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    Job FAQ by DarthMarth / AlaskaFox

    Version: Final | Updated: 07/07/04 | Printable Version | Search Guide | Bookmark Guide

    ==============================================================================
    
    
                            Final Fantasy Tactics Advance 
                                       Job FAQ
    
                             By: DarthMarth & AlaskaFox
                                 Version 1.5 (Final)
                                     7 July 2004
                             
    
    ==============================================================================
    
    
    
    Contents
    ========
    1. Introduction
    2. Frequently Asked Questions -FRQ-
    3. Race List                  -RCL-
    4. Human Jobs  - Physical     -HPJ-
    5. Human Jobs  - Magic        -HMJ-
    6. Bangaa Jobs - Physical     -BPJ-
    7. Bangaa Jobs - Magic        -BMJ-
    8. Moogle Jobs - Physical     -MPJ-
    9. Moogle Jobs - Magic        -MMJ-
    10.Nu Mou Jobs - Physical     -NPJ-
    11.Nu Mou Jobs - Magic        -NMJ-
    12. Viera Jobs - Physical     -VPJ-
    13. Viera Jobs - Magic        -VMJ-
    14. Weapon List               -WPN-
    15. Armour List               -AMR-
    16. Helmet List               -HAT-
    17. Shield List               -SHD-
    18. Accessory List            -ACS-
    19. Version History           -VRH-
    20. Disclaimer/Legal          -LGL-
    21. Credits                   -CRD-
    
    ------------------------------------------------------------------------------
                                   1. Introduction
    ------------------------------------------------------------------------------
    
    Using this Guide
    ================
    To correctly use the Table of Contents to quickly find what you are looking
    for press Ctrl+F and type in the code next to the section to jump to it.
    On Mac browsers, use Command+F for the same results.
    
    What is this Guide?
    ===================
    As it says on the tin, this is a Final Fantasy Tactics Advance Job FAQ. It
    contains just about everything you could need to know the various jobs, like
    detailed ability descriptions, job reviews, and stat growths.
    
    
    
    ------------------------------------------------------------------------------
                            2. Frequently Asked Questions
    ------------------------------------------------------------------------------
    
    Who wrote this guide?
    =====================
    Originally it was just DarthMarth writing this guide, but now AlaskaFox has
    jumped on the bandwagon and is reformatting and sexing up the guide. We both
    hope you like the new appearance.
    
    How do I get the weapon the gives the Double Sword Ability?
    ===========================================================
    This is one of the most asked questions, so we may as well answer it here.
    The weapon is a Katana (Ninja sword) called Nosada. You get one for having a
    Smithing level of 20 (do the Metal Hunt dispatch mission to raise your Smithing
    level) or as a random reward for high-level missions.
    
    What does the notation for stat growth mean?
    ============================================
    I got it from K1n90Fp0rTu9aL's FAQ. Except for movement, jump, and evade
    (which are constant), the numbers indicate how much each stat grows per level.
    The percentages indicate the chance of receiving an extra point in the area.
    Thanks very much to K1n90Fp0rTu9aL for letting us use this.
    
    What do your ratings mean?
    ==========================
    Strength is how well you can expect the unit to hold up in close combat.
    Cunning is how good they are at messing with the enemy's stats.
    Mystic is how good they are with spells.
    
    
    ------------------------------------------------------------------------------
                                     3. Race List
    ------------------------------------------------------------------------------
    
    ===================================
    BANGAA
    ===================================
    
    Totema:    Adrammelech
    # of Jobs: 7
    Physical:  6
    Magic:     1
    
    Job         - Required A-Abilities
    -----------------------------------
    Warrior     - N/A
    Dragoon     - 2 Warrior
    Defender    - 2 Warrior
    Gladiator   - 2 Warrior
    White Monk  - N/A
    Templar     - 2 White Monk
    Bishop      - 2 White Monk
    
    
    
    
    ===================================
    HUMAN
    ===================================
    
    Totema:    Mateus
    # of Jobs: 11
    Physical:  7
    Magic:     4
    
    Job         - Required A-Abilities
    -----------------------------------
    Soldier     - N/A
    Paladin     - 2 Soldier
    Fighter     - 2 Soldier
    Archer      - N/A
    Hunter      - 2 Archer
    Thief       - N/A
    Ninja       - 2 Thief
    White Mage  - N/A
    Black Mage  - N/A
    Illusionist - 3 White Mage, 5 Black Mage
    Blue Mage   - 1 White Mage, 1 Black Mage
    
    
    
    ===================================
    MOOGLE
    ===================================
    
    Totema:    Famfrit
    # of Jobs: 8
    Physical:  4
    Magic:     4
    
    Job         - Required A-Abilities
    -----------------------------------
    Animist     - N/A
    Mog Knight  - 1 Animist
    Gunner      - 1 Animist
    Thief       - N/A
    Juggler     - 2 Thief
    Gadgeteer   - 2 Thief
    Black Mage  - N/A
    Time Mage   - 5 Black Mage
    
    
    ===================================
    NU MOU
    ===================================
    
    Totema:    Ultima
    # of Jobs: 8
    Phsyical:  2
    Magic:     6
    
    Job         - Required A-Abilities
    -----------------------------------
    Beastmaster - N/A
    Morpher     - 5 Beastmaster
    Black Mage  - N/A
    White Mage  - N/A
    Time Mage   - 5 Black Mage
    Alchemist   - 3 White Mage, 5 Black Mage
    Illusionist - 3 White Mage, 5 Black Mage
    Sage        - 3 White Mage, 2 Beastmaster
    
    
    
    
    ===================================
    VIERA
    ===================================
    
    Totema:    Exodus
    # of Jobs: 8
    Physical:  4
    Magic:     4
    
    Job         - Required A-Abilities
    -----------------------------------
    Fencer      - N/A
    Red Mage    - 1 Fencer
    Archer      - N/A
    Sniper      - 2 Archer
    White Mage  - N/A
    Elementalist- 1 White Mage, 1 Fencer
    Summoner    - 2 White Mage, 2 Elementalist
    Assassin    - 2 Elementalist, 1 Sniper
    
    
    
    ------------------------------------------------------------------------------
                               4. Human Jobs - Physical
    ------------------------------------------------------------------------------
    -HPJ-
    
    
    ===================================
    SOLDIER
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Swords, Greatswords, Helmets, Hats, Armor, Clothing, Shields
    
    Leads to: Paladin (2 Soldier A-Abilities)
              Fighter (2 Soldier A-Abilities)
    
    Stat Growth
    ===========
    Movement: 3     Defense: 8 (80%)
    Jump: 2         HP: 8 (40%)
    Evade: 50       MP: 1 (10%)
    Speed: 1 (10%)  Magic Power: 6 (60%)
    Attack: 8 (80%) Magic Resistance: 7 (20%)
    
    Battle Tech
    ===========
    
    A-Abilities
    -----------
    NAME       - AP  - ITEM          - DESCRIPTION
    First Aid  - 100 - Shortsword    - Heals own HP and recover status
    Powerbreak - 200 - Barong        - Lowers target's attack power
    Mindbreak  - 200 - Buster Sword  - Lowers target's magic power
    Magicbreak - 200 - Ancient Sword - Damages target's mana
    Speedbreak - 200 - Silver Sword  - Lowers target's speed
    Mug        - 300 - Diamond Sword - Deals damage and steals Gil
    Provoke    - 300 - Blood Sword   - Drives target berserk
    Sensor     - 300 - Burglar Sword - Detects hidden equipment on target
    
    S-Abilities
    -----------
    Monkey Grip  - 300 - Vigilante       - Can hold 2-handed swords in one hand
    Shieldbearer - 100 - Bronze Shield
                       - Round Shield
                       - Platinum Shield
    C-Ability
    ---------
    Combat Combo - 100 - Mythril Sword - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Ancient Sword
    Barong
    Blood Sword
    Burglar Sword
    Buster Sword
    Chirijiraden
    Diamond Sword
    Gale Sword
    Hardedge
    Leglace Sword
    Lure Breaker
    Master Sword
    Mythril Sword
    Oblige
    Onion
    Restorer
    Shortsword
    Silver Sword
    Victor Sword
    Vigilante
    Vitanova
    Zankplus
    
    Description
    ===========
    The Soldier is the basic physical Human class. They are not too fast but have
    above average physical power. Soldiers are one of the better anti-mage classes
    for Humans as well. First Aid is a useful ability if your Soldier has been
    inflicted with a status condition, but it doesn't heal much HP. The Soldier's 4
    Breaks are what make them unique. Mind and Magicbreak make them good against
    magic users, while Power and Speedbreak are better against physical classes.
    Mug isn't too useful; it doesn't do much damage and steals VERY little Gil.
    Provoke is another useful anti-mage ability, and works on every physically weak
    class (or when Fight is outlawed). Sensor is almost essential for stealing most
    rare items, but it isn't enough to save the Soldier from being a mediocre
    class. Their S-abilities aren't very impressive either.
    
    Ratings
    =======
    Strength Rating: ****
    Cunning Rating:  ***
    Mystic Rating:   *
    Overall Rating:  **
    
    
    
    ===================================
    PALADIN
    ===================================
    
    Required A-Abilities: 2 Soldier
    
    Equippable Items: Knightswords, Greatswords, Helmets, Armor, Robes, Shields
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 3     Defense: 9 (20%)
    Jump: 2         HP: 7 (60%)
    Evade: 35       MP: 2 (20%)
    Speed: 0 (80%)  Magic Power: 7 (20%)
    Attack: 8 (30%) Magic Resistance: 8 (90%)
    
    Chivalry
    ========
    
    A-Abilities
    -----------
    NAME         - AP  - MP - ITEM          - DESCRIPTION
    Nurse        - 100 -    - Defender      - Heals HP and recovers user and all
                                              adjacent units
    Defense      - 200 -    - Lionheart     - Increases defense and magic
                                              resistance for 1 turn
    Cover        - 200 -    - SaveTheQueen  - Take damage for nearby unit for 1
                                              turn
    Subdue       - 200 -    - Ancient Sword - Deals very little damage
    Drop Weapon  - 200 -    - Ragnarok      - Attempts to de-equip enemy's weapon
    Parley       - 200 -    - Barong        - Convinces critical unit to leave
                                              battle
    Saint Cross  - 300 - 24 - Arch Sword    - Inflicts Holy damage to all adjacent
                                              units
    Holy Blade   - 300 - 32 - Excalibur     - Inflicts massive Holy damage
    
    R-Ability
    ---------
    Reflex - 300 - Genji Armor - Dodges all "Fight" actions
    
    S-Abilities
    -----------
    Weapon DEF+ - 300 - Diamond Armor - Increases physical defense
    
    C-Ability
    ---------
    Knight Combo - 100 - Mythril Brand - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Ancient Sword
    Apocalypse
    Arch Sword
    Barong
    Defender
    Diamond Sword
    Excalibur
    Excalibur2
    Hardedge
    Lionheart
    Lohengrin
    Lure Breaker
    Master Sword
    Mythril Brand
    Nagrarok
    Oblige
    Ragnarok
    SaveTheQueen
    Sequence
    Vigilate
    Zankplus
    
    Description
    ===========
    Paladins are one of the most powerful Human classes, along with Fighters. They
    are arguably the best tanks in the game. They have large HP, defense, and
    resistance growth (but low speed), and their Weapon DEF+ ability makes them
    tougher. Defense allows them to augment the defense and resistance of
    themselves. Cover can be used to protect nearby units by making the Paladin
    take damage for them. This can be useful in protecting your weaker
    spellcasters. Nurse is basically First Aid but with an area of effect;
    significantly more useful. Subdue may seem useless, but it is good for
    activating damage R-Abilities, like Dragonheart or Auto-Regen, or snapping
    people out of Charm or Confusion. It can also be used to help weaken monsters
    for capture. Drop Weapon isn't as useful as Steal: Weapon, but it can still be
    great for weakening strong enemies. Parley is a diplomatic move that convinces
    a unit with VERY low HP (probably about 1 to 4 or even less) to leave the
    battlefield, preventing it from being revived. They have to have so little HP
    that's it best to just KO them instead of wasting several turns weakening them.
    The Paladin's final 2 abilities are by far his most powerful. Saint Cross deals
    large Holy damage to all tiles adjacent to the Paladin, like a stronger version
    of Wild Swing. Holy Blade deals INSANE Holy damage to an adjacent unit, at
    least twice the normal melee damage (especially with a Holy Weapon like
    Excalibur or SaveTheQueen equipped). With a strong and Holy weapon equipped,
    this attack can take out even tough enemies in one mighty hit. That's good,
    because your Paladin will likely only have the mana to use it once until level
    30 or so. Make sure he levels up as a magical class to increase his mana.
    Finally, Reflex in quite possibly the second best Human reaction ability. With
    it equipped, your Paladin becomes invulnerable to the fight command.
    
    Ratings
    =======
    Strength Rating: *****
    Cunning Rating:  **
    Mystic Rating:   *
    Overall Rating:  *****
    
    
    
    
    ===================================
    FIGHTER
    ===================================
    
    Required A-Abilities: 2 Soldier
    
    Equippable Items: Blades, Hats, Clothing
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 4     Defense: 8 (10%)
    Jump: 2         HP: 7 (40%)
    Evade: 45       MP: 1 (40%)
    Speed: 1 (10%)  Magic Power: 5 (60%)
    Attack: 9 (20%) Magic Resistance: 6 (90%)
    
    
    Fighter Tech
    ============
    
    A-Abilities
    -----------
    NAME       - AP  - ITEM         - DESCRIPTION
    Rush       - 100 - Sweep Blade  - Damages and knocks back target
    Wild Swing - 200 - Ogun Blade   - Damages all adjacent units
    Beatdown   - 200 - Shadow Blade - High damage but low accuracy
    Blitz      - 200 - Sun Blade    - Low damage but high accuracy
    Air Render - 200 - Atmos Blade  - Deals damage from up to 3 squares away
    Far Fist   - 200 - Kwigon Blade - Deals area damage from up to 4 squares away
    Air Blast  - 300 - Air Blade    - Damages in shockwave radius
    Backdraft  - 300 - Flametongue  - Heavy damage but deals one fourth to self
    
    R-Abilities
    -----------
    Bonecrusher - 300 - Ninja Gear - Counters melee attacks with 1.5 normal damage
    Strikeback  - 300 - Wygar      - Dodges Fight action and counters
    
    S-Ability
    ---------
    Doublehand - 300 - Venus Blade - Hold 1-hand blade in 2 hands to raise attack
    
    C-Ability
    ---------
    Fight Combo - 100 - Mythril Blade - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Adaman Blade
    Air Blade
    Atmos Blade
    Avuiyr Blue
    Avuiyr Red
    Ebon Blade
    Flametongue
    Ice Brand
    Kwigon Blade
    Mythril Blade
    Ogun Blade
    Paraiba Blade
    Pearl Blade
    Shadow Blade
    Sun Blade
    Sweep Blade
    Venus Blade
    
    Description
    ===========
    Fighters are the best Human class at fighting (duh). They focus more on offense
    than Paladins, dealing possibly the most damage of any Human class. They are
    also more mobile than Paladins are. On to the abilities. Rush is basically a
    100% critical hit, without the extra damage. It's useful for preventing
    counterattacks. Wild Swing can be helpful if you're surrounded, but isn't
    generally useful other than that. Beatdown and Blitz are polar opposites, each
    favoring either accuracy or power. Beatdown is very good if you've stopped the
    target or put it to sleep, while Blitz is useful for finishing off weakened
    foes. Air Render is possibly the Fighter's best A-Ability, with the power and
    accuracy of the Fight command but with added range. Far Fist has even more
    range and deals area damage, but is less powerful. Air Blast fan be fired in
    any direction, damaging the square in front of the Fighter and spreading out to
    also hit the 3 behind that. If you can find enemies arranged the right way, Air
    Blast can do massive total damage. Finally, Backdraft deals even more damage
    than Beatdown with respectable accuracy, but deals one fourth of the damage to
    the user as well. Fighters have some of the best R-Abilities too. Bonecrusher
    is basically Counter on steroids, and make most enemies think twice about
    attacking you. (unlike Counter, Bonecrusher only activates if the hostile
    attack connects) Strikeback is one of the best R-Abilities in the game. If an
    enemy tries to Fight you from within the user's weapon range, they stop the
    attack and counter it. Their S-Ability increases their attack with 1-handed
    weapons, but is nowhere near as good as Double Sword.
    
    Ratings
    =======
    Strength Rating: *****
    Cunning Rating:  *
    Mystic Rating:   *
    Overall Rating:  ****
    
    
    ===================================
    THIEF
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Knives, Hats, Clothing
    
    Stat Growth
    ===========
    Movement: 4     Defense: 7 (60%)
    Jump: 3         HP: 6 (60%)
    Evade: 65       MP: 1 (10%)
    Speed: 1 (80%)  Magic Power: 7 (60%)
    Attack: 7 (60%) Magic Resistance: 6 (40%)
    
    Steal
    =====
    
    A-Abilities
    -----------
    NAME           - AP  - ITEM           - DESCRIPTION
    Steal: Armor   - 300 - Rondell Dagger - Steals Armor worn by foe
    Steal: Shield  - 200 - Scramasax      - Steals Shield held by foe
    Steal: Access  - 300 - Jambiya        - Steals Accessory held by foe
    Steal: Helm    - 300 - Kard           - Steals Helmet worn by foe
    Steal: Weapon  - 300 - Sword Breaker  - Steals Weapon wielded by foe
    Steal: Gil     - 100 - Jack Knife     - Steals Gil from foe
    Steal: EXP     - 100 - Khukuri        - Steals Experience points from foe
    Steal: JP      - 200 - Orihalcum      - Steals 1 JP from a foe
    Steal: Ability - 300 - Cinquedea      - Steals 1 random A-Ability from foe
    
    R-Ability
    ---------
    Counter - 300 - Brigandine - Counter's enemy's melee attack
    
    S-Ability
    ---------
    Maintenance - 300 - Adaman Vest -  Can't be stolen from and weapons can't be
                                       broken
    
    C-Ability
    ---------
    Thief Combo - 100 - Mythril Knife - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Cinquedea
    Jack Knife
    Jambiya
    Kard
    Khukuri
    Kris Knife
    Mythril Knife
    Orihalcum
    Rondell Dagger
    Scramasax
    Sword Breaker
    Tiptaptoe
    Tonberrian
    Zorlin Shape
    
    Description
    ===========
    While Paladins focus on defense and Fighters on offense, Thieves focus on
    agility. They aren't as physically powerful as the other two, but they are
    faster and better at evasion. Their special abilities all consist of being able
    to Steal anything under the sun from an adjacent unit. Most of the Steal
    Abilities aren't too good, but Steal: Armor and Steal: Weapon can net you some
    rare items. The best Stealing Ability of all is Steal: Ability. If the attack
    works (it has low accuracy; stop or sleep the foe to increase your luck) and
    the target has an ability available to a Human or Moogle Class (depending on
    the race of the Thief), the ability is automatically mastered! Because Thief's
    stat growths aren't too good on their own, Steal does better as a secondary A-
    Ability for another job.
    
    Ratings
    =======
    Strength Rating: ***
    Cunning Rating:  ****
    Mystic Rating:   *
    Overall Rating:  ****
    
    
    ===================================
    NINJA
    ===================================
    
    Required A-Abilities: 2 Thief
    
    Equippable Items: Katanas, Hats, Clothing
    
    Stat Growth
    ===========
    Movement: 4     Defense: 7 (20%)
    Jump: 3         HP: 5 (70%)
    Evade: 60       MP: 2 (10%)
    Speed: 2 (20%)  Magic Power: 8 (20%)
    Attack: 8 (40%) Magic Resistance: 7 (50%)
    
    Ninja Skill
    ===========
    
    A-Abilities
    -----------
    NAME       - AP  - MP- ITEM           - DESCRIPTION
    Throw      - 100 -   - Ninja Knife    - Throw item from inventory up to 4
                                            squares
    Wood Veil  - 200 - 4 - Kotetsu        - Damages and may immobilize from up
                                            to 4 squares
    Fire Veil  - 200 - 4 - Ashura         - Damages and may confuse from up to
                                            4 squares
    Earth Veil - 200 - 4 - Osafune        - Damages and by slow from up to 4
                                            squares
    Metal Veil - 200 - 4 - Kikuichimonji  - Damages and may blind from up to 4
                                            squares
    Water Veil - 200 - 4 - Murasame       - Damages and may silence from up to
                                            4 squares
    Unspell    - 300 - 4 - Heaven's Cloud - Removes status enhancements from
                                            target
    Oblivion   - 300 - 24 - Masamune      - Causes forgetfulness
    
    R-Ability
    ---------
    Last Haste - 300 - Ninja Gear - Casts haste on self when made critical
    
    S-Ability
    ---------
    Double Sword - 999 - Nosada - Can hold a 1-handed sword in each hand
    
    C-Ability
    ---------
    Ninja Combo - 100 - Mythril Epee - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Ashura
    Charfire
    Heaven's Cloud
    Kikuichimonji
    Kotetsu
    Masamune
    Masamune 100
    Murasame
    Mythril Epe
    Ninja Knife
    Nosada
    Osafune
    Petal Chaser
    Silkmoon
    Zanmoto
    
    Description
    ===========
    Ninjas are one of the most dangerous Human classes in the game. They are fast,
    evasive, and very powerful attackers. Their basic ability, Throw, lets them use
    an item from your inventory to inflict damage. Not a very useful ranged attack.
    The Ninja's signature moves are their 5 Veils, which for 4 MP can do a small
    amount of damage at a range and possibly inflict a helpful status ailment.
    Unspell is useful if your opponents have powerful status buffs, especially
    Auto-Life. Oblivion causes Addle, which apparently prevents the target from
    using A-Abilities and restricts its movement. It's arguably much worse than
    Aim: Arm, which prevents the target from fighting, is ranged, and costs no MP.
    Last Haste isn't a very good support ability, but it can still be good for
    getting your Ninja out of trouble. Lastly, Ninjas are the proud wielders of one
    of the best Support Abilities in the game, Double Sword. With it equipped, the
    user can hold a sword in each hand. This lets them attack twice instead of
    once, effectively doubling the damage dealt. After painstakingly mastering
    Double Sword, you can also master two abilities at once, or one ability twice
    as fast.
    
