - Self-damaging attack
    
    --Charge!
    Type - A
    AP Needed -
    Effect - Damages and knocks back one enemy
    
    --Block!
    Type - A
    AP Needed - 250
    Effect - Improves defense
    
    --Haunting Vision
    Type - A
    AP Needed -
    Effect -
    
    --Razzle-Dazzle
    Type - A
    AP Needed -
    Effect - Steals HP from all surrounding enemies
    
    --Sword of Darkness
    Type - A
    AP Needed - 350
    Effect - Dark damage and steal a target's HP
    
    --Sword of Light
    Type - A
    AP Needed - 350
    Effect - Holy damage and steal a target's MP
    
    --Blink Counter
    Type - R
    AP Needed - 250
    Effect - Knocks the target back and counters
    
    --Dragonheart
    Type - R
    AP Needed - 500
    Effect - Gain Reraise when attacked at close range
    
    - Comments -
    
     Viking
    ~~~~~~~~
    
    - Requirements -
    
    1 Ranger A-Ability
    Complete Quest (Lord Grayl!)
    
    - Equipment -
    Weapon - Axes, Hammers
    Head - Hats, Helms
    Body - Light Armor, Heavy Armor
    Able to equip shields
    
    - Stat Growth -
    
    HP - 7
    MP - 3
    Speed - 54%
    Weapon Attack - 8
    Weapon Defense - 7
    Magic Power - 7
    Magic Resistence - 11
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Thunder
    Type - A
    AP Needed - 100
    Effect - Small thunder damage.
    
    --Thundara
    Type - A
    AP Needed - 250
    Effect - Moderate thunder damage.
    
    --Thundaga
    Type - A
    AP Needed - 350
    Effect - Large thunder damage.
    
    --Pickpocket
    Type - A
    AP Needed - 250
    Effect - Steal gil
    
    --Strong-Arm
    Type - A
    AP Needed - 250
    Effect - Damage and steal items or loot
    
    --Pillage
    Type - A
    AP Needed - 350
    Effect - Damage and steals the target's armor
    
    --War Cry
    Type - A
    AP Needed - 300
    Effect - Reduce speed of all adjacent units
    
    --Tsunami
    Type - A
    AP Needed - 350
    Effect - Water damage, can only be used when in water(?)
    
    --Absorb Damage
    Type - R
    AP Needed - 300
    Effect - Restore HP based on damage taken
    
    --Gil Snapper
    Type - R
    AP Needed - 300
    Effect - Obtain gil and items
    
    --Maintenance
    Type - P
    AP Needed - 150
    Effect - Prevents equipment from being stolen or broken.
    
    --Doublehand
    Type - P
    AP Needed - 250
    Effect - Hold a one-handed weapon in two hands, improving damage.
    
    - Comments -
    
    = = = = = =
     Gria Jobs
    = = = = = =
    [FFGR]
    
     Hunter
    ~~~~~~~~
    
    - Requirements -
    
    None
    
    - Equipment -
    Weapon - Knives, Greatbows
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 3
    Speed - 65%
    Weapon Attack - 8
    Weapon Defense - 6
    Magic Power - 7
    Magic Resistence - 8
    
    Move - 4
    Jump - Flying
    Evade - 0
    
    - Abilities -
    
    --Sonic Boom
    Type - A
    AP Needed - 200
    Effect - Ranged Area damage
    
    --Counter Force
    Type - A
    AP Needed - 150
    Effect - Attempts to remove a monster from the battlefield
    
    --Advice
    Type - A
    AP Needed - 100
    Effect - Improve one ally's critical hit rate
    
    --Vitals Shot
    Type - A
    AP Needed - 300
    Effect - Inflicts random status conditions or reduce target's HP to 1
    
    --Hunting
    Type - A
    AP Needed - 250
    Effect - A weaker attack that grants bonus treasure if the enemy unit is killed
             by it.
    
    --Addle
    Type - A
    AP Needed - 200
    Effect - Inflicts Addle. Only works on monsters.
    