    Ratings
    =======
    Strength Rating: ****
    Cunning Rating:  *****
    Mystic Rating:   **
    Overall Rating:  *****
    
    
    ===================================
    ARCHER
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Bows, Hats, Clothing
    
    Stat Growth
    ===========
    Movement: 4     Defense: 7 (20%)
    Jump: 2         HP: 7 (20%)
    Evade: 50       MP: 1 (40%)
    Speed: 1 (40%)  Magic Power: 6 (40%)
    Attack: 7 (20%) Magic Resistance: 8 (10%)
    
    Aim
    ===
    
    A-Abilities
    -----------
    NAME      - AP  - ITEM        - DESCRIPTION
    Boost     - 100 - Longbow     - Increases damage of next attack
    Aim: Legs - 200 - Thorn Bow   - Immobilizes target for 3 turns
    Aim: Arm  - 200 - Nail Bow    - Disables target for 3 turns
    Cupid     - 200 - Artemis Bow - Charms target
    Burial    - 300 - Silver Bow  - Banishes undead
    Take Aim  - 300 - Yoichi Bow  - High accuracy but low damage
    Faster    - 300 - Perseus Bow - Ignores R-Abilities
    Blackout  - 200 - Char Bow    - Blinds target
    
    R-Ability
    ---------
    Block Arrows - 300 - Green Beret - Dodges all arrow-based attacks
    
    S-Ability
    ---------
    Concentrate - 300 - Target Bow - Increases accuracy
    
    C-Ability
    ---------
    Bow Combo - 100 - Mythril Bow - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Artemis Bow
    Char Bow
    Crescent Bow
    Longbow
    Malbow
    Mythril Bow
    Nail Bow
    Perseus Bow
    Silver Bow
    Target Bow
    Thorn Bow
    Yoichi Bow
    
    Description
    ===========
    Although Archers are the basic Human ranged class they definitely aren't weak.
    Their speciality is staying behind your melee units and riddling the enemy
    with arrows. Their first ability, Boost, more than doubles their next attack's
    damage. Use it if you can't get within range in one turn. Their two Aim
    abilities are what make them powerful. Aim: Legs keeps the target from moving
    for 3 turns, very useful against a tough class like a Warrior. Aim: Arm is
    universally useful, keeping the target from using any actions. Both are
    overshadowed, however, by Cupid, which Charms the target to fight on your side
    for several turns. Burial, despite its low hit rate, is good against zombies,
    as it destroys them completely. Take Aim is very weak, but useful for finishing
    weakened enemies off (basically a ranged Blitz). Faster isn't useful in many
    situations, but is still worth mastering if you have the time (plus it looks
    cooler than the normal fight command). Blackout is a handy attack, blinding the
    target to greatly reduce their accuracy. The Archer's R-Ability, Block Arrows,
    is the type of attack Faster was made for. With it equipped, no arrows will
    touch your Archer. Their S-Ability nearly ties with Double Sword as the best
    Human S-Ability. Concentrate greatly increases the Archer's accuracy from all
    his actions, making him even more deadly.
    
    Ratings
    =======
    Strength Rating: **
    Cunning Rating:  *****
    Mystic Rating:   *
    Overall Rating:  ****
    
    
    ===================================
    HUNTER
    ===================================
    
    Required A-Abilities: 2 Archer
    
    Equippable Items: Greatbows, Hats, and Clothing
    
    Stat Growth
    ===========
    Movement: 4     Defense: 6 (90%)
    Jump: 2         HP: 6 (80%)
    Evade: 55       MP: 3 (10%)
    Speed: 1 (70%)  Magic Power: 6 (90%)
    Attack: 8 (70%) Magic Resistance: 8 (40%)
    
    Hunt
    ====
    
    A-Abilities
    -----------
    NAME        - AP  - MP - ITEM-DESCRIPTION
    Sonic Boom  - 200 -    - Cranequin      - Deals area damage up to 4 squares
                                              away
    Oust        - 200 -    - Windslash Bow  - Sweeps monsters off the field
    Advice      - 100 -    - Twin Bow       - Raises critical hit rate of target
    Aim: Vitals - 300 -    - Fey Bow        - Causes random status ailment
    Hunting     - 300 -    - Hunt Bow       - Receive 10 JP if target is KOed
    Addle       - 200 -    - Master Bow     - Addles monster
    Ultima Shot - 999 - 60 - Seventh Heaven - Triple damage attack
    Sidewinder  - 300 -    - Hades Bow      - Heavy damage to monsters
    Capture     - 200 -    - Ranger Bow     - Captures weakened monster
    
    R-Ability
    ---------
    Auto-Regen - 300 - Gaia Gear - Casts Regen on self when damaged
    
    S-Ability
    ----------
    Weapon ATK+ - 300 - Nike Bow - Increases physical attack damage
    
    C-Ability
    ---------
    Hunt Combo - 100 - Mythril Shot - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Arbalest
    Cranequin
    Fey Bow
    Gastra Bow
    Hades Bow
    Hunt Bow
    Marduk Bow
    Master Bow
    Max's Oathbow
    Mythril Shot
    Nike Bow
    Ranger Bow
    Seventh Heaven
    Twin Bow
    Windslash Bow
    
    Description
    ===========
    Hunters are the advanced Human ranged job. They can be powerful support units,
    but they specialize against monsters. Sonic Boom is a copy of the Fighter's Far
    First, useful for hitting clustered targets. Oust is supposed to remove
    monsters from the field, but I don't know how it works like Parley, so I still
    need help making it work. Advice is useful when used on a powerful unit near a
    cliff; you can deal heavy damage with a critical hit and more with a long fall.
    Aim: Vitals is useful for weakening tough fighters, but you never know what
    you'll get. If you're desperate to Summon Mateus, Hunting can get you there
    instantly. Although it does one third to one half of the normal attack damage,
    it can be incredibly powerful. Hunters can Summon Mateus and then pick off the
    survivors with Hunting. Addle is slightly better than the Ninja's Oblivion; it
    costs no mana and is ranged, but can only target monsters. Still, Aim: Arm is
    probably better. Sidewinder helps the Hunter excel against monsters, dealing
    roughly double damage to them. Capture is essential for building up a Morpher.
    Use it on a severely weakened monster to capture it and send it to the monster
    bank. Keep in mind that Rockbeasts, Undead, Fairies, and Tonberries can't be
    captured. Neither can the last enemy on the field. The Hunters are the proud
    users of the Human Ultima attack, Ultima Shot. If you have the MP, it can take
    out virtually anything in one hit. Auto-Regen isn't very good, as the
    regeneration effect is small. Weapon ATK+ is useful for powering up just about
    any job, but Concentrate is probably better.
    
    Ratings
    =======
    Strength Rating: ***
    Cunning Rating:  ****
    Mystic Rating:   *
    Overall Rating:  ***
    
    
    ------------------------------------------------------------------------------
                                5. Human Jobs - Magic
    ------------------------------------------------------------------------------
    -HMJ-
    
    
    ===================================
    WHITE MAGE
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Staves, Hats, Clothing, Robes
    
    Stat Growth
    ===========
    Movement: 3     Defense: 6 (90%)
    Jump: 2         HP: 7 (30%)
    Evade: 40       MP: 4 (80%)
    Speed: 1 (70%)  Magic Power: 8 (40%)
    Attack: 6 (20%) Magic Resistance: 8 (20%)
    
    
    White Magic
    ===========
    
    A-Abilities
    -----------
    NAME      - AP  - MP - ITEM          - DESCRIPTION
    Cure      - 100 - 6  - White Staff   - Area heals small amount of HP
    Cura      - 200 - 10 - Cure Staff    - Area heals medium amount of HP
    Curaga    - 300 - 16 - Spring Staff  - Area heals large amount of HP
    Esuna     - 200 - 18 - Pure Staff    - Area recovers status
    Life      - 200 - 10 - Bless Staff   - Revives target
    Full-Life - 300 - 20 - Nirvana Staff - Revives target with full HP
    Auto-Life - 200 - 16 - Cheer Staff   - Auto-Revives target when KOed
    Shell     - 100 - 6  - Judge Staff   - Area increases magic resistance
    Protect   - 100 - 6  - Guard Staff   - Area increases weapon defense
    
    S-Ability
    ---------
    Turbo MP - 300 - White Robe - Doubles MP for double magic power and accuracy
    
    C-Ability
    ---------
    White Combo - 100 - Mythril Staff - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Bless Staff
    Cheer Staff
    Cure Staff
    Dreamwatcher
    Garnet Staff
    Guard Staff
    Judge Staff
    Mythril Staff
    Nirvana Staff
    Power Staff
    Pure Staff
    Snake Staff
    Spring Staff
    White Staff
    
    Description
    ===========
    Simply put, White Magi are THE best support units in the game. Their life-
    giving spells keep your units healthy, and they can also shield your units from
    harm. The Cure series of spells all restores HP to up to 5 units in an X
    pattern. Their use is obvious; keeping your units alive. If they fail at that,
    Life and Full-Life can revive KOed units, while Auto-Life can safeguard against
    KOs ahead of time. Esuna is incredibly valuable, curing almost any status
    ailment on up to 5 units. Shell and Protect can shield your units from harm if
    you can find the time to cast them. Finally, Turbo MP can superpower your
    Mage's spells if you have the MP to use it.
    
    Ratings
    =======
    Strength Rating: *
    Cunning Rating:  ***
    Mystic Rating:   ****
    Overall Rating:  *****
    
    
    ===================================
    BLACK MAGE
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Rods, Hats, Clothing, Robes
    
    Stat Growth
    ===========
    Movement: 3     Defense: 6 (80%)
    Jump: 2         HP: 5 (60%)
    Evade: 35       MP: 4 (40%)
    Speed: 1 (10%)  Magic Power: 8 (80%)
    Attack: 6 (40%) Magic Resistance: 3 (60%)
    
    Black Magic
    ===========
    
    A-Abilities
    -----------
    NAME     - AP  -MP  - ITEM          - DESCRIPTION
    Fire     - 100 - 6  - Rod           - Small area fire damage
    Fira     - 200 - 12 - Firewheel Rod - Medium area fire damage
    Firaga   - 300 - 24 - Flame Rod     - Large area fire damage
    Thunder  - 100 - 6  - Rod           - Small area electric damage
    Thundara - 200 - 12 - Thunder Rod   - Medium electric area damage
    Thundaga - 300 - 24 - Thor Rod      - Large area electric damage
    Blizzard - 100 - 6  - Rod           - Small area ice damage
    Blizzara - 200 - 12 - Sleet Rod     - Medium area ice damage
    Blizzaga - 300 - 24 - Chill Rod     - Large area ice damage
    
    R-Ability
    ---------
    Return Magic - 300 - Black Robe - Casts hostile spells back at user
    
    S-Ability
    ---------
    Geomancy - 300 - Sage Robe - Lowers enemy elemental resistance
    
    C-Ability
    ---------
    Black Combo - 100 - Mythril Rod - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Chill Rod
    Firewheel Rod
    Flame Rod
    Force Rod
    Heretic Rod
    Mythril Rod
    Princess Rod
    Rod
    Sapere Aude
    Sleet Rod
    Stardust Rod
    Terre Rod
    Thor Rod
    Thunder Rod
    
    Description
    ===========
    Shrouded in mysterious cloaks and straw hats, Black Magi are the opposites of
    White Magi. Rather than healing your party with Holy magic like the benevolent
    White Mages, they like nothing better than blasting the life out of your
    enemies with raw elemental fury! All the Black Mage's A-Abilities are elemental
    spells of fire, ice, or lightning. Each also has 3 levels of power. Like White
    Magi, Black Magi are best off staying behind your fighting units, snooping
    around blasting the enemies to atoms. Their Return Magic R-Ability makes them
    effective anti-casters. They can cripple enemy mages by copying spells they're
    hit with back onto the caster. Geomancy decreases the elemental resistance of
    all the enemies they attack. For example, enemies that would absorb the magic
    now take no damage from it; enemies immune to magic take reduced damage...
    
    Ratings
    =======
    Strength Rating: *
    Cunning Rating:  **
    Mystic Rating:   *****
    Overall Rating:  ****
    
    
    ===================================
    ILLUSIONIST
    ===================================
    
    Required A-Abilities: 3 White Mage, 5 Black Mage
    
    Equippable Items: Rods, Clothing, Hats, Robes
    
    Stat Growth
    ===========
    Movement: 3     Defense: 6 (50%)
    Jump: 2         HP: 5 (10%)
    Evade: 30       MP: 7 (20%)
    Speed: 0 (90%)  Magic Power: 9 (30%)
    Attack: 6 (10%) Magic Resistance: 8 (30%)
    
    Phantasm Skill
    ==============
    
    A-Abilities
    -----------
    NAME          - AP  - MP - ITEM          -DESCRIPTION
    Prominence    - 100 - 32 - Firewheel Rod - Fire damage to all enemies
    Tempest       - 100 - 32 - Thunder Rod   - Electric damage to all enemies
    Freezeblink   - 100 - 32 - Sleet Rod     - Ice damage to all enemies
    Star Cross    - 300 - 32 - Princess Rod  - Holy damage to all enemies
    Stardust      - 300 - 32 - Stardust Rod  - Damage to all enemies
    Deluge        - 200 - 32 - Chill Rod     - Water damage to all enemies
    Soil Evidence - 200 - 32 - Terre Rod     - Earth damage to all enemies
    Wild Tornado  - 200 - 32 - Thor Rod      - Wind damage to all enemies
    
    R-Ability
    ---------
    Absorb MP - 300 - Lordly Robe - Absorbs MP from any spells cast on user
    
    S-Ability
    ---------
    Half MP - 300 - Light Robe - Spells cost half as much MP
    
    C-Ability
    ---------
    Spell Combo - 100 - Mythril Rod - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Chill Rod
    Firewheel Rod
    Flame Rod
    Force Rod
    Heretic Rod
    Mythril Rod
    Princess Rod
    Rod
    Sapere Aude
    Sleet Rod
    Stardust Rod
    Terre Rod
    Thor Rod
    Thunder Rod
    
    Description
    ===========
    Illusionists are some of the most powerful spellcasters in the game, wielding
    visually impressive spells that attack all enemies at once. Unlike Totema,
    however, they may miss, so be careful. Since the spells always hit enemies no
    matter the caster's position, you should always keep your Illusionist as far
    away from the enemies as possible. The Illusionist's R-Ability, Absorb MP,
    isn't too useful unless he manages to survive an Ultima attack. His S-Ability
    is actually quite valuable because of the high costs of the Phantasm spells.
    
    Ratings
    =======
    Strength Rating: *
    Cunning Rating:  **
    Mystic Rating:   *****
    Overall Rating:  ***
    
    
    ===================================
    BLUE MAGE
    ===================================
    
    Required A-Abilities: 1 White Mage, 1 Black Mage
    
    Equippable Items: Sabers, Hats, Clothing, Robes
    
    Stat Growth
    ===========
    Movement: 4     Defense: 8 (60%)
    Jump: 2         HP: 6 (90%)
    Evade: 55       MP: 3 (70%)
    Speed: 1 (20%)  Magic Power: 8 (20%)
    Attack: 8 (10%) Magic Resistance: 9 (20%)
    
    Blue Magic
    ==========
    
    A-Abilities
    -----------
    NAME         - MP  - MONSTER     - DESCRIPTION
    Goblin Punch  - 8  - Goblin      - Random damage
    Magic Hammer  - 8  - Red Cap     - MP damage
    Acid          - 12 - Jellies     - Random status ailment
                       - Ice Flans
                       - Creams
    Blowup        - 2  - Bombs       - Heavy fire damage to all sides, KOs self
                       - Grenades
    Mighty Guard  - 8  - Icedrake    - Increases defense and resistance of target
    Guard-Off     - 10 - Firewyrm    - Decreases defense and resistance of target
    Dragon Force  - 12 - Thundrake   - Increases all stats of target
    Night         - 24 - Lillith     - Puts everyone except user to sleep
    Twister       - 20 - Lamia       - Area halves target's HP
    LV3 Def-Less  - 12 - Antlion     - 100% area lowers target's defense and
                       - Jawbreaker  - resistance is their level is divisible by 3
    Poison Claw   - 8  - Panther     - Damages and poisons
    Hastebreak    - 12 - Coeurl      - Slows target, stops them if they're Hasted
    Bad Breath    - 20 - Malboro     - 5 random status ailments to target
                       - Big Malboro
    Stare         - 12 - Floateye    - Confuses front-facing targets on 4 squares
                                       ahead of user
    Roulette      - 20 - Ahriman     - KOs random unit on field
    Matra Magic   - 24 - Toughskin   - Reverses target's HP and MP
                       - Blade Biter
    Drain Touch   - 10 - Zombie      - Drains HP from adjacent unit
    LV ? S-Flare  - 30 - Vampire     - Dark damages all units with same ones level
                                       digit
    White Wind    - 12 - Sprite      - Area heals HP amount equal to user's HP
    Angel Whisper - 24 - Titania     - Heals HP and casts Auto-Life
    
    R-Ability
    ---------
    NAME        - AP  - ITEM         - DESCRIPTION
    Damage > MP - 300 - Judo Uniform - Take MP damage instead of HP
    
    S-Abilities
    -----------
    Immunity - 300 - Survival Vest - Immune to status ailments
    Learning - 400 - Blue Saber    - Learn Blue Magic by being hit by it
    
    C-Ability
    ---------
    Blue Combo - 100 - Mythril Saber - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Aqua Saber
    Blue Saber
    Harpe
    Manganese
    Mythril Saber
    Shamshir
    Soul Saber
    
    Description
    ===========
    Blue Magi are one of the most unique and versatile classes in the game. They
    can learn certain monster abilities simply by being hit by them. The Goblin
    Punch spell isn't too useful because of its randomness, but Magic Hammer can be
    effective against spellcasters. Remember to get Goblin Punch early; Goblins
    eventually stop appearing forever! Acid isn't nearly as powerful as Bad Breath,
    but is ranged instead. Blowup is basically a self-destruct attack. It never
    misses and can do good elemental damage. Combine is with Auto-Life to get a
    killing machine. Mighty Guard and Guard-Off either make your opponent's weaker
    or your allies stronger; useful if you don't have a White Mage or Bishop.
    Dragon Force can be very effective for powering up your heavy hitters, or even
    magic users. Like Goblins, Thundrakes eventually become extinct, so get this
    great ability early! Night isn't too useful alone, since it targets your allies
    as well as enemies, but if you combine it with standard-issue Fortune Rings you
    can have an extremely powerful attack. Twister is very overpowered; it's
    basically an area-of-effect Demi for less mana. LV3 Def-Less is very selective
    about targets, but if an enemy's level is divisible by 3 it can area reduce
    their defense and resistance with 100% accuracy. Plus it looks weird. Just
    remember to get it early though; if a character reaches level 49 without
    learning it, they never will. Poison Claw is a basic spell, but can be good if
    you have nothing better. Hastebreak is a very opportunistic spell; it's best to
    only use it on Hasted opponents. Bad Breath is the mother of all status
    attacks; it inflicts 5 (yes, five) random status afflictions on the target,
    turning the strongest enemies into whimpering wimps. Stare isn't too good; it
    only works if the target is facing you and only confuses them. Roulette is very
    powerful if your Blue Mage is outnumbered, but it seems impossible to get. If
    your Blue Mage is Auto-Lifed when he's hit by it, he'll learn the attack.
    Matra Magic is one of the most effective attacks in the game against powerful
    fighters or anything with low HP; any excess points during the switch simply
    disappear. Drain Touch isn't too good; the damage inflicted is small. LV? S-
    Flare can be as powerful as Totema if it doesn't affect anyone on your side, or
    they have armor that absorbs dark damage. White Wind area heals HP equal to the
    user's current HP. If you're at high HP, it can be more useful than Curaga.
    Finally Angel Whisper will likely be your main source of Auto-Life through most
    of the game. Strangely enough, Damage > MP is less useful in a Blue Mage job as
    it is in other classes. If the user is only attacked by one unit per turn,
    they're basically invincible. Even 1 MP is enough to stop an attack. Because
    all the Blue Mage's A-Abilities use MP, he'll likely find himself without
    enough mana to use any powerful spells. The R-Ability is best used in a
    physical class like Fighter. Immunity is basically a free Ribbon, but still
    isn't as good as Double Sword or Weapon ATK+. Learning is obviously essential
    for any Blue Mage, at least if you want any of his A-Abilities.
    
    Ratings
    =======
    Strength Rating: ***
    Cunning Rating:  *****
    Mystic Rating:   ****
    Overall Rating:  *****
    
    
    ------------------------------------------------------------------------------
                               6. Bangaa Jobs - Physical
    ------------------------------------------------------------------------------
    -BPJ-
    
    ===================================
    WARRIOR
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Swords, Broadswords, Hats, Helmets, Clothing, Armor, Shields
    
    Stat Growth
    ===========
    Movement: 4     Defense: 8 (40%)
    Jump: 2         HP: 9 (20%)
    Evade: 50       MP: 2 (10%)
    Speed: 0 (90%)  Magic Power: 6 (20%)
    Attack: 9 (20%) Magic Resistance: 6 (80%)
    
    
    Battle Tech
    ===========
    
    A-Abilities
    -----------
    NAME         - AP  - MP - ITEM         - DESCRIPTION
    First Aid    - 100 -    - Shortsword   - Heal HP and recover status
    Powerbreak   - 200 -    - Samson Sword - Lowers target's attack power
    Mindbreak    - 200 -    - Buster Sword - Lowers target's magic power
    Magicbreak   - 200 -    - Falchion     - Damages target's mana
    Speedbreak   - 200 -    - Silver Sword - Lowers target's speed
    Body Slam    - 300 -    - Striborg     - Large damage but deals one fourth to
                                             user
    Greased Bolt - 300 -    - Gale Sword   - Damage bypasses R-Abilities
    Downsize     - 300 - 24 - Restorer     - Halves target's HP
    
    S-Abilities
    -----------
    Monkey Grip  - 300 - Claymore      - Can hold 2-handed swords in one hand
    Shieldbearer - 300 - Bronze Shield - Equip shield regardless of job
                       - Opal Shield
    
    C-Ability
    ---------
    Combat Combo - 100 - Mythril Sword - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Beastsword
    Blood Sword
    Burglar Sword
    Buster Sword
    Chirirjiraden
    Claymore
    Eclipse
    El Cid Sword
    Estrel Edge
    Falchion
    Gale Sword
    Leglace Sword
    Mythril Sword
    Onion Sword
    Predator
    Restorer
    Rhomphia
    Samson Sword
    Shortsword
    Silver Sword
    Striborg
    Tabarise
    Vajra
    Victor Sword
    Vitanova
    
    Description
    ===========
    The brutish Warriors are the Bangaa version of Soldiers. Their first 5 attacks,
    S, and C-Abilities are the same as the Soldiers. Body Slam is a slightly weaker
    version of Backdraft and deals heavy damage; use it only if you have plenty of
    HP to spare. Greased Bolt not only looks cool; it bypasses R-Abilities, which
    can sometimes come in handy. Downsize is ridiculously out of place on a
    Warrior, but it's still welcome; this Demi-style attack works great on units
    with high HP and defense like Paladins or Rockbeasts.
    
    Ratings
    =======
    Strength Rating: *****
    Cunning Rating:  **
    Mystic Rating:   *
    Overall Rating:  ***
    
    ===================================
    DRAGOON
    ===================================
    
    Required A-Abilities: 2 Warrior
    
    Equippable Items: Swords, Spears, Helmets, Armor
    
    Stat Growth
    ===========
    Movement: 3     Defense: 8 (30%)
    Jump: 3         HP: 8 (20%)
    Evade: 40       MP: 1 (10%)
    Speed: 1 (10%)  Magic Power: 5 (50%)
    Attack: 9 (90%) Magic Resistance: 6 (00%)
    
    Dragon Tech
    ===========
    
    A-Abilities
    -----------
    NAME        - AP  - ITEM           - DESCRIPTION
    Jump        - 100 - Javelin        - High damage from up to 4 squares away,
                                         can only be used with a spear
    Lancet      - 300 - Restorer       - Drains HP from target
    Wyrmtamer   - 200 - Buster Sword   - Makes Dragon leave battle
    Fire Breath - 300 - Lava Spear     - Spreading fire damage
    Bolt Breath - 300 - Gae Bolg       - Spreading lightning damage
    Ice Breath  - 300 - Ice Lance      - Spreading ice damage
    Wyrmkiller  - 300 - Blood Sword    - Heavy damage to Dragons
    Bangaa Cry  - 200 - Dragon Whisker - Spreading damage
    
    R-Abilities
    -----------
    Dragonheart - 300 - Vitanova - Cats Auto-Life on self when damaged
    
    C-Abilities
    -----------
    Dragon Combo - 100 - Mythril Spear - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Bangaa Spike
    Beastspear
    Blood Sword
    Burglar Sword
    Buster Sword
    Chirirjiraden
    Dragon Whisker
    Gae Bolg
    Gale Sword
    Ice Lance
    Javelin
    Kain's Lance
    Laglace Sword
    Lava Spear
    Mythril Spear
    Mythril Sword
    Odin Lance
    Onion Sword
    Partisan
    Restorer
    Shortsword
    Silver Sword
    Trident
    Victor Sword
    Vitanova
    
    Description
    ===========
    Dragoons are a cool-looking, powerful warrior class that gets power by
    imitating the abilities of Dragons. They have the highest base attack power of
    any job and can attack 2 units simultaneously with Spears. Their Jump ability
    is a more powerful version of Air Render, but it can only be used with a Spear
    equipped. Lancet is only useful when you're damaged; I don't think it deals as
    much damage as a regular attack. Like Oust and Parley, I can't figure out how
    to get Wyrmtamer to work (sorry). Their 3 elemental breaths are the same as the
    real Dragon's. They spread out like Air Blast and deal good elemental damage.
    Wyrmkiller can quickly neutralize the most dangerous monsters in the game; it
    makes Dragoons completely worthwhile when fighting Dragons. Bangaa Cry is a
    slightly stronger version of the breath attacks, but deals nonelemental damage.
    Their R-Ability, Dragonheart, is probably the best R-Ability in the game.
    They're invincible with it unless taken out in one hit.
    
    Ratings
    =======
    Strength Rating: *****
    Cunning Rating:  *
    Mystic Rating:   *
    Overall Rating:  ****
    
    
    
    ===================================
    DEFENDER
    ===================================
    
    Required A-Abilities: 2 Warrior
    
    Equippable Items: Knightswords, Broadswords, Helmets, Armor, Robes
    
    Stat Growth
    ===========
    Movement: 3     Defense: 9 (40%)
    Jump: 3         HP: 8 (40%)
    Evade: 35       MP: 1 (40%)
    Speed: 0 (90%)  Magic Power: 6 (30%)
    Attack: 8 (80%) Magic Resistance: 7 (20%)
    
    Defend
    ======
    
    A-Abilities
    -----------
    NAME         - AP  - ITEM         - DESCRIPTION
    Tremor       - 100 - El Cid Sword - Damage and knock back all adjacent units
    Meltdown     - 200 - Vajra        - Fire damage on all sides equal to user's
                                        HP, KOs self
    Defense      - 200 - Lionheart    - Raises defense and resistance for 1 turn
    Drop Weapon  - 200 - Ragnarok     - Disarms target
    Hibernate    - 100 - Defender     - Recovers status
    Mow Down     - 200 - Striborg     - Heavy damage to all sides, slows self
    Aura         - 300 - Lohengrin    - Casts Regen and Auto-Life on self
    Expert Guard - 300 - SaveTheQueen - Lose all evasion and prevent all HP and MP
                                        damage for a turn
    
    R-Ability
    ---------
    Last Berserk - 300 - Predator - Goes berserk when in critical health
    
    S-Ability
    ---------
    Weapon DEF+ - 300 - Diamond Armor - Increases physical defense
    
    C-Ability
    ---------
    Defend Combo - 100 - Mythril Brand - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Apocalypse
    Arch Sword
    Beastsword
    Claymore
    Defender
    Eclipse
    El Cid Sword
    Estrel Edge
    Excalibur
    Excalibur 2
    Falchion
    Lionheart
    Lohengrin
    Mythril Brand
    Nagrarok
    Predator
    Ragnarok
    Rhomphia
    Samson Sword
    SaveTheQueen
    Sequence
    Striborg
    Tabarise
    Vajra
    
    Description
    ===========
    Defenders are the Bangaa version of Paladins. Obviously, they have very
    powerful physical defense and are also capable attackers. Tremor is a slightly
    weaker hybrid of Wild Swing and Rush. It's supremely useful when surrounded. It
    damages all nearby units, pushes them back to create an escape route, and
    prevents counters. Meltdown can also be useful when surrounded; it's basically
    Blowup with less accuracy. Defense is exactly the same as the Paladin ability;
    useful if you can't reach enemies. Drop Weapon is also the same. Hibernate
    isn't very useful; use First Aid or Chakra if possible. Mow Down also damages
    all adjacent units, but dizzies the Defender, slowing him down and reducing his
    evasion. Aura is probably the Defender's best ability; it can make him nearly
    invincible with Auto-Life. It also combos well with Meltdown. Once you have it,
    make sure it's always in effect. Expert Guard is an upgrade of Defense; once
    you have it you'll never go back. No attacks will miss your Defender, but when
    they don't scratch you, who cares? (unless they're status attacks) Last Berserk
    isn't too good if you like using non-fight commands; Bonecrusher and
    Dragonheart are much better.
    
    Ratings
    =======
    Strength Rating: *****
    Cunning Rating:  **
    Mystic Rating:   *
    Overall Rating:  ****
    
    ===================================
    GLADIATOR
    ===================================
    
    Required A-Abilities: 2 Warrior
    
    Equippable Items: Blades, Hats, Clothing
    
    Stat Growth
    ===========
    Movement: 3     Defense: 8 (70%)
    Jump: 2         HP: 8 (40%)
    Evade: 50       MP: 2 (70%)
    Speed: 1 (10%)  Magic Power: 5 (90%)
    Attack: 9 (70%) Magic Resistance: 6 (40%)
    
    Spellblade Tech
    ===============
    
    A-Abilities
    -----------
    NAME         - AP  - MP - ITEM          - DESCRIPTION
    Rush         - 100 -    - Sweep Blade   - Damage and knock back target
    Wild Swing   - 200 -    - Ogun Blade    - Damage on all sides
    Beatdown     - 200 -    - Shadow Blade  - High damage but low accuracy
    Blitz        - 200 -    - Sun Blade     - Low damage but high accuracy
    Fire Sword   - 200 - 10 - Flametongue   - Large fire melee damage
    Bolt Sword   - 200 - 10 - Air Blade     - Large lightning melee damage
    Ice Sword    - 200 - 10 - Icebrand      - Large ice melee damage
    Ultima Sword - 999 - 60 - Materia Blade - Triple damage attack
    
    R-Ability
    ---------
    Strikeback - 300 - Wygar - Block and counter normal attacks
    
    S-Ability
    ---------
    Doublehand - 300 - Venus Blade - Increase attack of 1-handed swords
    
    C-Ability
    ---------
    Sword Combo - 100 - Mythril Blade - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Adaman Blade
    Air Blade
    Atmos Blade
    Avuiyr Blue
    Avuiyr Red
    Ebon Blade
    Flametongue
    Ice Brand
    Kwigon Blade
    Mythril Blade
    Ogun Blade
    Paraiba Blade
    Pearl Blade
    Shadow Blade
    Sun Blade
    Sweep Blade
    Venus Blade
    
    Description
    ===========
    Gladiators are experienced warriors, the Bangaa equivalent of Fighters. Their
    first 4 abilities, and S and R-Abilities are copies of the Fighter's. Their 3
    Spellblade attacks use 10 MP to power up their blades with fire, ice, or
    lightning. If you have the MP, it can be a great way to deal extra damage.
    Gladiators are also capable of using the Bangaa Ultima, Ultima Sword. Like all
    other Ultima attacks, it deals huge damage.
    
    Ratings
    =======
    Strength Rating: *****
    Cunning Rating:  *
    Mystic Rating:   **
    Overall Rating:  ****
    
    
    
    ===================================
    WHITE MONK
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Knuckles, Clothing
    
    Stat Growth
    ===========
    Movement: 4     Defense: 7 (50%)
    Jump: 2         HP: 6 (00%)
    Evade: 60       MP: 1 (10%)
    Speed: 1 (40%)  Magic Power: 8 (30%)
    Attack: 8 (10%) Magic Resistance: 6 (80%)
    
    Monk Tech
    =========
    
    A-Abilities
    -----------
    NAME         - AP  - ITEM            - DESCRIPTION
    Whirlwind    - 100 - Hard Knuckles   - Damage all adjacent units
    Air Render   - 200 - Kaiser Knuckles - Damage from up to 3 squares away
    Earth Render - 200 - Tiger Fangs     - Damages in a line in front of user
    Far Fist     - 200 - Godhand         - Area damage up to 4 squares away
    Chakra       - 200 - Cat Claws       - Heals own HP and recovers status
    Revive       - 300 - Survivor        - Revive adjacent KOed unit
    Exorcise     - 300 - Rising Sun      - Banish undead
    Holy Sign    - 200 - White Fangs     - Dispel status enhancements
    
    R-Abilities
    -----------
    Reflex  - 300 - Mirage Vest - Dodge all Fight actions
    Counter - 300 - Brigandine  - Counter melee attacks
    
    C-Ability
    ---------
    Monk Combo - 100 - Mythril Claws - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Cat Claws
    Death Claws
    Dream Claws
    Godhand
    Greasebust
    Hard Knuckles
    Kaiser Knuckles
    Magic Hands
    Mythril Claws
    Rising Sun
    Sick Knuckles
    Survivor
    Tiger Fangs
    White Fang
    
    Description
    ===========
    White Monks are lighter, more magical Bangaa units than Warriors. Their
    Whirlwind ability is Wild Swing with a different name, and Far Fist and Air
    Render are copies of the useful Fighter moves. Earth Render is a very useful
    and long-ranged attack. It deals earth damage to EVERYTHING in front of the
    White Monk, no matter how far away they are. Chakra is basically a stronger
    version of First Aid, strong enough to actually be useful. Revive is a melee-
    range Life with no MP cost, very useful in a pinch. Exorcise, like Burial, is
    invaluable when fighting Undead, and has a slightly higher hit rate. Holy Sign
    works like Unspell, but is mainly useful for getting rid of Auto-Life.
    
    Ratings
    =======
    Strength Rating: ****
    Cunning Rating:  **
    Mystic Rating:   **
    Overall Rating:  ****
    
    
    
    ===================================
    TEMPLAR
    ===================================
    
    Required A-Abilities: 2 White Monk
    
    Equippable Items: Spears, Knightswords, Helmets, Hats, Armor, Clothing, Robes
    
    Stat Growth
    ===========
    Movement: 3     Defense: 9 (90%)
    Jump: 2         HP: 7 (20%)
    Evade: 60       MP: 3 (10%)
    Speed: 0 (80%)  Magic Power: 8 (20%)
    Attack: 8 (10%) Magic Resistance: 7 (20%)
    
    Sacred Tech
    ===========
    
    A-Abilities
    -----------
    NAME        - AP  - MP - ITEM-DESCRIPTION
    Astra       - 200 - 8  - SaveTheQueen - Area guards once against status
                                            ailments
    Warcry      - 300 -    - Javelin      - Decreases speed of all adjacent
                                            enemies
    Rasp        - 100 - 24 - Apocalypse   - Area MP damage from up to 3 squares
                                            away
    Cheer       - 100 -    - Partisan     - Increases damage of next physical
                                            attack
    Silence     - 200 - 8  - Ragnarok     - Area Silences units
    Soul Sphere - 300 -    - Arch Sword   - Area MP damage from up to 2 squares
                                            away
    Haste       - 200 - 24 - Lohengrin    - Increases frequency of target's turns
    Lifebreak   - 300 -    - Kain's Lance - Deals damage equal to lost HP
    
    R-Ability
    ---------
    Bonecrusher - 300 - Carabini Mail - Counterattack melee attacks for 1.5X
                                        damage
    
    S-Ability
    ---------
    Weapon ATK+ - 300 - Trident - Increases physical attack power
    
    C-Ability
    ---------
    Sacred Combo - 100 - Mythril Brand - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Apocalypse
    Arch Sword
    Bangaa Spike
    Beastspear
    Defender
    Dragon Whisker
    Excalibur
    Excalibur 2
    Gae Bolg
    Ice Lance
    Javelin
    Kain's Lance
    Lava Spear
    Lionheart
    Lohengrin
    Mythril Brand
    Mythril Spear
    Nagrarok
    Odin Lance
    Partisan
    Ragnarok
    SaveTheQueen
    Sequence
    Trident
    
    Description
    ===========
    Templar are more physical offshoots of the White Monk than Bishops, but still
    have decent magic stat growth. They also have the highest defense growth of any
    class, making them great tanks. They are an obviously anti-Magic class, great
    against magic users. Astra encases an area of units in magical pyramids that
    offer one-time protection from status ailments. It's a useful blessing if you
    have nothing else to cast. Warcry is basically an upgrade of Speedbreak, but
    still isn't too good. Rasp deals a large amount of MP damage, making it a great
    way to hurt enemy Mages until you get Soul Sphere, which costs no mana. Cheer
    is a great spell to cast if you can't reach enemies immediately (common with
    the Templar's low movement). A Cheered Templar can often take out hostile units
    in one strong blow. Silence is another useful anti-Mage move, preventing all
    spellcasting for units in the target area. Strangely enough, Templar can use
    the Time Spell Haste, which as always is very useful for powering up your
    strong units. Lifebreak is a very opportunistic spell; it can be incredibly
    strong if the user is critical. Templar can learn the powerful R-Ability
    Bonecrusher, which ties with Strikeback as the second best Bangaa R-Ability.
    While Templar have huge weapon defense, their attack is only a little above
    average. Increase the strength of their attacks with Weapon ATK+ and you have
    yourself a Mage-killing machine.
    
    Ratings
    =======
    Strength Rating: *****
    Cunning Rating:  ***
    Mystic Rating:   ****
    Overall Rating:  *****
    
    
    
    
    ------------------------------------------------------------------------------
                               7. Bangaa Jobs - Magic
    ------------------------------------------------------------------------------
    -BMJ-
    
    
    ===================================
    BISHOP
    ===================================
    
    Required A-Abilities: 2 White Monk
    
    Equippable Items: Staves, Hats, Clothing, Robes
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 3     Defense: 6 (30%)
    Jump: 2         HP: 6 (10%)
    Evade: 30       MP: 4 (40%)
    Speed: 1 (40%)  Magic Power: 8 (80%)
    Attack: 7 (70%) Magic Resistance: 7 (70%)
    
    Prayer
    ======
    
    A-Abilities
    -----------
    NAME    - AP  - MP - ITEM          - DESCRIPTION
    Cura    - 200 - 10 - Cure Staff    - Area heals HP, damages zombies
    Dispel  - 200 - 12 - Bless Staff   - Dispels status enhancements
    Holy    - 300 - 32 - Nirvana Staff - Area Holy damage
    Barrier - 300 - 10 - Garnet Staff  - Increases defense and resistance of
                                         target
    Judge   - 300 - 6  - Cheer Staff   - Steals 2-3 JP from target
    Water   - 200 - 12 - Spring Staff  - Area water damage
    Aero    - 200 - 12 - Judge Staff   - Area wind damage
    Break   - 200 - 20 - Snake Staff   - Petrifies target
    
    R-Ability
    ---------
    Return Magic - 300 - Black Robe - Casts hostile spells back at user
    
    S-Ability
    ---------
    Half MP - 300 - Light Robe - Use half normal MP for spells
    
    C-Ability
    ---------
    Pray Combo - 100 - Mythril Staff - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Bless Staff
    Cheer Staff
    Cure Staff
    Dreamwatcher
    Garnet Staff
    Guard Staff
    Judge Staff
    Mythril Staff
    Nirvana Staff
    Power Staff
    Pure Staff
    Snake Staff
    Spring Staff
    White Staff
    
    Description
    ===========
    Bishops are the only remotely magical Bangaa class. They are still pretty
    tough, but can cast some valuable spells. Cura makes them useful healers,
    though they must be comboed with White Monk abilities to revive KOed units.
    Dispel works like Holy Sign and Unspell, only ranged. Holy is a powerful,
    visually impressive spell that can deal heavy damage. While Barrier only
    affects one target, it combines the effects of Shell and Protect. Judge is
    better than Steal: JP, but you'll still rarely use it unless you're desperate
    for JP. Water and Aero are weaker than Holy, but are actually more efficient
    because of their low costs. Break is a very impressive status spell; Petrified
    units are counted as KOed and can't do anything. Half MP is a very important
    ability; it remedies the Bangaa's overall low MP growth.
    