    --Sidewinder
    Type - A
    AP Needed - 300
    Effect - Heavy damage to monster units
    
    --Ultima Shot
    Type - A
    AP Needed - 990
    Effect - Heavy damage
    
    --Auto-Regen
    Type - R
    AP Needed - 200
    Effect - Bestows Regen when attacked
    
    --Attack UP
    Type - P
    AP Needed - 150
    Effect - Increases attack
    
    - Comments -
    
    Hunters are basically Archer upgrades. Their abilties are mainly focused at
    dispatching monsters. Sidewinder is deadly when used on a monster unit and
    can make fighting them much easier. Hunters also have access to the Ultima
    skill for Humes and Gria. On a Hunter its ranged which makes it quite fearsome.
    However with that 32MP cost, you won't be using it often, even moreso since
    Gria lack methods to reduce the amount of MP they use.
    
     Raptor
    ~~~~~~~~
    
    - Requirements -
    
    1 Hunter A-Ability
    Complete Quest (Instrument of Inspiration)
    
    - Equipment -
    Weapon - Broadswords
    Head - Hats, Helms
    Body - Light Armor, Heavy Armor
    Able to equip shields
    
    - Stat Growth -
    
    HP - 7
    MP - 1
    Speed - 68%
    Weapon Attack - 8
    Weapon Defense - 8
    Magic Power - 7
    Magic Resistence - 9
    
    Move - 4
    Jump - Flying
    Evade - 0
    
    - Abilities -
    
    --Power Crush
    Type - A
    AP Needed - 250
    Effect - Damage and lower defense
    
    --Mind Crush
    Type - A
    AP Needed - 250
    Effect - Damage and lower resistence
    
    --Speed Crush
    Type - A
    AP Needed - 350
    Effect - Damage and lower speed
    
    --Soul Crush
    Type - A
    AP Needed - 350
    Effect - Damage and lower magic
    
    --Cyclone
    Type - A
    AP Needed - 300
    Effect - Wind damage
    
    --Whirlwind
    Type - A
    AP Needed - 300
    Effect - Wind damage and inflict confuse
    
    --Shield Bash
    Type - A
    AP Needed - 400
    Effect - Damage and inflict disable (Requires a shield)
    
    --Bulwark
    Type - A
    AP Needed - 300
    Effect - Become immune to all damage until next turn
    
    --Reflex
    Type - R
    AP Needed - 350
    Effect - Grants immunity to attacks done by the Attack command
    
    --Counter
    Type - R
    AP Needed - 150
    Effect - Counter attack an enemy when attacked at close range.
    
    --Shieldbearer
    Type - P
    Ap Needed - 150
    Effect - Enables any class to use a shield.
    
    --Maintenance
    Type - P
    AP Needed - 150
    Effect - Prevents equipment from being stolen or broken.
    
    --Monkey Grip
    Type - P
    Ap Needed - 250
    Effect - Enables holding two handed weapons with only one hand.
    
    - Comments -
    
     Ravager
    ~~~~~~~~~
    
    - Requirements -
    
    1 Hunter A-Ability
    Complete Quest (Ravager)
    
    - Equipment -
    Weapon - Greatswords
    Head - Hats, Helms
    Body - Light Armor, Heavy Armor
    
    - Stat Growth -
    
    HP - 7
    MP - 2
    Speed - 50%
    Weapon Attack - 10
    Weapon Defense - 9
    Magic Power - 6
    Magic Resistence - 6
    
    Move - 4
    Jump - Flying
    Evade - 0
    
    - Abilities -
    
    --Sweeping Spin
    Type - A
    AP Needed - 250
    Effect - Attack all adjacent units
    
    --Sneak Attack
    Type - A
    AP Needed - 300
    Effect - Damage depends on the direction the target is facing
    
    --Full Assault
    Type - A
    AP Needed - 350
    Effect - Heavy damage but the user falls asleep
    
    --En Garde
    Type - A
    AP Needed - 100
    Effect - Enter a stance where you will counter any attacks sent at you
    
    --Overpower
    Type - A
    AP Needed - 300
    Effect - Damage and ignores R-Ability
    
    --Battle Cry
    Type - A
    AP Needed - 200
    Effect - Raises attack but lowers defense
    
    --Tentacity
    Type - A
    AP Needed - 300
    Effect - Damage depends on the number of bad status
    
    --Blast Wave
    Type - A
    AP Needed - 350
    Effect - Damages enemies in a line
    
    --Bonecrusher
    Type - R
    AP Needed - 250
    Effect - Same as Counter only does more damage
    
    --Strikeback
    Type - R
    AP Needed - 300
    Effect - Prevents attacks done by the Fight attack and counters
    
    --Defense UP
    Type - P
    AP Needed - 350
    Effect - Improves defense
    
    --Tank
    Type - P
    Ap Needed - 150
    Effect - Enables any class to wear heavy armor.
    