    Ratings
    =======
    Strength Rating: ***
    Cunning Rating:  ****
    Mystic Rating:   ****
    Overall Rating:  ****
    
    ------------------------------------------------------------------------------
                               8. Moogle Jobs - Physical
    ------------------------------------------------------------------------------
    -MPJ-
    
    
    ===================================
    THIEF
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Knives, Hats, Clothing
    
    Leads to: Juggler   (2 Thief A-Abilities)
              Gadgeteer (2 Thief A-Abilities)
    
    Stat Growth
    ===========
    Movement: 4     Defense: 8 (40%)
    Jump: 3         HP: 6 (80%)
    Evade: 70       MP: 2 (20%)
    Speed: 1 (90%)  Magic Power: 6 (80%)
    Attack: 7 (30%) Magic Resistance: 7 (60%)
    
    Steal
    =====
    
    A-Abilities
    -----------
    NAME           - AP  - ITEM           - DESCRIPTION
    Steal: Armor   - 300 - Rondell Dagger - Steals Armor worn by foe
    Steal: Shield  - 200 - Scramasax      - Steals Shield held by foe
    Steal: Access  - 300 - Jambiya        - Steals Accessory held by foe
    Steal: Helm    - 300 - Kard           - Steals Helmet worn by foe
    Steal: Weapon  - 300 - Sword Breaker  - Steals Weapon wielded by foe
    Steal: Gil     - 100 - Jack Knife     - Steals Gil from foe
    Steal: EXP     - 100 - Khukuri        - Steals Experience points from foe
    Steal: JP      - 200 - Orihalcum      - Steals 1 JP from a foe
    Steal: Ability - 300 - Cinquedea      - Steals 1 random A-Ability from foe
    
    R-Ability
    ---------
    Counter - 300 - Brigandine - Counter's enemy's melee attack
    
    S-Ability
    ---------
    Maintenance - 300 - Adaman Vest -  Can't be stolen from and weapons can't be
                                       broken
    
    C-Ability
    ---------
    Thief Combo - 100 - Mythril Knife - Use all JP to do a combination attack
    
    Equippable Items
    ================
    Cinquedea
    Jack Knife
    Jambiya
    Kard
    Khukuri
    Kris Knife
    Mythril Knife
    Orihalcum
    Rondell Dagger
    Scramasax
    Sword Breaker
    Tiptaptoe
    Tonberrian
    Zorlin Shape
    
    Description
    ===========
    The Thief is the primary job of a Moogle. After all, isn't Montblanc a thief
    when you first meet him? Their special abilities all consist of being able
    to Steal anything under the sun from an adjacent unit. Most of the Steal
    Abilities aren't too good, but Steal: Armor and Steal: Weapon can net you some
    rare items. The best Stealing Ability of all is Steal: Ability. If the attack
    works (it has low accuracy; stop or sleep the foe to increase your luck) and
    the target has an ability available to a Human or Moogle Class (depending on
    the race of the Thief), the ability is automatically mastered! Because Thief's
    stat growths aren't too good on their own, Steal does better as a secondary A-
    Ability for another job.
    
    Ratings
    =======
    Strength Rating: ***
    Cunning Rating:  ****
    Mystic Rating:   *
    Overall Rating:  ***
    
    
    ===================================
    MOG KNIGHT
    ===================================
    
    Required A-Abilities: 1 Animist
    
    Equippable Items: Blades, Helmets, Hats, Armor, Clothing, Shields
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 3     Defense: 9 (60%)
    Jump: 2         HP: 7 (10%)
    Evade: 45       MP: 3 (20%)
    Speed: 1 (00%)  Magic Power: 7 (20%)
    Attack: 9 (80%) Magic Resistance: 8 (30%)
    
    Charge
    ======
    
    A-Abilities
    -----------
    NAME          - AP  - MP - ITEM          - DESCRIPTION
    Mog Attack    - 100 -    - Flametongue   - Damage enemy and knock back 1 tile
    Mog Guard     - 200 -    - Kwigon Blade  - Raises defense and resistance for 1
                                               turn
    Mog Lance     - 200 -    - Atmos Blade   - Damage from up to 3 squares away
    Mog Rush      - 200 -    - Shadow Blade  - High damage but low hit rate
    Mog Shield    - 300 -    - Pearl Blade   - Prevents next status ailment to
                                               target
    Mog Peek      - 300 -    - Paraiba Blade - Detects hidden equipment on target
    Mog Aid       - 300 -    - Icebrand      - Heal own HP and recovers status
    Ultima Charge - 999 - 60 - Materia Blade - Triple damage attack
    
    R-Ability
    ---------
    Last Haste - 300 - Gold Armor - Casts Haste on self when made critical
    
    S-Ability
    ---------
    Shieldbearer - 300 - Round Shield/Opal Shield - Can equip shield in any class
    
    C-Ability
    ---------
    Charge Combo - 100 - Mythril Blade - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Adaman Blade
    Air Blade
    Atmos Blade
    Avuiyr Blue
    Avuiyr Red
    Ebon Blade
    Flametongue
    Ice Brand
    Kwigon Blade
    Mythril Blade
    Ogun Blade
    Paraiba Blade
    Pearl Blade
    Shadow Blade
    Sun Blade
    Sweep Blade
    Venus Blade
    
    Description
    ===========
    Mog Knights are the most physical Moogle class, blending the abilities of
    Soldiers, Paladins, and Fighters. They have decent physical stats, and like all
    Moogles are highly defensive. Mog Attack, Guard, Lance, Rush, and Aid are all
    copies of said class's moves. Mog Shield works like the Templar's Astra, only
    non-area effect and costing no mana. Mog Knights are the users of the Moogle's
    Ultima, Ultima Charge. With a powerful weapon, this attack can be unbelievably
    strong. For a deadly punch, equip Charge onto a Gunner with Concentrate and a
    powerful Gun (like the Bindsnipe or Calling Gun). Can you say 400 damage from 8
    tiles away? The Mog Knight's R-Ability, Last Haste, isn't as good for getting
    out of trouble as Last Quicken, but still comes in handy for long battles.
    
    Ratings
    =======
    Strength Rating: ****
    Cunning Rating:  **
    Mystic Rating:   **
    Overall Rating:  ****
    
    
    ===================================
    GUNNER
    ===================================
    
    Required A-Abilities: 1 Animist
    
    Equippable Items: Guns, Hats, Clothing
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 3     Defense: 9 (20%)
    Jump: 2         HP: 6 (20%)
    Evade: 65       MP: 1 (10%)
    Speed: 1 (10%)  Magic Power: 5 (60%)
    Attack: 7 (80%) Magic Resistance: 8 (10%)
    
    Gunmanship
    ==========
    
    A-Abilities
    -----------
    NAME      - AP  - ITEM          - DESCRIPTION
    Fireshot  - 100 - Aiot Gun      - Deals fire damage
    Boltshot  - 100 - Riot Gun      - Deals lightning damage
    Iceshot   - 100 - Giot Gun      - Deals ice damage
    Confushot - 200 - Chaos Rifle   - Damages and confuses target
    Charmshot - 300 - Peacemaker    - Damages and charms target
    Blindshot - 100 - Silver Cannon - Damages and blinds target
    Silenshot - 200 - Lost Gun      - Damages and silences target
    Stopshot  - 300 - Outsider      - Damages and stops target
    
    S-Ability
    ---------
    Concentrate - 300 - Longbarrel - Increases attack accuracy
    
    C-Ability
    ---------
    Gun Combo - 100 - Mythril Gun - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Aiot Gun
    Blindsnipe
    Calling Gun
    Chaos Rifle
    Giot Gun
    Longbarrel
    Lost Gun
    Mythril Gun
    Outsider
    Peace Maker
    Riot Gun
    Silver Cannon
    
    Description
    ===========
    Except for Gadgeteers, Gunners are one of the most technologically advanced
    classes, and they tie with Jugglers as the best Moogle class. Using their
    amazing weapons, Gunners can damage and inflict status effects on enemies on
    the other side of the map. Their 3 elemental shot attacks not only look cool,
    but also can deal good damage to enemies with high weapon defense, like Flans,
    Rockbeasts, and Paladins. (I think they deal elemental damage...) Confushot can
    confuse the target, making it randomly attack friend or foe. It's not nearly as
    good as Charmshot however, probably one of the best Moogle abilities. Blindshot
    is great for disabling powerful enemies if nothing else works. Silence can be
    great for disabling enemy healers if they're pressing their luck. Stopshot is
    another incredibly powerful ability, prefect for setting units up for low-
    accuracy attacks. Finally, Gunners can learn Concentrate, which is essential
    for any good Gunner. Learn it as soon as you can.
    
    Ratings
    =======
    Strength Rating: **
    Cunning Rating:  *****
    Mystic Rating:   *
    Overall Rating:  *****
    
    
    ===================================
    JUGGLER
    ===================================
    
    Required A-Abilities: 2 Thief
    
    Equippable Items: Knives, Hats, Clothing
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 4     Defense: 9 (90%)
    Jump: 2         HP: 6 (80%)
    Evade: 40       MP: 1 (60%)
    Speed: 1 (70%)  Magic Power: 6 (40%)
    Attack: 8 (20%) Magic Resistance: 6 (40%)
    
    Stunt
    =====
    
    A-Abilities
    -----------
    NAME     - AP  - ITEM           -DESCRIPTION
    Hurl     - 100 - Kris Knife     - Throws stocked item at enemy up to 4 squares
                                      away
    Ring     - 200 - Rondell Dagger - Stops target from up to 4 squares away
    Firebomb - 300 - Khukuri        - Damages and berserks up to 4 squares away
    Ball     - 200 - Scramasax      - Confuses target from up to 4 squares away
    Dagger   - 300 - Jambiya        - Damages and disables target up to 4 squares
                                      away
    Smile    - 300 - Orihalcum      - Causes unit up to 4 squares away to take
                                      turn next
    Gil Toss - 100 - Jack Knife     - Throw 30 Gil to deal 30 damage
    
    R-Abilities
    -----------
    Catch       - 300 - Chain Plate - Catch thrown items and keep them
    Return Fire - 300 - Power Sash  - Catch arrows and throw them back
    
    C-Ability
    ---------
    Juggle Combo - 100 - Mythril Knife - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Cinquedea
    Jack Knife
    Jambiya
    Kard
    Khukuri
    Kris Knife
    Mythril Knife
    Orihalcum
    Rondell Dagger
    Scramasax
    Sword Breaker
    Tiptaptoe
    Tonberrian
    Zorlin Shape
    
    Description
    ===========
    The clownlike Jugglers share the spot of best Moogle class with the Gunner.
    They are light and nimble tricksters who can throw a variety of objects to
    wreak havoc on the battlefield. Hurl uses a stocked item to deal damage
    proportional to the strength of the projectile. It effectively allows you to
    choose how much damage you'll do. Ring is one of the Juggler's best moves.
    Unlike Stop it only targets 1 unit, but costs no MP and has better range,
    making it incredibly useful. Firebomb, like all Berserk spells, is great
    against enemy spellcasters but very bad on powerful enemy melee units. Ball
    isn't too great; confused units may still attack you. You probably won't use it
    much after you have Ring. Dagger is a useful upgrade of Aim: Arm; it deals good
    damage and may disable the target, rendering them useless. Smile is arguably
    the Juggler's best attack; it's Quicken, with better range for no mana. Gil
    Toss uses 30 of your Gil to cast, but always deals 30 damage no matter what;
    great against high defense units. The Juggler's first R-Ability, Catch, lets
    them catch items thrown with Hurl or Toss and gives them to you. It's very
    opportunistic; you're better off with Damage > MP. Return Fire is a ranged
    version of Strikeback; not quite as good but still one of the better Moogle R-
    Abilities.
    
    Ratings
    =======
    Strength Rating: ***
    Cunning Rating:  *****
    Mystic Rating:   **
    Overall Rating:  *****
    
    
    
    ------------------------------------------------------------------------------
                               9. Moogle Jobs - Magic
    ------------------------------------------------------------------------------
    -MMJ-
    
    
    ===================================
    BLACK MAGE
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Rods, Hats, Clothing, Robes
    
    Leads to: Time Mage (5 Black Mage A-Abilities)
    
    Stat Growth
    ===========
    Movement: 3     Defense: 8 (60%)
    Jump: 2         HP: 5 (40%)
    Evade: 35       MP: 4 (80%)
    Speed: 1 (10%)  Magic Power: 8 (40%)
    Attack: 6 (70%) Magic Resistance: 9 (70%)
    
    Black Magic
    ===========
    
    A-Abilities
    -----------
    NAME     - AP  - MP -ITEM           - DESCRIPTION
    Fire     - 100 - 6  - Rod           - Small area fire damage
    Fira     - 200 - 12 - Firewheel Rod - Medium area fire damage
    Firaga   - 300 - 24 - Flame Rod     - Large area fire damage
    Thunder  - 100 - 6  - Rod           - Small area electric damage
    Thundara - 200 - 12 - Thunder Rod   - Medium electric area damage
    Thundaga - 300 - 24 - Thor Rod      - Large area electric damage
    Blizzard - 100 - 6  - Rod           - Small area ice damage
    Blizzara - 200 - 12 - Sleet Rod     - Medium area ice damage
    Blizzaga - 300 - 24 - Chill Rod     - Large area ice damage
    
    R-Ability
    ---------
    Return Magic - 300 - Black Robe - Casts hostile spells back at user
    
    S-Ability
    ---------
    Geomancy - 300 - Sage Robe - Lowers enemy elemental resistance
    
    C-Ability
    ---------
    Black Combo - 100 - Mythril Rod - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Chill Rod
    Firewheel Rod
    Flame Rod
    Force Rod
    Heretic Rod
    Mythril Rod
    Princess Rod
    Rod
    Sapere Aude
    Sleet Rod
    Stardust Rod
    Terre Rod
    Thor Rod
    Thunder Rod
    
    Description
    ===========
    Shrouded in mysterious cloaks and straw hats, Black Magi are the opposites of
    White Magi. Rather than healing your party with Holy magic like the benevolent
    White Mages, they like nothing better than blasting the life out of your
    enemies with raw elemental fury! All the Black Mage's A-Abilities are elemental
    spells of fire, ice, or lightning. Each also has 3 levels of power. Like White
    Magi, Black Magi are best off staying behind your fighting units, snooping
    around blasting the enemies to atoms. Their Return Magic R-Ability makes them
    effective anti-casters. They can cripple enemy mages by copying spells they're
    hit with back onto the caster. Geomancy decreases the elemental resistance of
    all the enemies they attack. For example, enemies that would absorb the magic
    now take no damage from it; enemies immune to magic take reduced damage...
    
    Ratings
    =======
    Strength Rating: *
    Cunning Rating:  **
    Mystic Rating:   *****
    Overall Rating:  ****
    
    
    
    ===================================
    TIME MAGE
    ===================================
    
    Required A-Abilities: 5 Black Mage
    
    Equippable Items: Rods, Hats, Clothing, Robes
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 3     Defense: 9 (60%)
    Jump: 2         HP: 6 (20%)
    Evade: 30       MP: 3 (40%)
    Speed: 1 (20%)  Magic Power: 9 (20%)
    Attack: 6 (60%) Magic Resistance: 9 (60%)
    
    Time Magic
    ==========
    
    A-Abilities
    -----------
    NAME    - AP  -MP  - ITEM          - DESCRIPTION
    Haste   - 200 - 24 - Firewheel Rod - Double frequency of target's turns
    Quicken - 300 - 24 - Thor Rod      - Target takes turn after user
    Slow    - 200 - 12 - Terre Rod     - Area half frequency of target's turns
    Reflect - 300 - 8  - Thunder Rod   - Casts Reflect on target
    Stop    - 300 - 24 - Chill Rod     - Area stops targets
    Silence - 200 - 8  - Sleet Rod     - Prevents spellcasting from all units in
                                         target area
    Quarter - 200 - 10 - Force Rod     - Damage = one fourth of target's HP
    Demi    - 300 - 24 - Stardust Rod  - Damage = one half of target's HP
    
    R-Ability
    ---------
    Last Quicken - 300 - Lordly Robe - Casts Quicken on self when made critical
    
    C-Ability
    ---------
    Time Combo - 100 - Mythril Rod - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Chill Rod
    Firewheel Rod
    Flame Rod
    Force Rod
    Heretic Rod
    Mythril Rod
    Princess Rod
    Rod
    Sapere Aude
    Sleet Rod
    Stardust Rod
    Terre Rod
    Thor Rod
    Thunder Rod
    
    Description
    ===========
    Except for White Magi, Time Magi are quite possibly the best support units to
    have. Their time-altering spells can tilt the scales in your favor while
    incapacitating enemies. When cast on a unit, Haste doubles the frequency of its
    turns. Cast this on your most powerful unit (say, a Paladin with 2 Excalibur2s)
    to double the damage it can inflict, making it a very powerful spell. Quicken
    makes the target take a turn immediately after the user. It's useful for the
    same reasons as Haste. If you absolutely need the services of one of your
    units, cast Quicken and give your Time Mage's turn away. Slow is basically the
    reverse of Haste. Cast it on powerful units of your opponents to severely
    weaken them. When cast on a friendly unit, a Reflect shield nullifies White,
    Black, Red, and Time Magic and sends it back at the caster. If your opponent
    has lots of mages, it's always a good idea to cast this at the start of the
    battle. Stop is in effect the upgrade of Slow. It stops enemies units
    altogether, preventing them from doing anything and making them sitting ducks
    for attack. Because Stopped units can't move a muscle, all attacks that can
    hit, will hit. This is a great way to make inaccurate attacks like Steal:
    Ability, Burial (or Exorcism), or Capture more effective. Unlike Sleep, Stopped
    units don't "wake up" when they're damaged. Silence can be a powerful anti-
    caster spell, though Reflect mostly works better. Quarter and Demi both turn
    the target's size against it, subtracting a set quantity of HP. This move is
    great against units with high HP or defense, but should never be used on
    weakened units. The Time Mage's R-Ability, Last Quicken, is great for getting
    him out of danger if he's lucky enough not to be killed instantly.
    
    Ratings
    =======
    Strength Rating: *
    Cunning Rating:  *****
    Mystic Rating:   ****
    Overall Rating:  *****
    
    
    ===================================
    ANIMIST
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Instruments, Hats, Clothing
    
    Leads to: Mog Knight (1 Animist A-Ability)
              Gunner     (1 Animist A-Ability)
    
    Stat Growth
    ===========
    Movement: 4     Defense: 8 (80%)
    Jump: 2         HP: 7 (20%)
    Evade: 55       MP: 2 (60%)
    Speed: 1 (20%)  Magic Power: 7 (20%)
    Attack: 7 (60%) Magic Resistance: 9 (80%)
    
    Call
    ====
    
    A-Abilities
    -----------
    NAME         - AP  - MP - ITEM          - DESCRIPTION
    Sheep Count  - 100 - 8  - Glass Bell    - Puts units in an area to sleep
    100% Wool    - 200 - 8  - Earth Bell    - Raises own defense and resistance
    Cuisine      - 300 - 32 - Heal Chime    - Fully heals adjacent unit's HP
    Tail Wag     - 200 - 8  - Fairy Harp    - Charms adjacent unit
    Chocobo Rush - 300 - 12 - Satyr Flute   - Damages units in a line
    Frogsong     - 200 - 18 - Aona Flute    - Turns adjacent unit into a frog
    Friend       - 300 - 12 - Blood Strings - Summons a random creature
    Catnip       - 100 - 12 - War Trumpet   - Drives adjacent unit berserk
    
    R-Ability
    ---------
    Block Arrows - 300 - Green Beret - Dodge all arrow-based attacks
    
    C-Ability
    ---------
    Animal Combo - 100 - Mythril Instrument - Use all JP to do a combination attack
    
    Equippable Items
    ================
    Aona Flute
    Black Quena
    Blood Strings
    Conch Shell
    Dark Fiddle
    Demon Bell
    Earth Bell
    Fairy Harp
    Fell Castanets
    Glass Bell
    Heal Chime
    Mythril Bell
    Satyr Flute
    War Trumpet
    
    Description
    ===========
    Animists are nature-loving Moogles that can summon animals to help them in
    battle. Sheep Count summons some floating sheep to try and put all units in an
    area to sleep. 100% Wool works like Barrier, but it can only target the
    Animist. Cuisine can be one of the most useful healing spells in the game at
    higher levels. It always restores all of the target's HP, perfect for restoring
    critical units. Like all Charming attacks, Tail Wag is very good, but not as
    good as Cupid or Stopshot. Chocobo Rush is one of the Animist's most unique
    attacks. It works like Earth Render, but also deals damage behind the Animist
    as well as in front. With Chocobo Rush, Animists can deal damage to units from
    across the field, second only to Illusionists in range. Frogsong is possibly
    better than Tail Wag; frogs can only use a 1-HP attack and for all purposes can
    be considered dead. Friend casts a random spell from the Viera Summoner's A-
    Ability list. This is a very risky move; there are 4 harmful and 4 helpful
    creatures to be Summoned. While Tail Wag is probably preferable to Catnip, it
    is still great for hosing Mages.
    
    Ratings
    =======
    Strength Rating: ***
    Cunning Rating:  ****
    Mystic Rating:   ***
    Overall Rating:  ***
    
    ===================================
    GADGETEER
    ===================================
    
    Required A-Abilities: 2 Thief
    
    Equippable Items: Knuckles, Hats, Clothing
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 3     Defense: 9 (60%)
    Jump: 2         HP: 7 (20%)
    Evade: 50       MP: 2 (40%)
    Speed: 0 (90%)  Magic Power: 7 (30%)
    Attack: 8 (20%) Magic Resistance: 9 (20%)
    
    Pandora
    =======
    
    A-Abilities
    -----------
    NAME          - AP  - MP - ITEM          - DESCRIPTION
    Red Spring    - 200 - 12 - Rising Sun    - Randomly casts Haste on either
                                               party
    Blue Screw    - 200 - 12 - White Fangs   - Randomly casts Dispel on either
                                               party
    Green Gear    - 200 - 12 - Sick Knuckles - Randomly Poisons either party
    Silver Disc   - 200 - 12 - Hard Knuckles - Randomly Blinds either party
    Gold Battery  - 200 - 12 - Cat Claws     - Randomly Heals either party
    Black Ingot   - 200 - 12 - Death Claws   - Randomly Dooms either party
    Chroma Gem    - 200 - 12 - Dream Claws   - Randomly puts either party to Sleep
    Yellow Spring - 200 - 12 - Survivor      - Randomly casts Barrier on either
                                               target
    
    R-Abilities
    -----------
    Auto-Regen  - 300 - Gaia Gear    - Casts Regen on self when damaged
    Damage > MP - 300 - Judo Uniform - Takes MP damage instead of HP
    
    C-Ability
    ---------
    Gadget Combo - 100 - Mythril Claws - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Cat Claws
    Death Claws
    Dream Claws
    Godhand
    Greasebust
    Hard Knuckles
    Kaiser Knuckles
    Magic Hands
    Mythril Claws
    Rising Sun
    Sick Knuckles
    Survivor
    Tiger Fangs
    White Fang
    
    Description
    ===========
    Gadgeteers are curious Moogles that love tinkering with inventions they keep in
    Pandora's box. They have the ability to bless, or curse entire parties with
    various status ailments by flipping a coin. They are the most unpredictable
    class in the game; there's no telling which side they'll hit. This randomness
    makes them semi-useless (and unworthy of being on my team), unless you have
    equipped items that prevent various status ailments. (example, Fortune Rings
    with Chroma Gem) They do, however, learn the ever-useful Damage > MP ability,
    which like with the Blue Mage works best for non MP-consuming classes. The
    ratings section below would make you think they are pretty useful units, but
    in fact they're only good if you're Derren Brown or have starred in The Deer
    Hunter.
    
    Ratings
    =======
    Strength Rating: ****
    Cunning Rating:  ****
    Mystic Rating:   ***
    Overall Rating:  *
    
    
    
    ------------------------------------------------------------------------------
                              10. Nu Mou Jobs - Physical
    ------------------------------------------------------------------------------
    -NMP-
    
    
    ===================================
    BEASTMASTER
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Instruments, Hats, Clothing
    
    Leads to: Morpher (5 Beastmaster A-Abilities)
              Sage    (2 Beastmaster A-Abilites, 3 White Mage A-Abilities)
    
    Stat Growth
    ===========
    Movement: 4     Defense: 8 (80%)
    Jump: 2         HP: 7 (40%)
    Evade: 55       MP: 2 (10%)
    Speed: 1 (20%)  Magic Power: 6 (80%)
    Attack: 8 (80%) Magic Resistance: 8 (40%)
    
    Control
    =======
    
    A-Abilities
    -----------
    NAME      - AP  - ITEM          - DESCRIPTION
    Goblin    - 200 - Demon Ball    - Control Goblins and Redcaps
                    - War Trumpet
    Flan      - 200 - Demon Ball    - Control Flans, Jellies, and Creams
                    - Glass Bell
    Bomb      - 200 - Demon Bell    - Control Bomb and Grenades
                    - Aona Flute
    Dragon    - 200 - Earth Bell    - Control Firewyrms, Icedrakes, and Thundrakes
    Lamia     - 200 - Glass Bell    - Control Lamias and Lilliths
    Bug       - 200 - Fairy Harp    - Control Antlions and Jawbreakers
    Tonberry  - 200 - Blood Strings - Control Tonberries and Master Tonberries
    Panther   - 200 - War Trumpet   - Control Red Panthers and Coeurls
    Malboro   - 200 - Aona Flute    - Control Malboros and Great Malboros
    Floateye  - 200 - Black Quena   - Control Floateyes and Ahrimans
    Undead    - 200 - Black Quena   - Control Zombies and Vampires
    Fairy     - 200 - Fairy Harp    - Control Sprites and Titanias
    Rockbeast - 200 - Conch Shell   - Control Toughskins and Blade Biters
    
    R-Ability
    ---------
    Last Haste - 300 - Ninja Gear - Casts Haste on self when made critical
    
    S-Ability
    ---------
    Immunity - 300 - Survival Vest - Immune to status ailments
    
    C-Ability
    ---------
    Beast Combo - 100 - Mythril Bell - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Aona Flute
    Black Quena
    Blood Strings
    Conch Shell
    Dark Fiddle
    Demon Bell
    Earth Bell
    Fairy Harp
    Fell Castanets
    Glass Bell
    Heal Chime
    Mythril Bell
    Satyr Flute
    War Trumpet
    
    Description
    ===========
    Beastmasters are much like Animists; they both use the power of music to
    control animals. Unlike Animists, they don't summon animals but instead control
    existing ones. Their abilities let them take control of any monster for a turn.
    Their main strategic value is obvious: take control of a powerful enemy monster
    and attack other monsters with it. They are also invaluable for getting an
    effective Blue Mage because they can force monsters to use any attack (except
    the Bomb's Blowup). It's always a good idea to bring a Beastmaster along when
    fighting a monster-heavy party.
    
    Ratings
    =======
    Strength Rating: ***
    Cunning Rating:  ****
    Mystic Rating:   **
    Overall Rating:  ***
    
    
    ===================================
    MORPHER
    ===================================
    
    Required A-Abilities: 5 Beastmaster
    
    Equippable Items: Souls, Hats, Clothing, Robes
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 3     Defense: 8 (10%)
    Jump: 2         HP: 6 (80%)
    Evade: 30       MP: 2 (80%)
    Speed: 1 (60%)  Magic Power: 7 (60%)
    Attack: 7 (10%) Magic Resistance: 8 (20%)
    
    Morph
    =====
    
    A-Abilities
    -----------
    NAME     - AP  - ITEM         - DESCRIPTION
    Goblin   - 200 - Goblin Soul  - Morph into Goblins and Redcaps
    Flan     - 200 - Flan Soul    - Morph into Flans, Creams, and Puddings
    Bomb     - 200 - Bomb Soul    - Morph into Bombs and Grenades
    Dragon   - 200 - Dragon Soul  - Morph into Icedrakes, Firewyrms, & Thundrakes
    Lamia    - 200 - Lamia Soul   - Morph into Lamias and Lilliths
    Bug      - 200 - Bug Soul     - Morph into Antlions and Jawbreakers
    Panther  - 200 - Panther Soul - Morph into Red Panthers and Coeurls
    Malboro  - 200 - Malboro Soul - Morph into Malboros and Great Malboros
    Floateye - 200 - Eye Soul     - Morph into Floateyes and Ahrimans
    
    R-Ability
    ---------
    Damage > MP - 300 - Judo Uniform - Take MP damage instead of HP
    
    C-Ability
    ---------
    Morph Combo - 100 - Mythril Soul - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Bomb Soul
    Bug Soul
    Dragon Soul
    Dread Soul
    Eye Soul
    Flan Soul
    Goblin Soul
    Lamia Soul
    Malboro Soul
    Mythril Soul
    Panther Soul
    Rukavi Soul
    
    Description
    ===========
    The mysterious Morphers have the power to be the deadliest class in the entire
    game, if you have enough Gil to make them effective. These mystic Nu Mou can
    use their powers to assume the form, moves, and stats of monsters you've
    captured using the Hunter's ability. The main point of Morphers is to take
    advantage of moved Blue Magi can't use, like the Coeurl's Blaster, Jawbreaker's
    Lv. 5 Death, and Lillith's Poison Frog. Unfortunately, they can't become some
    of the most powerful monsters, Rockbeasts, Undead, Fairies, and Tonberries.
    Morphers arguably have the largest moveset of any job; their only weakness is
    that they require a turn to morph or switch forms. Also, to help you build a
    Morpher, here are some things you should know:
    -Monsters start at minimum happiness when caught. The best way to max out their
    happiness is to feed them 30 Curealls all at once.
    -Once they are happy, you can feed them more rare items to permanently boost
    their stats. Elixirs boost all their stats (except speed) by 1, and for much
    less Gil Curealls boost monster's stats by one half of a point each. Ethers
    work slightly less than Curealls, but they can't be bought. See TFergusson's
    Game Mechanics FAQ for more Monster Bank info.
    -Remember to capture a Goblin and a Thundrake early in the game, before they
    disappear forever!
    
    Note: The Ratings depend on the stats of your captured monsters.
    
    Ratings
    =======
    Strength Rating: between *** and *****
    Cunning Rating:  between **  and *****
    Mystic Rating:   between *   and *****
    Overall Rating:  between *** and *****
    
    
    ------------------------------------------------------------------------------
                               11. Nu Mou Jobs - Magic
    ------------------------------------------------------------------------------
    -NMM-
    
    
    ===================================
    WHITE MAGE
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Staves, Hats, Clothing, Robes
    
    Leads to: Illusionist (3 White Mage A-Abilities, 5 Black Mage A-Abilities)
              Alchemist   (3 White Mage A-Abilities, 5 Black Mage A-Abilites)
              Sage        (3 White Mage A-Abilities, 2 Beastmaster A-Abilities)
    
    Stat Growth
    ===========
    Movement: 3     Defense: 7 (30%)
    Jump: 2         HP: 5 (80%)
    Evade: 40       MP: 5 (60%)
    Speed: 1 (20%)  Magic Power: 8 (80%)
    Attack: 5 (70%) Magic Resistance: 8 (40%)
    
    White Magic
    ===========
    
    A-Abilities
    -----------
    NAME      - AP  - MP -ITEM           - DESCRIPTION
    Cure      - 100 - 6  - White Staff   - Area heals small amount of HP
    Cura      - 200 - 10 - Cure Staff    - Area heals medium amount of HP
    Curaga    - 300 - 16 - Spring Staff  - Area heals large amount of HP
    Esuna     - 200 - 18 - Pure Staff    - Area recovers status
    Life      - 200 - 10 - Bless Staff   - Revives target
    Full-Life - 300 - 20 - Nirvana Staff - Revives target with full HP
    Auto-Life - 200 - 16 - Cheer Staff   - Auto-Revives target when KOed
    Shell     - 100 - 6  - Judge Staff   - Area increases magic resistance
    Protect   - 100 - 6  - Guard Staff   - Area increases weapon defense
    
    S-Ability
    ---------
    Turbo MP - 300 - White Robe - Doubles MP for double magic power and accuracy
    
    C-Ability
    ---------
    White Combo - 100 - Mythril Staff - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Bless Staff
    Cheer Staff
    Cure Staff
    Dreamwatcher
    Garnet Staff
    Guard Staff
    Judge Staff
    Mythril Staff
    Nirvana Staff
    Power Staff
    Pure Staff
    Snake Staff
    Spring Staff
    White Staff
    
    Description
    ===========
    Nu Mou White Magi are like Human ones, only with better magic stats, making
    them even better healers. The Cure series of spells all restores HP to up to 5
    units in an X pattern. Their use is obvious; keeping your units alive. If they
    fail at that, Life and Full-Life can revive KOed units, while Auto-Life can
    safeguard against KOs ahead of time. Esuna is incredibly valuable, curing
    almost any status ailment on up to 5 units. Shell and Protect can shield your
    units from harm if you can find the time to cast them. Finally, Turbo MP can
    superpower your Mage's spells if you have the MP to use it.
    
    Ratings
    =======
    Strength Rating: *
    Cunning Rating:  ***
    Mystic Rating:   *****
    Overall Rating:  *****
    
    
    ===================================
    BLACK MAGE
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Rods, Hats, Clothing, Robes
    
    Stat Growth
    ===========
    Movement: 3     Defense: 6 (80%)
    Jump: 2         HP: 5 (40%)
    Evade: 35       MP: 4 (20%)
    Speed: 0 (90%)  Magic Power: 9 (20%)
    Attack: 6 (20%) Magic Resistance: 10 (20%)
    
    Black Magic
    ===========
    
    A-Abilities
    -----------
    NAME     - AP  - MP - ITEM          - DESCRIPTION
    Fire     - 100 - 6  - Rod           - Small area fire damage
    Fira     - 200 - 12 - Firewheel Rod - Medium area fire damage
    Firaga   - 300 - 24 - Flame Rod     - Large area fire damage
    Thunder  - 100 - 6  - Rod           - Small area electric damage
    Thundara - 200 - 12 - Thunder Rod   - Medium electric area damage
    Thundaga - 300 - 24 - Thor Rod      - Large area electric damage
    Blizzard - 100 - 6  - Rod           - Small area ice damage
    Blizzara - 200 - 12 - Sleet Rod     - Medium area ice damage
    Blizzaga - 300 - 24 - Chill Rod     - Large area ice damage
    
    R-Ability
    ---------
    Return Magic - 300 - Black Robe - Casts hostile spells back at user
    
    S-Ability
    ---------
    Geomancy - 300 - Sage Robe - Lowers enemy elemental resistance
    
    C-Ability
    ---------
    Black Combo - 100 - Mythril Rod - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Chill Rod
    Firewheel Rod
    Flame Rod
    Force Rod
    Heretic Rod
    Mythril Rod
    Princess Rod
    Rod
    Sapere Aude
    Sleet Rod
    Stardust Rod
    Terre Rod
    Thor Rod
    Thunder Rod
    
    Description
    ===========
    Shrouded in mysterious cloaks and straw hats, Black Magi are the opposites of
    White Magi. Rather than healing your party with Holy magic like the benevolent
    White Mages, they like nothing better than blasting the life out of your
    enemies with raw elemental fury! All the Black Mage's A-Abilities are elemental
    spells of fire, ice, or lightning. Each also has 3 levels of power. Like White
    Magi, Black Magi are best off staying behind your fighting units, snooping
    around blasting the enemies to atoms. Their Return Magic R-Ability makes them
    effective anti-casters. They can cripple enemy mages by copying spells they're
    hit with back onto the caster. Geomancy decreases the elemental resistance of
    all the enemies they attack. For example, enemies that would absorb the magic
    now take no damage from it; enemies immune to magic take reduced damage...
    Nu Mou Black Magi also have better magic stats. Like Moogle Black Mages, their
    Magic Resistance is through the roof.
    
    Ratings
    =======
    Strength Rating: *
    Cunning Rating:  **
    Mystic Rating:   *****
    Overall Rating:  ****
    
    
    
    ===================================
    ILLUSIONIST
    ===================================
    
    Required A-Abilities: 3 White Mage, 5 Black Mage
    
    Equippable Items: Rods, Clothing, Hats, Robes
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 3     Defense: 6 (40%)
    Jump: 2         HP: 5 (10%)
    Evade: 30       MP: 7 (50%)
    Speed: 0 (70%)  Magic Power: 9 (70%)
    Attack: 5 (70%) Magic Resistance: 8 (70%)
    
    Phantasm Skill
    ==============
    
    A-Abilities
    -----------
    NAME          - AP  - MP - ITEM          - DESCRIPTION
    Prominence    - 100 - 32 - Firewheel Rod - Fire damage to all enemies
    Tempest       - 100 - 32 - Thunder Rod   - Electric damage to all enemies
    Freezeblink   - 100 - 32 - Sleet Rod     - Ice damage to all enemies
    Star Cross    - 300 - 32 - Princess Rod  - Holy damage to all enemies
    Stardust      - 300 - 32 - Stardust Rod  - Damage to all enemies
    Deluge        - 200 - 32 - Chill Rod     - Water damage to all enemies
    Soil Evidence - 200 - 32 - Terre Rod     - Earth damage to all enemies
    Wild Tornado  - 200 - 32 - Thor Rod      - Wind damage to all enemies
    
    R-Ability
    ---------
    Absorb MP - 300 - Lordly Robe - Absorbs MP from any spells cast on user
    
    S-Ability
    ---------
    Half MP - 300 - Light Robe - Spells cost half as much MP
    
    C-Ability
    ---------
    Spell Combo - 100 - Mythril Rod - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Chill Rod
    Firewheel Rod
    Flame Rod
    Force Rod
    Heretic Rod
    Mythril Rod
    Princess Rod
    Rod
    Sapere Aude
    Sleet Rod
    Stardust Rod
    Terre Rod
    Thor Rod
    Thunder Rod
    
    Description
    ===========
    Illusionists are some of the most powerful spellcasters in the game, wielding
    visually impressive spells that attack all enemies at once. Unlike Totema,
    however, they may miss, so be careful. Since the spells always hit enemies no
    matter the caster's position, you should always keep your Illusionist as far
    away from the enemies as possible. The Illusionist's R-Ability, Absorb MP,
    isn't too useful unless he manages to survive an Ultima attack. His S-Ability
    is actually quite valuable because of the high costs of the Phantasm spells.
    Like Black and White Magi, Nu Mou Illusionists have better magic stats but
    worse physical stats than their Human counterparts.
    
    Ratings
    =======
    Strength Rating: *
    Cunning Rating:  **
    Mystic Rating:   *****
    Overall Rating:  ***
    
    
    ===================================
    TIME MAGE
    ===================================
    
    Required A-Abilities: 5 Black Mage
    
    Equippable Items: Rods, Hats, Clothing, Robes
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 3     Defense: 6 (80%)
    Jump: 2         HP: 5 (20%)
    Evade: 30       MP: 3 (50%)
    Speed: 1 (10%)  Magic Power: 10 (30%)
    Attack: 5 (40%) Magic Resistance: 9 (40%)
    
    Time Magic
    ==========
    
    A-Abilities
    -----------
    NAME    - AP  -MP  - ITEM          - DESCRIPTION
    Haste   - 200 - 24 - Firewheel Rod - Double frequency of target's turns
    Quicken - 300 - 24 - Thor Rod      - Target takes turn after user
    Slow    - 200 - 12 - Terre Rod     - Area half frequency of target's turns
    Reflect - 300 - 8  - Thunder Rod   - Casts Reflect on target
    Stop    - 300 - 24 - Chill Rod     - Area stops targets
    Silence - 200 - 8  - Sleet Rod     - Prevents spellcasting from all units in
                                         target area
    Quarter - 200 - 10 - Force Rod     - Damage = one fourth of target's HP
    Demi    - 300 - 24 - Stardust Rod  - Damage = one half of target's HP
    
    R-Ability
    ---------
    Last Quicken - 300 - Lordly Robe - Casts Quicken on self when made critical
    
    C-Ability
    ---------
    Time Combo - 100 - Mythril Rod - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Chill Rod
    Firewheel Rod
    Flame Rod
    Force Rod
    Heretic Rod
    Mythril Rod
    Princess Rod
    Rod
    Sapere Aude
    Sleet Rod
    Stardust Rod
    Terre Rod
    Thor Rod
    Thunder Rod
    
    Description
    ===========
    Except for White Magi, Time Magi are quite possibly the best support units to
    have. Their time-altering spells can tilt the scales in your favor while
    incapacitating enemies. When cast on a unit, Haste doubles the frequency of its
    turns. Cast this on your most powerful unit (say, a Paladin with 2 Excalibur2s)
    to double the damage it can inflict, making it a very powerful spell. Quicken
    makes the target take a turn immediately after the user. It's useful for the
    same reasons as Haste. If you absolutely need the services of one of your
    units, cast Quicken and give your Time Mage's turn away. Slow is basically the
    reverse of Haste. Cast it on powerful units of your opponents to severely
    weaken them. When cast on a friendly unit, a Reflect shield nullifies White,
    Black, Red, and Time Magic and sends it back at the caster. If your opponent
    has lots of mages, it's always a good idea to cast this at the start of the
    battle. Stop is in effect the upgrade of Slow. It stops enemies units
    altogether, preventing them from doing anything and making them sitting ducks
    for attack. Because Stopped units can't move a muscle, all attacks that can
    hit, will hit. This is a great way to make inaccurate attacks like Steal:
    Ability, Burial (or Exorcism), or Capture more effective. Unlike Sleep, Stopped
    units don't "wake up" when they're damaged. Silence can be a powerful anti-
    caster spell, though Reflect mostly works better. Quarter and Demi both turn
    the target's size against it, subtracting a set quantity of HP. This move is
    great against units with high HP or defense, but should never be used on
    weakened units. The Time Mage's R-Ability, Last Quicken, is great for getting
    him out of danger if he's lucky enough not to be killed instantly.
    Nu Mou Time Mages have huge Magic Power growth, so you may want to level up
    several of your Nu Mou as them.
    