    --Unscarred
    Type - P
    AP Needed - 300
    Effect - Improves damage when at full HP
    
    - Comments -
    
     Geomancer
    ~~~~~~~~~~~
    
    - Requirements -
    
    1 Hunter A-Ability
    Complete Quest (Geomancer's Way(Sun-Rain-Snow-Mist))
    
    - Equipment -
    Weapon - Poles
    Head - Hats
    Body - Robes, Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 5
    Speed - 52%
    Weapon Attack - 7
    Weapon Defense - 11
    Magic Power - 7
    Magic Resistence - 11
    
    Move - 4
    Jump - Flying
    Evade - 0
    
    - Abilities -
    
    --Shining Flare
    Type - A
    AP Needed - Already learnt
    Effect - Fire damage, can only be used in Clear weather
    
    --Nature's Embrace
    Type - A
    AP Needed - Already learnt
    Effect - Deals damage, can only be used on normal ground
    
    --Venom Squall
    Type - A
    AP Needed - 250
    Effect - Water damage and inflicts poison, can only be used in the Rain
    
    --Mist Storm
    Type - A
    AP Needed - 250
    Effect - Dark HP and MP damage, can only be used in misty weather
    
    --Artifice's Embrace
    Type - A
    AP Needed - 250
    Effect - Damage and inflicts slow, can only be used on artificial terrain
    
    --Life's Embrace
    Type - A
    AP Needed - 250
    Effect - Damage and inflicts Immbobilize, can only be used when standing on
                 living things (Like plants).
    --Earth's Embrace
    Type - A
    AP Needed - 250
    Effect - Damage and inflicts Disable, can only be used on barren ground.
    
    --Critical: EvadeUP
    Type - R
    AP Needed - 200
    Effect - Improves evade when in Critical status
    
    --Counter Magick
    Type - R
    AP Needed - 400
    Effect - Counter attack magic by casting the same spell back at the caster.
             You need to meet the MP requirement of that spell however.
    
    --Magic Defense UP
    Type - R
    AP Needed - 150
    Effect - Improves resistence
    
    --Evade Traps
    Type - P
    AP Needed - 150
    Effect - Makes you immune to traps
    
    - Comments -
    
    = = = = = = = =
     Special Jobs
    = = = = = = = =
    [FFSP]
    
     Bard
    ~~~~~~
    
    - Requirements -
    
    Hurdy Only
    Obtained through the main storyline
    
    - Equipment -
    Weapon - Instruments
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 5
    Speed - 48%
    Weapon Attack - 6
    Weapon Defense - 6
    Magic Power - 9
    Magic Resistence - 8
    
    Move - 3
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Requiem
    Type - A
    AP Needed - Already learned
    Effect - Heavy damage to undead. Exorcises undead with HP 0 status.
    
    --Hide
    Type - A
    AP Needed - Already learned
    Effect - The user becomes invisible
    
    --Angelsong
    Type - A
    AP Needed - 200
    Effect - Bestows Regen
    
    --Battle Chant
    Type - A
    AP Needed - Already learned
    Effect - Raises defense
    
    --Magickal Refrain
    Type - A
    AP Needed - Already learned
    Effect - Raises resistence
    
    --Nameless Song
    Type - A
    AP Needed - 350
    Effect - Grants a random buff
    
    --Magick Ballad
    Type - A
    AP Needed - 350
    Effect - Restores MP
    
    --Soul Etude
    Type - A
    AP Needed - 250
    Effect - Restores HP and removes debuffs
    
    --Critcal: Vanish
    Type - A
    AP Needed - 400
    Effect - Bestows Vanish when in Critical status
    
    - Comments -
    
     Heritor
    ~~~~~~~~~
    
    - Requirements -
    
    Adelle Only
    Before fighting Illua for the 3rd time go to Lezaford's House and then head
    to Zeldei Woods. Win the battle to unlock this class.
    