    Ratings
    =======
    Strength Rating: *
    Cunning Rating:  *****
    Mystic Rating:   ****
    Overall Rating:  *****
    
    
    ===================================
    ALCHEMIST
    ===================================
    
    Required A-Abilities: 3 White Mage, 5 Black Mage
    
    Equippable Items: Maces, Hats, Clothing
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 3     Defense: 6 (40%)
    Jump: 2         HP: 6 (10%)
    Evade: 30       MP: 8 (40%)
    Speed: 0 (90%)  Magic Power: 9 (10%)
    Attack: 5 (90%) Magic Resistance: 9 (50%)
    
    Alchemy Skill
    =============
    
    A-Abilities
    -----------
    NAME   - AP  - MP - ITEM          - DESCRIPTION
    Astra  - 200 - 8  - Sage Crosier  - Area protects from one status ailment
    Death  - 200 - 36 - Life Crosier  - Instant KO
    Meteor - 300 - 40 - Scorpion Tail - Heavy area damage
    Rasp   - 100 - 24 - Energy Mace   - Area MP damage
    Flare  - 300 - 36 - Lotus Mace    - Extremely heavy damage
    Poison - 100 - 10 - Druid Mace    - Area poisons units
    Toad   - 200 - 36 - Mandragora    - Turns target into a frog
    
    S-Abilities
    -----------
    Magic POW+  - 300 - Morning Star - Increases Magic Power
    Maintenance - 300 - Adaman Vest  - Can't be stolen from; equipment can't be
                                       broken
    
    C-Ability
    ---------
    Gold Combo - 100 - Mythril Mace - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Battle Mace
    Cactus Stick
    Druid Mace
    Energy Mace
    Life Crosier
    Lotus Mace
    Mandragora
    Morning Star
    Mythril Mace
    Sage Crosier
    Scorpion Tail
    Vesper
    Zeus Mace
    
    Description
    ===========
    Alchemists are a mystical class with great magic stat growth, tying Sages as
    the second best Nu Mou class. They utilize some extremely powerful spells,
    making them arguably more dangerous than tough fighter units. They also have an
    innate ability to use items, regardless of whether the item ability is
    equipped. Astra works just like the Templar Spells; good if you have nothing
    else to use on your party. Death is one of the best spells in the game; if it
    works, the target dies automatically. Unfortunately, it costs 36 MP, so don't
    miss. Try stopping enemies or putting them to sleep before casting Death. >:)
    Meteor is a very powerful area spell, on a par with any Black Mage one. It can
    put multiple units in critical health or even KO them in one shot; use it well
    and often. Rasp also works like the Templar spell, but is more effective
    because of the Alchemist's greater Magic Power. Flare deals HUGE damage to any
    target unit, even more than Meteor. It can easily deal 200-250 damage in one
    cast, making it almost as effective as Death. Poison isn't too good; it doesn't
    deal any starting damage so you're better off sticking with the Sage's Bio.
    Toad is another near-Death spell; Toads are completely helpless and can be
    killed at leisure. It's perfect for units you want to keep alive, allowing you
    to rob them blind, capture them if they're monsters, or do some kind of huge
    EXP-gaining combo. The Alchemist's first S-Ability works much better than Turbo
    MP for powering up Flare and Meteor; even a Nu Mou Alchemist runs out of MP
    quickly when casting 72-MP spells.
    
    Ratings
    =======
    Strength Rating: ***
    Cunning Rating:  ****
    Mystic Rating:   *****
    Overall Rating:  *****
    
    
    
    ===================================
    SAGE
    ===================================
    
    Required A-Abilities: 2 Beastmaster, 3 White Mage
    
    Equippable Items: Maces, Hats, Clothing, Robes, Shields
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 4     Defense: 7 (60%)
    Jump: 2         HP: 7 (40%)
    Evade: 40       MP: 8 (70%)
    Speed: 0 (90%)  Magic Power: 9 (10%)
    Attack: 8 (50%) Magic Resistance: 7 (40%)
    
    Sagacity Tech
    =============
    
    A-Abilities
    -----------
    NAME        - AP  - MP - ITEM         - DESCRIPTION
    Drain       - 100 - 12 - Energy Mace  - Heals HP equal to damage dealt
    Blind       - 100 - 12 - Druid Mace   - Blinds a nearby unit
    Water       - 200 - 12 - Battle Mace  - Area water damage
    Aero        - 200 - 12 - Battle Mace  - Area wind damage
    Raise       - 300 - 22 - Life Crosier - Area revive units and heal HP
    Giga Flare  - 300 - 40 - Lotus Mace   - Extremely heavy area damage
    Bio         - 300 - 12 - Mandragora   - Area damage and poison
    Ultima Blow - 999 - 60 - Zeus Mace    - Triple damage attack
    
    R-Ability
    ---------
    Reflex - 300 - Mirage Vest - Dodge all Fight commands
    
    S-Abilities
    -----------
    Weapon DEF+  - 300 - Dark Gear    - Increase physical defense
    Shieldbearer - 300 - Round Shield - Can use a shield in any class
    
    C-Ability
    ---------
    Wise Combo - 100 - Mythril Mace - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Battle Mace
    Cactus Stick
    Druid Mace
    Energy Mace
    Life Crosier
    Lotus Mace
    Mandragora
    Morning Star
    Mythril Mace
    Sage Crosier
    Scorpion Tail
    Vesper
    Zeus Mace
    
    Description
    ===========
    Sages are an incredibly good Nu Mou class, with great all-around status growth
    and some very powerful spells. Drain can be great if your Sage is damaged; it
    inflicts pretty good damage as well and has better range than the Sage's other
    spells. Blind isn't as good as Blindshot because of its range, but Blinding is
    always useful. Water and Aero work like the Bishop spells; they are good for
    finishing off enemies too weak for Giga Flare. Raise is the most versatile and
    useful healing spell in the game; it revives all units in its area of effect
    and also heals for between the power of Cura and Curaga. Giga Flare is the
    strongest attack spell; it has the damage of Flare but deals it in an area. Bio
    is much better than the Alchemist's Poison because it also deals surprisingly
    good damage for only 12 MP. Although the Nu Mou Ultima is slightly weaker
    because of their low attack power, it can still be very powerful, although
    you're probably better off sticking with Giga Flare. The Sages can access the
    Nu Mou's best R-Ability, Reflex, as well as a good S-Ability for Beastmasters
    and Morphers, Weapon DEF+.
    
    Ratings
    =======
    Strength Rating: ***
    Cunning Rating:  ****
    Mystic Rating:   *****
    Overall Rating:  *****
    
    
    
    
    ------------------------------------------------------------------------------
                              12. Viera Jobs - Physical
    ------------------------------------------------------------------------------
    -VPJ-
    
    
    ===================================
    ARCHER
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Bows, Hats, Ribbons, Clothing
    
    Leads to: Sniper (2 Archer A-Abilities)
    
    Stat Growth
    ===========
    Movement: 4     Defense: 6 (80%)
    Jump: 2         HP: 7 (20%)
    Evade: 50       MP: 1 (60%)
    Speed: 1 (60%)  Magic Power: 7 (20%)
    Attack: 8 (10%) Magic Resistance: 7 (60%)
    
    Aim
    ===
    
    A-Abilities
    -----------
    NAME      - AP  - ITEM        - DESCRIPTION
    Boost     - 100 - Longbow     - Increases damage of next attack
    Aim: Legs - 200 - Thorn Bow   - Immobilizes target for 3 turns
    Aim: Arm  - 200 - Nail Bow    - Disables target for 3 turns
    Cupid     - 200 - Artemis Bow - Charms target
    Burial    - 300 - Silver Bow  - Banishes undead
    Take Aim  - 300 - Yoichi Bow  - High accuracy but low damage
    Faster    - 300 - Perseus Bow - Ignores R-Abilities
    Blackout  - 200 - Char Bow    - Blinds target
    
    R-Ability
    ---------
    Block Arrows - 300 - Green Beret - Dodges all arrow-based attacks
    
    S-Ability
    ---------
    Concentrate - 300 - Target Bow - Increases accuracy
    
    C-Ability
    ---------
    Bow Combo - 100 - Mythril Bow - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Artemis Bow
    Char Bow
    Crescent Bow
    Longbow
    Malbow
    Mythril Bow
    Nail Bow
    Perseus Bow
    Silver Bow
    Target Bow
    Thorn Bow
    Yoichi Bow
    
    Description
    ===========
    Viera Archers have slightly more attack power and speed than Human Archers,
    possibly making them a better choice. Their speciality is staying behind
    your melee units and riddling the enemy with arrows. Their first ability,
    Boost, more than doubles their next attack's damage. Use it if you can't get
    within range in one turn. Their two Aim abilities are what make them powerful.
    Aim: Legs keeps the target from moving for 3 turns, very useful against a
    tough class like a Warrior. Aim: Arm is universally useful, keeping the target
    from using any actions. Both are overshadowed, however, by Cupid, which Charms
    the target to fight on your side for several turns. Burial, despite its low hit
    rate, is good against zombies, as it destroys them completely. Take Aim is very
    weak, but useful for finishing weakened enemies off (basically a ranged Blitz).
    Faster isn't useful in many situations, but is still worth mastering if you have
    the time (plus it looks cooler than the normal fight command). Blackout is a
    handy attack, blinding the target to greatly reduce their accuracy. The
    Archer's R-Ability, Block Arrows, is the type of attack Faster was made for.
    With it equipped, no arrows will touch your Archer. Concentrate greatly
    increases the Archer's accuracy from all his actions, making him even more
    deadly.
    
    Ratings
    =======
    Strength Rating: **
    Cunning Rating:  *****
    Mystic Rating:   *
    Overall Rating:  ****
    
    ===================================
    FENCER
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Rapiers, Hats, Ribbons, Clothing, Shields
    
    Leads to: Red Mage     (1 Fencer A-Ability)
              Elementalist (1 Fencer A-Ability, 1 White Mage A-Ability)
    
    Stat Growth
    ===========
    Movement: 4     Defense: 8 (10%)
    Jump: 2         HP: 7 (60%)
    Evade: 60       MP: 1 (10%)
    Speed: 1 (50%)  Magic Power: 7 (60%)
    Attack: 8 (40%) Magic Resistance: 6 (20%)
    
    Lunge Tech
    ==========
    
    A-Abilities
    -----------
    NAME          - AP  - ITEM          - DESCRIPTION
    Swarmstrike   - 100 - Stinger       - Damages and poisons target
    Shadowstick   - 200 - Silver Rapier - Lowers target's speed
    Checkmate     - 300 - Gupti Aga     - Dooms target
    Featherblow   - 200 - Estoc         - High accuracy but low damage
    Swallowtail   - 300 - Djinn Flyssa  - Damages on all sides
    Manastrike    - 300 - Mage Masher   - Deals MP damage
    Piercethrough - 200 - Flamberge     - Damages 2 squares in front of user
    Nighthawk     - 200 - Joyeuse       - Damages from up to 4 tiles away
    
    R-Ability
    ---------
    Reflex - 300 - Mirage Vest - Dodge all Fight commands
    
    S-Ability
    ---------
    Shieldbearer - 300 - Bronze/Round Shield - Equip a shield in any job
    
    C-Ability
    ---------
    Lunge Combo - 100 - Mythril Rapier - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Aerial Hole
    Colichemarde
    Diabolique
    Djinn Flyssa
    Epeprism
    Estoc
    Femme Fatale
    Flamberge
    Fleuret
    Gupti Aga
    Joyeuse
    Last Letter
    Madu
    Mage Masher
    Mythril Rapier
    Scarlette
    Silver Rapier
    Stinger
    
    Description
    ===========
    Fast and powerful, Fencers are the Viera's basic fighter class. They have the
    usual high physical stat and speed growth, but terrible magic growth. On to the
    moves... Swarmstrike doesn't deal as much damage as a normal attack, but it will
    probably poison the target. It's great for dealing with Flans if you don't have
    a Black Mage. Shadowstick is basically Speedbreak with a different name. It's
    good for disabling a powerful enemy. Checkmate, like all Doom attacks, is very
    powerful. Use it on an incapacitated foe to make them die helplessly.
    Featherblow, like its cousin Blitz, is mainly good for finishing weakened
    enemies off. Swallowtail is like Whirlwind and good in the same places.
    Manastrike is great for disabling Mages; 2 or 3 can run through an entire mana
    supply. Piercethrough is basically a Fight command with a spear. It's great for
    enemies 1 tile away or lined up enemies. Nighthawk is a much cooler-looking
    version of Air Render, and should be used often. Fencers are the only Viera
    class with access to their best R-Ability, Reflex. It goes great with almost
    any class.
    
    Ratings
    =======
    Strength Rating: ****
    Cunning Rating:  ***
    Mystic Rating:   *
    Overall Rating:  ****
    
    
    ===================================
    ASSASSIN
    ===================================
    
    Required A-Abilities: 1 Sniper, 2 Elementalist
    
    Equippable Items: Katanas, Greatbows, Hats, Ribbons, Clothing
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 4     Defense: 6 (80%)
    Jump: 4         HP: 5 (20%)
    Evade: 65       MP: 5 (10%)
    Speed: 2 (30%)  Magic Power: 9 (30%)
    Attack: 8 (80%) Magic Resistance: 7 (10%)
    
    Corner
    ======
    
    A-Abilities
    -----------
    NAME          - AP  - MP - ITEM          - DESCRIPTION
    Shadowbind    - 200 - 12 - Fey Bow       - Stops adjacent unit
    Last Breath   - 300 - 32 - Petalchaser   - KOs adjacent unit automatically
    Aphonia       - 200 - 12 - Murasame      - Silences adjacent unit
    Nightmare     - 300 - 18 - Kikuichimonji - Puts target to sleep, may Doom them
    Aque          - 200 - 12 - Ranger Bow    - Slows adjacent unit
    Rockseal      - 300 - 32 - Kotetsu       - Petrifies adjacent unit
    Oblivion      - 300 - 24 - Masamune      - Addles adjacent unit
    Ultima Masher - 999 - 60 - Zanmato       - Triple damage attack
    
    R-Ability
    ---------
    Return Fire - 300 - Power Sash - Catch arrows and throw them back
    
    C-Ability
    ---------
    Killer Combo - 100 - Mythril Epee - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Arbalest
    Ashura
    Charfire
    Cranequin
    Fey Bow
    Gastra Bow
    Hades Bow
    Heaven's Cloud
    Hunt Bow
    Kikuichimonji
    Kotetsu
    Marduk Bow
    Masamune
    Masamune 100
    Master Bow
    Max's Oathbow
    Murasame
    Mythril Epee
    Mythril Shot
    Nike Bow
    Ninja Knife
    Nosada
    Osafune
    Petalchaser
    Ranger Bow
    Seventh Heaven
    Silkmoon
    Twin Bow
    Windslash Bow
    Zanmoto
    
    Description
    ===========
    Assassins are definitely the best Viera class, and possibly the best class in
    the game. They can equip Katanas or Greatbows, have incredibly good stat growth
    (including the highest speed of any job), and have abilities that inflict some
    of the deadliest status afflictions in the game. Shadowbind isn't as good as
    Ring for stopping enemies, but it still works great as a precursor to a low-
    accuracy attack. The Assassin's best move, Last Breath, KOs an adjacent unit
    instantly. Can you say "broken?" Aphonia is a cheaper way to get rid of
    dangerous spellcasters for a few turns. Think of Nightmare as a cheaper, slower
    Last Breath. If both status effects work, the helpless unit will eventually die
    in its sleep. Ague is another great way to make powerful units less harmful.
    Although Last Breath may seem preferable to Rockseal, petrified units are still
    counted as dead. Go ahead and make your own statue garden! Oblivion works the
    same as the Ninja ability, but it doesn't work as well as Aphonia for hosing
    spellcasters. The Viera Ultima is just as strong as the other race's, good for
    units immune to Last Breath and Rockseal. For the deadliest Assassin possible,
    give her the Reflex and Concentrate abilities.
    
    Ratings
    =======
    Strength Rating: ***
    Cunning Rating:  *****
    Mystic Rating:   ****
    Overall Rating:  *****
    
    
    ===================================
    SNIPER
    ===================================
    
    Required A-Abilities: 2 Archer
    
    Equippable Items: Greatbows, Hats, Ribbons, Clothing
    
    Leads to: Assassin (2 Elementalist A-Abilities, 1 Sniper A-Ability)
    
    Stat Growth
    ===========
    Movement: 3     Defense: 7 (30%)
    Jump: 2         HP: 6 (10%)
    Evade: 40       MP: 4 (80%)
    Speed: 1 (20%)  Magic Power: 8 (40%)
    Attack: 6 (20%) Magic Resistance: 8 (20%)
    
    Sharpshoot
    ==========
    
    A-Abilities
    -----------
    NAME         - AP  - ITEM          - DESCRIPTION
    Doubleshot   - 300 - Twin Bow      - Attack with 2 half damage attacks
    Beso Toxico  - 200 - Cranequin     - Damages and poison target
    Death Sickle - 300 - Hades Bow     - Dooms target
    Conceal      - 100 - Windslash Bow - Become invisible until next action
    Doom Archer  - 300 - Max's Oathbow - Deals HP and MP damage equal to lost HP
    Aim: Armor   - 300 - Fey Bow       - Break's target's armor
    Aim: Weapon  - 300 - Master Bow    - Breaks target's weapon
    Aim: Wallet  - 200 - Hunt Bow      - Steals Gil from target
    
    R-Ability
    ---------
    Auto-Regen - 300 - Gaia Gear - Casts Regen on self when damaged
    
    C-Ability
    ---------
    Sniper Combo - 100 - Mythril Shot - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Arbalest
    Cranequin
    Fey Bow
    Gastra Bow
    Hades Bow
    Hunt Bow
    Marduk Bow
    Master Bow
    Max's Oathbow
    Mythril Shot
    Nike Bow
    Ranger Bow
    Seventh Heaven
    Twin Bow
    Windslash Bow
    
    Description
    ===========
    Snipers are the Viera's advanced ranged class, capable of hurting the enemy
    from a distance with powerful bow attacks. They are best when combined with
    Archer or Assassin abilities, and should be comboed with a class with high
    attack power to make them stronger. Their Doubleshot attack fires 2 half-damage
    shots. This seems just like a normal fight command, but it may also deal half
    damage instead of missing entirely. Beso Toxico deals the same damage as fight
    and may poison the target; you'll never normally attack again with it. Death
    Sickle, like all Doom attacks, is great for incapacitated targets. It's better
    than Checkmate because of its range. Conceal is a very unique attack. It allows
    your Sniper to sneak behind enemy lines undetected, and fire shots into their
    backs. It also fits well with Assassins. Doom Archer looks and sounds cool, but
    it's only useful if your Sniper is critical. It works great on Mages and
    warriors. The Sniper's 3 Aim attacks are possibly better than the Archer's.
    Aim: Weapon is a ranged Drop Weapon, making physical enemies completely
    useless. Aim: Armor isn't as good as Steal: Armor, but can still soften up
    touch enemies. Aim: Wallet not only steals more Gil than Steal: Gil, but is
    ranged. It still isn't too good; it only steals enough to buy a Cureall.
    
    Ratings
    =======
    Strength Rating: **
    Cunning Rating:  *****
    Mystic Rating:   **
    Overall Rating:  ****
    
    
    ------------------------------------------------------------------------------
                                13. Viera Jobs - Magic
    ------------------------------------------------------------------------------
    -VMJ-
    
    ===================================
    WHITE MAGE
    ===================================
    
    Required A-Abilities: None
    
    Equippable Items: Staves, Hats, Ribbons, Clothing, Robes
    
    Leads to: Elementalist (1 White Mage A-Ability, 1 Fencer A-Ability)
              Summoner     (2 White Mage A-Abilities, 2 Elementalist A-Abilities)
    
    Stat Growth
    ===========
    Movement: 3     Defense: 7 (20%)
    Jump: 2         HP: 6 (20%)
    Evade: 40       MP: 4 (80%)
    Speed: 1 (20%)  Magic Power: 8 (80%)
    Attack: 6 (20%) Magic Resistance: 7 (60%)
    
    White Magic
    ===========
    
    A-Abilities
    -----------
    NAME      - AP  - MP - ITEM          - DESCRIPTION
    Cure      - 100 - 6  - White Staff   - Area heals small amount of HP
    Cura      - 200 - 10 - Cure Staff    - Area heals medium amount of HP
    Curaga    - 300 - 16 - Spring Staff  - Area heals large amount of HP
    Esuna     - 200 - 18 - Pure Staff    - Area recovers status
    Life      - 200 - 10 - Bless Staff   - Revives target
    Full-Life - 300 - 20 - Nirvana Staff - Revives target with full HP
    Auto-Life - 200 - 16 - Cheer Staff   - Auto-Revives target when KOed
    Shell     - 100 - 6  - Judge Staff   - Area increases magic resistance
    Protect   - 100 - 6  - Guard Staff   - Area increases weapon defense
    
    S-Ability
    ---------
    Turbo MP - 300 - White Robe - Doubles MP for double magic power and accuracy
    
    C-Ability
    ---------
    White Combo - 100 - Mythril Staff - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Bless Staff
    Cheer Staff
    Cure Staff
    Dreamwatcher
    Garnet Staff
    Guard Staff
    Judge Staff
    Mythril Staff
    Nirvana Staff
    Power Staff
    Pure Staff
    Snake Staff
    Spring Staff
    White Staff
    
    Description
    ===========
    Simply put, White Magi are THE best support units in the game. Their life-
    giving spells keep your units healthy, and they can also shield your units from
    harm. The Cure series of spells all restores HP to up to 5 units in an X
    pattern. Their use is obvious; keeping your units alive. If they fail at that,
    Life and Full-Life can revive KOed units, while Auto-Life can safeguard against
    KOs ahead of time. Esuna is incredibly valuable, curing almost any status
    ailment on up to 5 units. Shell and Protect can shield your units from harm if
    you can find the time to cast them. Finally, Turbo MP can superpower your
    Mage's spells if you have the MP to use it. Viera White Magi have a slightly
    higher magic power than Humans, but still don't stack up against Nu Mou.
    They're still great however.
    
    Ratings
    =======
    Strength Rating: *
    Cunning Rating:  ***
    Mystic Rating:   ****
    Overall Rating:  *****
    
    
    
    ===================================
    ELEMENTALIST
    ===================================
    
    Required A-Abilities: 1 White Mage, 1 Fencer
    
    Equippable Items: Rapiers, Hats, Ribbons, Clothing, Robes
    
    Leads to: Summoner (2 Elementalist A-Abilities, 2 White Mage A-Abilities)
              Assassin (2 Elementalist A-Abilities, 1 Sniper A-Ability)
    
    Stat Growth
    ===========
    Movement: 4     Defense: 6 (70%)
    Jump: 2         HP: 7 (00%)
    Evade: 60       MP: 1 (20%)
    Speed: 1 (90%)  Magic Power: 7 (70%)
    Attack: 8 (40%) Magic Resistance: 7 (60%)
    
    Spirit Magic
    ============
    
    A-Abilities
    -----------
    NAME           - AP  - MP - ITEM          - DECRIPTION
    Fire Whip      - 100 - 12 - Scarlette     - Fire damage and disables
    Earth Heal     - 200 - 12 - Fleuret       - Heals HP
    White Flame    - 100 - 24 - Flamberge     - Area heals HP
    Shining Air    - 200 - 12 - Djinn Flyssa  - Wind damage and blinds
    Evil Gaze      - 300 - 12 - Joyeuse       - Dark damages and confuses
    Heavy Dust     - 200 - 12 - Estoc         - Earth damage and immobilizes
    Sliprain       - 200 - 12 - Silver Rapier - Water damages and slows
    Elementalshift - 300 - 6  - Epeprism      - Shifts target's elemental weakness
    
    R-Ability
    ---------
    Absorb MP - 300 - Lordly Robe - Restores HP from spells cast on self
    
    C-Ability
    ---------
    Spirit Combo - 100 - Mythril Rapier - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Aerial Hole
    Colichemarde
    Diabolique
    Djinn Flyssa
    Epeprism
    Estoc
    Femme Fatale
    Flamberge
    Fleuret
    Gupti Aga
    Joyeuse
    Last Letter
    Madu
    Mage Masher
    Mythril Rapier
    Scarlette
    Silver Rapier
    Stinger
    
    Description
    ===========
    The mysterious Elementalists use the powers of nature to attack and spread
    status effects among the enemy party. Though they are a Magical class, they
    have bad Magic stat growth, so it's recommended to level up your Viera as Red
    Magi or Summoners. Their spells work like the Ninja's Veils, only they deal
    much better damage. Fire Whip is one of their best spells; Disabling enemies is
    always good. Earth Heal is a concentrated healing ability, great for tight
    situations. White Flame is a very powerful healing spell; it is not only
    stronger than Curaga but also looks much cooler. Shining Air is great; Blinding
    a unit makes it nearly useless. Confusion with Evil Gaze isn't too good;
    Confused units may still attack your party and it's better to use Charm
    attacks. Heavy Dust is almost as good as Fire Whip, mainly on melee fighters.
    Sliprain is also useful on powerful units. Elementalshift isn't too useful
    unless you use lots of Black Magic and the like. You'll have to use trial and
    error to find what the enemy's weakness is.
    
    Ratings
    =======
    Strength Rating: ***
    Cunning Rating:  ****
    Mystic Rating:   ***
    Overall Rating:  ****
    
    
    ===================================
    RED MAGE
    ===================================
    
    Required A-Abilities: 1 Fencer
    
    Equippable Items: Rapiers, Hats, Ribbons, Clothing, Robes
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 4     Defense: 7 (70%)
    Jump: 2         HP: 6 (80%)
    Evade: 50       MP: 2 (50%)
    Speed: 1 (20%)  Magic Power: 8 (60%)
    Attack: 8 (10%) Magic Resistance: 7 (80%)
    
    Red Magic
    =========
    
    A-Abilities
    -----------
    NAME       - AP  - MP - ITEM          - DESCRIPTION
    Barrier    - 300 - 10 - Mage Masher   - Casts Shell and Protect on target
    Fire       - 100 - 10 - Scarlette     - Area fire damage
    Thunder    - 100 - 10 - Stinger       - Area electric damage
    Blizzard   - 100 - 10 - Flamberge     - Area ice damage
    Cure       - 100 - 6  - Fleuret       - Area heals HP
    Sleep      - 200 - 10 - Estoc         - Area sleeps units
    Poison     - 100 - 10 - Silver Rapier - Area poisons units
    Doublecast - 999 -    - Madu          - Cast two spells in one turn
    
    R-Ability
    ---------
    Catch - 300 - Chain Plate - Catch and keep thrown items
    
    S-Ability
    ---------
    Magic POW+ - 300 - Colichmarde - Increases power of spells
    
    C-Ability
    ---------
    Red Combo - 100 - Mythril Rapier - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Aerial Hole
    Colichemarde
    Diabolique
    Djinn Flyssa
    Epeprism
    Estoc
    Femme Fatale
    Flamberge
    Fleuret
    Gupti Aga
    Joyeuse
    Last Letter
    Madu
    Mage Masher
    Mythril Rapier
    Scarlette
    Silver Rapier
    Stinger
    
    Description
    ===========
    Red Magi are some of the most versatile spellcasters around. They have balanced
    stat growth and a very wide array of spells from Black and White Magi, Bishops,
    Alchemists, and Animists. Though their spells are relatively weak compared to
    the ones from the base classes, their final ability is what makes them great.
    With Doublecast, Red Magi can heal your party with Cure, then go on the
    offensive with Blizzard. They can attempt to put multiple enemies to sleep or
    poison them, or cast Barrier on 2 weak units. Even better, Doublecast doesn't
    just work on Red Magic. Combine it with Summon magic for a dirty punch
    (Doublecasting Madeen is just unfair). Magic POW+ can help make their spells
    stronger, especially with Doublecast.
    
    Ratings
    =======
    Strength Rating: 2/5
    Cunning Rating: 4/5
    Mystic Rating: 5/5
    Overall Rating: 5/5
    
    
    
    ===================================
    SUMMONER
    ===================================
    
    Required A-Abilities: 2 White Mage, 2 Elementalist
    
    Equippable Items: Staves, Hats, Ribbons, Clothing, Robes
    
    Leads to: N/A
    
    Stat Growth
    ===========
    Movement: 3     Defense: 6 (30%)
    Jump: 2         HP: 5 (50%)
    Evade: 30       MP: 6 (30%)
    Speed: 0 (90%)  Magic Power: 10 (10%)
    Attack: 6 (50%) Magic Resistance: 8 (40%)
    
    Summon Magic
    ============
    
    A-Abilities
    -----------
    NAME      - AP  - MP - ITEM          - DESCRIPTION
    Unicorn   - 200 - 12 - Pure Staff    - Area heals HP and recovers status
    Ifrit     - 200 - 18 - Guard Staff   - Area fire damage
    Ramuh     - 200 - 18 - Judge Staff   - Area electric damage
    Shiva     - 200 - 18 - Snake Staff   - Area ice damage
    Kirin     - 200 - 24 - Cure Staff    - Area casts Regen
    Carbuncle - 300 - 12 - Garnet Staff  - Area casts Reflect on units
    Phoenix   - 300 - 24 - Nirvana Staff - Area fully Revives KOed units
    Madeen    - 300 - 36 - Cheer Staff   - Area Holy damage
    
    S-Ability
    ---------
    Half MP - 300 - Light Robe - Use half as much MP for spells
    
    C-Ability
    ---------
    Summon Combo - 100 - Mythril Staff - Use all JP to do a combination attack
    
    Equippable Weapons
    ==================
    Bless Staff
    Cheer Staff
    Cure Staff
    Dreamwatcher
    Garnet Staff
    Guard Staff
    Judge Staff
    Mythril Staff
    Nirvana Staff
    Power Staff
    Pure Staff
    Snake Staff
    Spring Staff
    White Staff
    
    Description
    ===========
    Summoners can be some of the strongest, best spellcasters in the game. They
    have exceptional magic stat growth, making their spells, extremely powerful.
    Their spells combine lots of useful effect spells with a huge area of effect (2
    squares out from the target square, and also 1 square diagonally). This area is
    a great advantage most of the time, but it can make things tough in tight
    battles. Unicorn is a great Healing spell, combining powerful Healing magic
    (about as strong as Cura) with Esuna. Its range allows of to heal your entire
    party. Ifrit, Ramuh, and Shiva are about as strong as the corresponding level 2
    or 3 Black Mage spells. Kirin is a nifty spell to bless your party with if you
    have nothing else to use. Carbuncle, like Reflect, is only good if your
    opponent has lots of mages; Reflected units can't be healed. Phoenix is simply
    THE revival spell to have. It fully revives all units in the Summoner's large
    range. Assuming enemy KOed units don't get in the way, this spell can be as
    game-winning as a Totema. It also KOs all Undead within its area of effect with
    100% accuracy. Madeen takes twice the MP of the other 3 attack spells, but its
    Holy shockwave deals incredible damage, second only to Flare/Giga Flare. Half
    MP is a great ability to give low MP Summoners to help them use their MP-
    intensive spells.
    
    Ratings
    =======
    Strength Rating: *
    Cunning Rating:  ****
    Mystic Rating:   *****
    Overall Rating:  *****
    
    
    ------------------------------------------------------------------------------
                                   14. Weapon List
    ------------------------------------------------------------------------------
    
    ===================================
    Bows
    ===================================
    
    Weapon         - AtkPwr - Buy  - Sell - Abilities    - Other
    -----------------------------------------------------------------------------
    Artemis Bow    - 27     - N/A  - 500  - Cupid        - N/A
    Char Bow       - 21     - 700  - 350  - Blackout     - N/A
    Crescent Bow   - 45     - N/A  - 500  - N/A          - N/A
    Longbow        - 19     - 300  - 150  - Boost        - N/A
    Malbow         - 55     - N/A  - 500  - N/A          - N/A
    Mythril Bow    - 32     - N/A  - 2000 - Bow Combo    - Jmp +1
    Nail Bow       - 29     - 4000 - 2000 - Aim: Arm     - N/A
    Perseus Bow    - 42     - N/A  - 5000 - Faster       - Eva +2
    Silver Bow     - 23     - 2500 - 1250 - Burial       - N/A
    Target Bow     - 35     - N/A  - 3000 - Concentrate  - Eva +5
    Thorn Bow      - 25     - 1500 - 750  - Aim: Legs    - N/A
    Yoichi Bow     - 33     - N/A  - 1500 - Take Aim     - N/A
    
    
    ===================================
    Blades
    ===================================
    
    Weapon         - AtkPwr - Buy   - Sell  - Abilities    - Other
    -----------------------------------------------------------------------------
    Adaman Blade   - 35     - N/A   - 500   - N/A          - Def +15
    Air Blade      - 40     - 7000  - 3500  - Air Blast    - N/A
                                            - Bolt Sword
    Atmos Blade    - 36     - 4000  - 2000  - Air Render   - N/A
                                            - Mog Lance
    Avuiyr Blue    - 51     - N/A   - 500   - N/A          - Res +10, Eva +2
    Avuiyr Red     - 62     - N/A   - 500   - N/A          - Def +10, Spd +2
    Ebon Blade     - 84     - N/A   - 500   - N/A          - Def +5
    Flametongue    - 38     - 5000  - 2500  - Backdraft    - N/A
                                            - Fire Sword
                                            - Mog Attack
    Ice Brand      - 42     - 8000  - 4000  - Ice Sword    - N/A
                                            - Mog Aid
    Kwigon Blade   - 40     - 10000 - 5000  - Far Fist     - Def +3, Res +3
                                            - Mog Guard
    Mythril Blade  - 32     - N/A   - 2000  - Charge Combo - Jmp +2
                                            - Fight Combo
                                            - Sword Combo
    Ogun Blade     - 42     - 15000 - 7500  - Wild Swing   - Mag +2
    Paraiba Blade  - 33     - 22000 - 11000 - Mog Peek     - Mag +20, Eva +2
    Pearl Blade    - 46     - N/A   - 2000  - Mog Shield   - N/A
    Shadow Blade   - 32     - 2500  - 1250  - Beatdown     - Eva +2
                                            - Mog Rush
    Sun Blade      - 37     - 3000  - 1500  - Blitz        - Spd +2
    Sweep Blade    - 28     - 1500  - 750   - Rush         - N/A
    Venus Blade    - 45     - N/A   - 11000 - Doublehand   - Mag +2, Spd +2
    
    
    ===================================
    Broadswords
    ===================================
    
    Weapon         - AtkPwr - Buy   - Sell  - Abilities    - Other
    -----------------------------------------------------------------------------
    Beastsword     - 50     - N/A   - 500   - N/A          - Def +5
    Claymore       - 49     - N/A   - 3000  - Monkey Grip  - Def +5
    Eclipse        - 76     - N/A   - 500   - N/A          - Def +5, Mag +5
    El Cid Sword   - 47     - N/A   - 800   - Tremor       - Def +10
    EstrelEdge     - 77     - N/A   - 500   - N/A          - Def +5, Res +5
    Falchion       - 27     - 1200  - 600   - Magicbreak   - Def +5
    Predator       - 37     - 4000  - 2000  - Last Beserk  - Def +5
    Rhomphia       - 57     - N/A   - 500   - N/A          - Def +5
    Samson Sword   - 32     - 2500  - 1250  - Powerbreak   - Def +5
    Striborg       - 33     - 5000  - 2500  - Body Slam    - Def +5
                                            - Mow Down
    Tabarise       - 47     - N/A   - 500   - N/A          - Def +5, Eva +2,
                                                             Spd +2
    Vajra          - 45     - N/A   - 500   - Meltdown     - Def +5, Res +5
    
    
    ===================================
    Greatbows
    ===================================
    
    Weapon         - AtkPwr - Buy   - Sell  - Abilities     - Other
    -----------------------------------------------------------------------------
    Arbalest       - 42     - N/A   - 500   - N/A           - N/A
    Cranequin      - 29     - 5000  - 2500  - Sonic Boom    - N/A
                                            - Poison Baise
    Fey Bow        - 31     - N/A   - 2000  - Aim: Vitals   - N/A
                                            - Aim: Armour
                                            - Shadow Stitch
    Gastra Bow     - 51     - N/A   - 500   - N/A           - N/A
    Hades Bow      - 33     - N/A   - 5000  - Sidewinder    - N/A
                                            - Death Sickle
    Hunt Bow       - 33     - N/A   - 500   - Hunting       - N/A
                                            - Aim: Wallet
    Marduk Bow     - 39     - N/A   - 500   - N/A           - N/A
    Master Bow     - 41     - N/A   - 10000 - Addle         - Eva +2
                                            - Aim: Weapon
    Max's Oathbow  - 61     - N/A   - 500   - Magic Bullets - Mag +2
    Mythril Shot   - 32     - N/A   - 2000  - Hunt Combo    - Jmp +1
                                            - Sniper Combo
    Nike Bow       - 37     - N/A   - 7000  - Weapon ATk+   - Def +5
    Ranger Bow     - 23     - 2000  - 1000  - Capture       - N/A
                                            - Bad Cold
    Seventh Heaven - 15     - N/A   - 500   - Ultima Shot   - Eva +5
    Twin Bow       - 31     - 8000  - 4000  - Advice        - N/A
                                            - Rapid-Fire
    Windslash Bow  - 25     - 3000  - 1500  - Oust          - Eva +2
                                            - Ambush
    
    
    ===================================
    Greatswords
    ===================================
    
    Weapon         - AtkPwr - Buy   - Sell  - Abilities    - Other
    -----------------------------------------------------------------------------
    Ancient Sword  - 32     - 2000  - 1000  - Magicbreak   - N/A
                                            - Subdue
    Barong         - 30     - 900   - 450   - Powerbreak   - N/A
                                            - Parley
    Diamond Sword  - 32     - N/A   - 600   - Mug          - N/A
    Hardedge       - 42     - N/A   - 1200  - N/A          - N/A
    Iceprism       - 45     - N/A   - 500   - N/A          - N/A
    Lurebreaker    - 51     - N/A   - 500   - N/A          - N/A
    Master Sword   - 59     - N/A   - 500   - N/A          - N/A
    Oblige         - 48     - N/A   - 500   - N/A          - N/A
    Vigilante      - 37     - N/A   - 2000  - Monkey Grip  - N/A
    Zankplus       - 49     - N/A   - 500   - N/A          - N/A
    
    
    ===================================
    Guns
    ===================================
    
    Weapon         - AtkPwr - Buy   - Sell  - Abilities      - Other
    -----------------------------------------------------------------------------
    Aiot Gun       - 27     - 2000  - 1000  - Fire Shot      - N/A
    Blindsnipe     - 47     - N/A   - 500   - N/A            - N/A
    Calling Gun    - 59     - N/A   - 500   - N/A            - N/A
    Chaos Rifle    - 33     - 8000  - 4000  - Confuse Shot   - N/A
    Giot Gun       - 37     - N/A   - 3000  - Blizzard Shot  - N/A
    Longbarrel     - 39     - N/A   - 6000  - Concentrate    - N/A
    Lost Gun       - 31     - N/A   - 1200  - Silence Shot   - N/A
    Mythril Gun    - 32     - N/A   - 2000  - Shooting Combo - Jmp +1
    Outsider       - 41     - N/A   - 8000  - Stop Shot      - N/A
    Peace Maker    - 33     - N/A   - 2000  - Charm Shot     - N/A
    Riot Gun       - 31     - 5000  - 2500  - Thunder Shot   - N/A
    Silver Cannon  - 31     - 3000  - 1500  - Blind Shot     - N/A
    
    
    ===================================
    Instruments
    ===================================
    