    - Equipment -
    Weapon - Knives, Swords, Blades, Sabers, Greatswords, Broadswords,
    Knightswords, Katanas, Rods, Staves, Poles
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 4
    Speed - 62%
    Weapon Attack - 8
    Weapon Defense - 8
    Magic Power - 8
    Magic Resistence - 8
    
    Move - 5
    Jump - 3
    Evade - 0
    
    - Abilities -
    
    --Wermut
    Type - A
    AP Needed - 300
    Equipment - Whale Whisker
    Effect - Damage and inflict Slow
    
    --Nesiaam
    Type - A
    AP Needed - 300
    Equipment - Nagrarok
    Effect - Damage and inflict Addle
    
    --Lennart
    Type - A
    AP Needed - Already learned
    Effect - Exactly the same as Scathe, right down to the animation only its a
    physical attack as opposed to magical.
    
    --Hilo
    Type - A
    AP Needed - 300
    Equipment - Chirijaden
    Effect - Damage and inflict confuse... WITH SUPER LONG RANGE!!!!11oneoneone
    
    --Elpe
    Type - A
    AP Needed - 300
    Equipment - Hyakushiki-masamune
    Effect - Sacrifice self to fully heal all allies
    
    --Viola
    Type - A
    AP Needed - 300
    Equipment - Tiptaptwo
    Effect - Damage is equal to the amount of HP lost
    
    --Ldja
    Type - A
    AP Needed - 300
    Equipment - Ayvuir Blue
    Effect - Inflict Charm
    
    --Adelaide
    Type - A
    AP Needed - Complete Quest
    Effect - Bestows Regen
    
    - Comments -
    
    Overrated, the skills actually have low damage output and the only good things
    that come out of this class is Hilo, Wermut and the decent stat growth.
    
     Dancer
    ~~~~~~~~
    
    - Requirements -
    
    Penelo Only
    Before the 3rd and final battle with Illua head to the Flourogis Aerodome after
    the scene Penelo joins you
    
    - Equipment -
    Weapon - Knives, Rods, Staves, Poles
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 6
    MP - 6
    Speed - 58%
    Weapon Attack - 6
    Weapon Defense - 6
    Magic Power - 8
    Magic Resistence - 8
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Mincing Minuet
    Type - A
    AP Needed - Already learned
    Effect - Ranged attack
    
    --Blade Dance
    Type - A
    AP Needed - Already learned
    Effect - Attack twice, can only be used with bladed weapons
    
    --Slow Dance
    Type - A
    AP Needed - Already learned
    Effect - Inflict Slow
    
    --Witch Hunt
    Type - A
    AP Needed - Already learned
    Effect - MP damage
    
    --Polka
    Type - A
    AP Needed - 250
    Effect - Lowers attack
    
    --Heathen Frolic
    Type - A
    AP Needed - 250
    Effect - Lowers magic
    
    --Jitterbug
    Type - A
    AP Needed - 300
    Effect - Steal target's HP
    
    --Forbidden Dance
    Type - A
    AP Needed - 350
    Effect - Inflict random status
    
    --Critical: Quicken
    Type - R
    AP Needed - 450
    Effect - Bestows Quick when in critical status
    
    - Comments -
    
     Sky Pirate
    ~~~~~~~~~~~~
    
    - Requirements -
    
    Vaan Only
    After Penelo joins you head to the battle that appears. After the battle Vaan
    joins you.
    
    - Equipment -
    Weapon - Swords, Sabers, Blades
    Head - Hats
    Body - Robes, Light Armor
    Able to equip shields
    
    - Stat Growth -
    
    HP - 6
    MP - 2
    Speed - 64%
    Weapon Attack - 7
    Weapon Defense - 7
    Magic Power - 7
    Magic Resistence - 7
    
    Move - 4
    Jump - 3
    Evade - 0
    
    - Abilities -
    
    --Shadow Stalk
    Type - A
    AP Needed - Already learnt
    Effect - An attack that ignores the enemy's R-Ability
    
    --Salavage
    Type - A
    AP Needed - Already learnt
    Effect - Disarms a trap and gains loot. Only works on visable traps.
    
    --Steal
    Type - A
    AP Needed - Already learnt
    Effect - Steals either Gil, items or loot
    
    --Razor's Edge
    Type - A
    AP Needed - Already learnt
    Effect - Increases Evade
    
    --Flee
    Type - A
    AP Needed - 300
    Effect - Increases move and jump by one
    
    --Swipe
    Type - A
    AP Needed - 300
    Effect - Steal Gil
    
    --Trophy Hunt
    Type - A
    AP Needed - 300
    Effect - Less damage but makes enemies drop level 4 loot is the enemy is killed
    
    --Life Of Crime
    Type - A
    AP Needed - 300
    Effect - Deals damage based on the number of successful steals
    
    --Sticky Fingers
    Type - R
    AP Needed - Already learnt
    Effect - Catch thrown weapons and keep them
    
    --Vigilante
    Type - P
    AP Needed - Already learnt
    Effect - Attacks on the side and back do normal damage
    
    - Comments -
    
    Its only fitting that Vaan is the best character at gathering loot! As a
    fighter though
    there's better options.
    
     Agent
    ~~~~~~~
    
    - Requirements -
    
    Al-Cid Only
    After Vaan joins the party take the Quest "A Dashing Duel". After finishing the
    quest head to any town. Al-Cid will then join you.
    
    - Equipment -
    Weapon - Guns
    Head - Hats
    Body - Light Armor
    
    - Stat Growth -
    
    HP - 7
    MP - 2
    Speed - 54%
    Weapon Attack - 8
    Weapon Defense - 8
    Magic Power - 6
    Magic Resistence - 7
    
    Move - 4
    Jump - 2
    Evade - 0
    
    - Abilities -
    
    --Escort
    Type - A
    AP Needed - Already learnt
    Effect - "I would lay down my life at a single word..."
    
    --Interrogate
    Type - A
    AP Needed - Already learnt
    Effect - "What do my little birds have to say?"
    
    --Impassion
    Type - A
    AP Needed - Already learnt
    Effect - "It's all in the wrist."
    
    --Flourish
    Type - A
    AP Needed - 150
    Effect - "If it is a fight you want, you shall have it..."
    
    --Enchant
    Type - A
    AP Needed - 150
    Effect - "Lend me your strength, my lady."
    
    --Succor
    Type - A
    AP Needed - 150
    Effect - "A moment's rest for the weary."
    
    --Reckless Abandon
    Type - A
    AP Needed - 250
    Effect - "Time to take off the proverbial gloves."
    
    - Comments -
    
    = = = = = = = = = = = = = = =
     Accquiring Adelle's Skills
    = = = = = = = = = = = = = = =
    
    The Heritor class' weapons can actually only be accquired from quests. Here's
    the rundown. These also the best of their kind too, so even you're not using
    Adelle you should get these >_>
    
    --Tiptaptwo
    After unlocking the Heritor class read the notice "A Lost Friend" and head to
    the Rupie Mountains. Defeat the (Really easy) boss and you'll get this weapon.
    
    --Whale Whisker
    Master Viola and then read the notice "Send Help!". Head to Zeldei Forest and
    you'll get this weapon. You'll need a potion of any kind however in order for
    the event to appear.
    
    --Ayvuir Blue
    Master Wermut and then read the notice "Screaming Beauty". Head to Morrabella
    and defeat the boss.
    
    --Nagrarok
    Master (You guessed it!) Ldja and then read the notice "The Beast of
    Aisenfield". Head to Aisenfield (Didn't see that coming!) and defeat the
    boss.
    
    --Hyakushiki-masamune
    You know the drill. Master Nesiaam and read "The Shrine of the Paling Gods".
    Win the battle and you'll get the weapon with the longest name ever.
    
    Oh the battle is in the Fens by the way.
    
    --Chirijaden
    Master Elpe. Read new notice. Go to Goug. Beat the really annoying boss.
    
    --Adelaide Skill
    After you master Elpe read the new notice and head to Neslowe. You'll need
    to defeat all the enemies in order to open the treasure chest and finish the
    battle.
    
    Adelle will automatically master it after you win the battle.
    
    = = = = = = =
     Legal Stuff
    = = = = = = =
    
    This guide's written content and comments are all written by Goshi. Do not
    claim the content of this guide as your own.
    
    Also only the following sites can host this masterpiece:
    
    http://www.gamefaqs.com/
    
    = = = = =
     Contact
    = = = = =
    
    My primary e-mail address is goshi3156@gmail.com if you need to yell at me
    for help or anything. Make sure the mail's title is relavant though otherwise
    I'll never read it.