    Weapon         - AtkPwr - Buy   - Sell  - Abilities        - Other
    -----------------------------------------------------------------------------
    Aona Flute     - 32     - N/A   - 4000  - Malboro          - Res +2
                                            - Bomb
                                            - Frog Song
    Black Quena    - 33     - 7000  - 3500  - Floateye         - Def +2
                                            - Undead
    Blood Strings  - 22     - N/A   - 10000 - Tonberry         - Eva +1
                                            - Meet My Friends
    Conch Shell    - 31     - 3000  - 1500  - Rockbeast        - Def +2
    Dark Fiddle    - 45     - N/A   - 500   - N/A              - N/A
    Demon Bell     - 22     - 400   - 200   - Goblin           - N/A
                                            - Flan
                                            - Bomb
    Earth Bell     - 31     - 5000  - 2500  - Dragon           - Def +3
                                            - 100% Wool
    Fairy Harp     - 29     - N/A   - 1000  - Fairy            - Mag +2
                                            - Bug
                                            - Tail Wag
    Fell Castanets - 47     - N/A   - 500   - N/A              - N/A
    Glass Bell     - 25     - 1000  - 500   - Lamia            - Res +1
                                            - Flan
                                            - Sheep Count
    Heal Chime     - 39     - N/A   - 800   - Cook Away        - Eva +1
    Mythril Bell   - 32     - N/A   - 2000  - Beast Combo      - Jmp +1
                                            - Animal Combo
    Satyr Flute    - 35     - 10000 - 5000  - Chocobo Stampede - Eva +1
    War Trumpet    - 25     - 1700  - 850   - Panther          - Eva +1
                                            - Goblin
                                            - Catnip
    
    
    ===================================
    Katanas
    ===================================
    
    Weapon         - AtkPwr - Buy   - Sell - Abilities      - Other
    -----------------------------------------------------------------------------
    Ashura         - 33     - 7000  - 3500 - Fire Veil      - N/A
    Charfire       - 47     - N/A   - 500  - N/A            - Spd +2
    Heaven's Cloud - 39     - 15000 - 7500 - Unspell        - Res +5
    Kikuichimonji  - 40     - 12000 - 6000 - Metal Veil     - Res +5
                                           - Nightmare
    Kotetsu        - 37     - 10000 - 5000 - Wood Veil      - N/A
                                           - Rockseal
    Masamune       - 65     - N/A   - 500  - Oblivion       - N/A
    Masamune 100   - 79     - N/A   - 500  - N/A            - Mag +5
    Murasame       - 31     - 5000  - 2500 - Water Veil     - N/A
                                           - Aphonia
    Mythril Epe   - 32     - N/A   - 2000 - Ninja Combo    - Jmp +1
                                           - Killer Combo
    Ninja Knife    - 31     - 2000  - 1000 - Throw          - N/A
    Nosada         - 42     - N/A   - 8000 - Double Sword   - N/A
    Osafune        - 35     - 8000  - 4000 - Earth Veil     - Def +5
    Petal Chaser   - 34     - N/A   - 3000 - Last Breath    - N/A
    Silkmoon       - 55     - N/A   - 500  - N/A            - Eva +2
    Zanmoto        - 22     - N/A   - 500  - Ultima Masher  - Mag +2
    
    
    ===================================
    Knightswords
    ===================================
    
    Weapon         - AtkPwr - Buy   - Sell - Abilities      - Other
    -----------------------------------------------------------------------------
    Apocalypse     - 32     - 3000  - 1500 - Rasp           - N/A
    Arch Sword     - 48     - N/A   - 4000 - Saint Cross    - N/A
                                           - Soul Sphere
    Defender       - 37     - 5000  - 2500 - Nurse          - N/A
                                           - Hibernate
    Excalibur      - 47     - N/A   - 7000 - Holy Blade     - Eva +5, Mag +2,
                                                              Spd +1
    Excalibur2     - 87     - N/A   - 500  - N/A            - Eva +5, Mag +3,
                                                              Spd +4
    Lionheart      - 34     - 4000  - 2000 - Defence        - Def +2, Res +1
    Lohengrin      - 46     - 12000 - 6000 - Aura           - N/A
                                           - Haste
    Mythril Brand  - 32     - N/A   - 2000 - Knight Combo   - Jmp +1
                                           - Defend Combo
                                           - Sacred Combo
    Nagrarok       - 75     - N/A   - 500  - N/A            - Mov +1, Spd +6
    Ragnarok       - 36     - 7000  - 3500 - Drop Weapon    - Mag +5
                                           - Silence
    SaveTheQueen   - 45     - N/A   - 2000 - Cover          - Def +3, Eva +5,
                                           - Expert Guard   - Res +3
                                           - Astra
    Sequence       - 32     - N/A   - 500  - N/A            - Def +2, Eva +2,
                                                              Jmp +1, Mag +5, 
                                                              Mov +1, Res +2,
                                                              Spd +2
    
    
    ===================================
    Knives
    ===================================
    
    Weapon         - AtkPwr - Buy   - Sell - Abilities      - Other
    -----------------------------------------------------------------------------
    Cinquedea      - 57     - N/A   - 3000 - Steal: Ability - Eva +2, Spd +5
    Jack Knife     - 22     - 200   - 100  - Steal: Gil     - Eva +1
                                           - Gil Toss
    Jambiya        - 31     - 1700  - 850  - Steal: Access. - Eva +1, Mag +2
                                           - Dagger
    Kard           - 35     - 7000  - 3500 - Steal: Helm    - Eva +2
    Khukuri        - 37     - 5000  - 2500 - Steal: EXP     - Eva +1, Spd +2
                                           - Firebomb
    Kris Knife     - 30     - 3000  - 1500 - Hurl           - Eva +1, Res +5
    Mythril Knife  - 32     - N/A   - 2000 - Thief Combo    - Eva +1, Jmp +1
                                           - Juggle Combo
    Orihalcum      - 60     - N/A   - 4000 - Steal: JP      - Eva +1, Mag +2
                                           - Smile
    Rondell Dagger - 33     - 10000 - 5000 - Steal: Armour  - Eva +1
                                           - Ring
    Scramasax      - 29     - 900   - 450  - Steal: Shield  - Eva +1
                                           - Ball
    Sword Breaker  - 39     - N/A   - 2000 - Steal: Weapon  - Eva +2
    Tiptaptoe      - 35     - N/A   - 500  - N/A            - Spd +15
    Tonberrian     - 37     - N/A   - 500  - N/A            - Spd +10
    Zorlin Shape   - 38     - N/A   - 1000 - N/A            - Eva +1, SPd +1
    
    
    ===================================
    Knuckles
    ===================================
    
    Weapon          - AtkPwr - Buy  - Sell  - Abilities      - Other
    -----------------------------------------------------------------------------
    Cat Claws       - 35     - N/A  - 1500  - Chakra         - Eva +1, Spd +2
                                            - Golden Battery 
    Death Claws     - 43     - N/A  - 10000 - Black Chip     - Eva +1
    Dream Claws     - 39     - 3000 - 1500  - Rainbow Magnet - Eva +1
    Godhand         - 39     - N/A  - 6000  - Far Fist       - Eva +5, Mag +3,
                                                             - Spd +1
    Greasebust      - 59     - N/A  - 500   - N/A            - Eva +1 
    Hard Knuckles   - 29     - 500  - 250   - Whirlwind      - Eva +1
                                            - Silver Disc
    Kaiser Knuckles - 42     - 5700 - 2850  - Air Render     - Eva +1
    Magic Hands     - 52     - N/A  - 500   - N/A            - Eva +1
    Mythril Claws   - 32     - N/A  - 2000  - Monk Combo     - Eva +1, Jmp +1
                                            - Gadget Combo
    Rising Sun      - 31     - 1000 - 500   - Exorcise       - Eva +1
                                            - Red Spring
    Sick Knuckles   - 35     - 1000 - 500   - Green Gear     - Eva +1
    Survivor        - 37     - N/A  - 2000  - Revive         - Def +2, Eva +1
                                            - Yellow Coil
    Tiger Fangs     - 41     - N/A  - 8000  - Earth Render   - Eva +1
    White Fang      - 39     - N/A  - 4000  - Holy Sign      - Eva +1
                                            - Blue Screw
    
    
    ===================================
    Maces
    ===================================
    
    Weapon         - AtkPwr - Buy  - Sell  - Abilities    - Other
    -----------------------------------------------------------------------------
    Battle Mace    - 31     - 2000 - 1000  - Water        - N/A
                                           - Aero
    Cactus Stick   - 62     - N/A  - 500   - N/A          - Mag +2, Res +5
    Druid Mace     - 33     - 6000 - 3000  - Blind        - Mag +3, Res +5
                                           - Poison
    Energy Mace    - 29     - 3500 - 1750  - Drain        - Mag +2, Res +5
                                           - Rasp
    Life Crosier   - 35     - N/A  - 6000  - Raise        - Mag +2, Res +10
                                           - Death
    Lotus Mace     - 37     - N/A  - 8000  - Giga Flare   - Mag +2, Res +5
                                           - Flare
    Mandragora     - 37     - N/A  - 2000  - Bio          - Mag +2, Res +5
                                           - Toad
    Morning Star   - 32     - N/A  - 1300  - Magic Pow+   - Mag +2, Res +5
    Mythril Mace   - 32     - N/A  - 2000  - Gold Combo   - Jmp +1, Mag +2,
                                           - Wise Combo   - Res +5
    Sage Crosier   - 31     - 9000 - 4500  - Astra        - Mag +8, Res +5
    Scorpion Tail  - 38     - N/A  - 10000 - Meteor       - Mag +2, Res +5
    Vesper         - 39     - N/A  - 500   - N/A          - Mag +2, Res +5
    Zeus Mace      - 15     - N/A  - 500   - Ultima Blow  - Mag +5, Res +5
    
    
    ===================================
    Rapiers
    ===================================
    
    Weapon         - AtkPwr - Buy  - Sell - Abilities      - Other
    -----------------------------------------------------------------------------
    Aerial Hole    - 43     - N/A  - 500  - N/A            - Mag +6, Spd +2
    Colichemarde   - 36     - N/A  - 3000 - Magic Pow+     - Spd +2
    Diabolique     - 41     - N/A  - 500  - N/A            - Res +5, Spd +2
    Djinn Flyssa   - 34     - N/A  - 1000 - Swallow Tail   - Eva +2, Res +2,
                                          - Shining Air    - Spd +2
    Epeprism       - 37     - N/A  - 7000 - Property Shift - Spd +2
    Estoc          - 32     - 3000 - 1500 - Thrust Feather - Spd +2
                                          - Sleep
                                          - Heavy Dust
    Femme Fatale   - 49     - N/A  - 500  - N/A            - Spd +2
    Flamberge      - 35     - 5000 - 2500 - Hard Impulse   - Def +5, Spd +2
                                          - Blizzard
                                          - White Flame
    Fleuret        - 27     - 800  - 400  - Cure           - Spd +2
                                          - Earth Heal
    Gupti Aga      - 38     - N/A  - 5000 - Check Mate     - Spd +2
    Joyeuse        - 37     - N/A  - 2000 - Night Hawk     - Res +5, Spd +2
                                          - Gazing Evil
    Last Letter    - 45     - N/A  - 500  - N/A            - Eva +3, Spd +2
    Madu           - 33     - N/A  - 500  - Chain Magic    - Spd +2
    Mage Masher    - 34     - 8000 - 4000 - Blue Passion   - Mag +5, Res +10,
                                          - Barrier        - Spd +2
    Mythril Rapier - 32     - N/A  - 500  - Thrust Combo   - Jmp +1, Spd +2
                                          - Spirit Combo
                                          - Red Combo
    Scarlette      - 27     - 1500 - 750  - Fire           - Mag +2, Spd +2
                                          - Fire Whip
    Silver Rapier  - 35     - N/A  - 500  - Stuck Shadow   - Spd +2
                                          - Slippy Rain
                                          - Poison
    Stinger        - 25     - 400  - 200  - Tiny Bugs      - Spd +2
                                          - Thunder
    
    
    ===================================
    Rods
    ===================================
    
    Weapon         - AtkPwr - Buy  - Sell - Abilities    - Other
    -----------------------------------------------------------------------------
    Chill Rod      - 27     - N/A  - 4000 - Blizzaga     - Mag +2
                                          - Stop
                                          - Deluge
    Firewheel Rod  - 21     - 1500 - 750  - Fira         - Mag +2
                                          - Haste
                                          - Prominence
    Flame Rod      - 27     - N/A  - 1500 - Firaga       - Mag +2
    Force Rod      - 25     - 5000 - 2500 - Quarter      - Mag +5
    Heretic Rod    - 31     - N/A  - 500  - N/A          - Mag +20
    Mythril Rod    - 32     - N/A  - 2000 - Black Combo  - Jmp +1, Mag +2
                                          - Time Combo
                                          - Spell Combo
    Princess Rod   - 35     - N/A  - 500  - Star Cross   - Def +5, Eva +2,
                                                         - Mag +2, Res +5
    Rod            - 18     - 600  - 300  - Fire         - Mag +2
                                          - Thunder
                                          - Blizzard
    Sapere Aude    - 18     - N/A  - 500  - N/A          - Def +2, Eva +2,
                                                         - Jmp +1, Mag +5,
                                                         - Mov +1, Res +2,
                                                         - Spd +2
    Sleet Rod      - 21     - 1500 - 750  - Blizzara     - Mag +2
                                          - Silence
                                          - Freezeblink
    Stardust Rod   - 29     - N/A  - 7000 - Demi         - Mag +5
                                          - Stardust
    Terre Rod      - 23     - 2700 - 1350 - Slow         - Mag +2
                                          - Soil Evidence
    Thor Rod       - 27     - N/A  - 2000 - Thundaga     - Mag +2
                                          - Quicken
                                          - Wild Tornado
    Thunder Rod    - 21     - 1500 - 750  - Thundara     - Mag +2
                                          - Reflect
                                          - Tempest
    
    
    ===================================
    Sabers
    ===================================
    
    Weapon         - AtkPwr - Buy  - Sell - Abilities    - Other
    -----------------------------------------------------------------------------
    Aqua Saber     - 36     - 3700 - 1850 - N/A          - Eva +6
    Blue Saber     - 25     - 1000 - 500  - Learning     - Spd +2
    Harpe          - 42     - N/A  - 1000 - N/A          - Def +5
    Manganese      - 47     - N/A  - 500  - N/A          - Eva +5
    Mythril Saber  - 32     - N/A  - 2000 - Blue Combo   - Jmp +1
    Shamshir       - 31     - 2200 - 1100 - N/A          - Eva +2
    SoulSaber      - 39     - N/A  - 500  - N/A          - Res +10
    
    
    ===================================
    Souls
    ===================================
    
    Weapon         - AtkPwr - Buy  - Sell - Abilities    - Other
    -----------------------------------------------------------------------------
    Bomb Soul      - 36     - N/A  - 1200 - Bomb         - Res +2
    Bug Soul       - 39     - N/A  - 1300 - Bug          - Def +2, Mag +2
    Dragon Soul    - 43     - N/A  - 2000 - Dragon       - Def +5, Mag +2
    Dread Soul     - 49     - N/A  - 500  - N/A          - Mag +2
    Eye Soul       - 45     - N/A  - 1200 - Floateye     - Mag +2
    Flan Soul      - 34     - N/A  - 1000 - Flan         - Def +3, Mag +10,
                                                         - Res +2
    Goblin Soul    - 32     - N/A  - 700  - Goblin       - Eva +1, Mag +2
    Lamia Soul     - 41     - N/A  - 1500 - Lamia        - Mag +2
    Malboro Soul   - 47     - N/A  - 3000 - Malboro      - Mag +2, Res +2
    Mythril Soul   - 32     - N/A  - 2000 - Morph Combo  - Jmp +1, Mag +2
    Panther Soul   - 39     - N/A  - 2000 - Panther      - Eva +2, Mag +2
    Rukavi Soul    - 67     - N/A  - 500  - N/A          - Mag +2
    
    
    ===================================
    Spears
    ===================================
    
    Weapon         - AtkPwr - Buy   - Sell - Abilities     - Other
    -----------------------------------------------------------------------------
    Bangaa Spike   - 53     - N/A   - 500  - N/A           - Def +5, Mag +2,
                                                           - Res +5
    Beastspear     - 51     - N/A   - 500  - N/A           - Def +10
    Dragon Whisker - 45     - 18000 - 9000 - Bangaa Cry    - Jmp +1
    Gae Bolg       - 39     - 14000 - 7000 - Bolt Breath   - N/A
    Ice Lance      - 35     - 8000  - 4000 - Ice Breath    - N/A
    Javelin        - 31     - 3000  - 1500 - Warcry        - N/A
                                           - Jump
    Kain's Lance   - 47     - N/A   - 3000 - Lifebreak     - Jmp +1
    Lava Spear     - 33     - 5000  - 2500 - Fire Breath   - N/A
    Mythril Spear  - 32     - N/A   - 2000 - Dragoon Combo - Jmp +2
    Odin Lance     - 55     - N/A   - 500  - N/A           - N/A
    Partisan       - 42     - 10000 - 5000 - Cheer         - Jmp +1
    Trident        - 50     - N/A   - 6000 - Weapon Atk+   - Jmp +1, Mag +2
    
    
    ===================================
    Staves
    ===================================
    
    Weapon         - AtkPwr - Buy  - Sell - Abilities    - Other
    -----------------------------------------------------------------------------
    Bless Staff    - 23     - 4000 - 2000 - Life         - Res +5
                                          - Dispel
    Cheer Staff    - 32     - N/A  - 4000 - Auto-Life    - Def +5, Eva +2
                                          - Judge
                                          - Madeen
    Cure Staff     - 29     - 7000 - 3500 - Cura         - Res +5
                                          - Kirin
    Dreamwatcher   - 43     - N/A  - 500  - N/A          - Mag +10, Res +15
    Garnet Staff   - 31     - 9000 - 4500 - Barrier      - Def +5, Res +5
                                          - Carbunkle
    Guard Staff    - 21     - 800  - 400  - Protect      - Def +5, Res +5
                                          - Ifrit
    Judge Staff    - 21     - 1500 - 750  - Shell        - Mag +3, Res +5
                                          - Aero
                                          - Ramuh
    Mythril Staff  - 32     - N/A  - 2000 - White Combo  - Jmp +1, Res +5
                                          - Pray Combo
                                          - Summon Combo
    Nirvana Staff  - 34     - N/A  - 6000 - Full-Life    - Res +10
                                          - Holy
                                          - Phoenix
    Power Staff    - 45     - N/A  - 500  - N/A          - Def +6, Res +5
    Pure Staff     - 23     - 3000 - 1500 - Esuna        - Res +5
                                          - Unicorn
    Snake Staff    - 29     - N/A  - 600  - Break        - Res +5
                                          - Shiva
    Spring Staff   - 28     - N/A  - 1000 - Curaga       - Res +5
                                          - Water
    White Staff    - 19     - 500  - 250  - Cure         - Res +5
    
    
    ===================================
    Swords
    ===================================
    
    Weapon         - AtkPwr - Buy  - Sell - Abilities    - Other
    -----------------------------------------------------------------------------
    Blood Sword    - 18     - N/A  - 1000 - Provoke      - N/A
                                          - Wyrmkiller
    Burglar Sword  - 39     - 3000 - 1500 - Sensor       - N/A
    Buster Sword   - 35     - 1600 - 800  - Mindbreak    - Def +5
                                          - Wyrmtamer
    Chirijiraden   - 65     - N/A  - 500  - N/A          - N/A
    Gale Sword     - 36     - N/A  - 500  - Greased Bolt - Spd +1
    Leglace Sword  - 41     - N/A  - 500  - N/A          - Mag +5
    Mythril Sword  - 33     - N/A  - 2000 - Combat Combo - N/A
    Onion          - 29     - N/A  - 500  - N/A          - Def +5, Res +5, Eva +5
    Restorer       - 40     - N/A  - 2000 - Downsize     - Mag +5, Res +5
                                          - Lancet
    Shortsword     - 25     - 300  - 150  - First Aid    - N/A
    Silver Sword   - 30     - 900  - 450  - Speedbreak   - Spd +2, Eva +2
    Victor Sword   - 33     - N/A  - 500  - N/A          - Def +10, Res +10
    Vitanova       - 38     - N/A  - 4000 - Dragonheart  - Mag +2, Eva +2
    
    
    
    ------------------------------------------------------------------------------
                                   15. Armour List
    ------------------------------------------------------------------------------
    -AMR-
    
    ===================================
    Armour
    ===================================
    
    Armour            - DefPwr - Buy  - Sell  - Abilities    - Other
    -----------------------------------------------------------------------------
    Adamant Armour    - 58     - N/A  - 500   - N/A          - Res +3
    Bronze Armour     - 30     - 1000 - 500   - N/A          - Res +6
    Carabini Mail     - 38     - N/A  - 4000  - Bonecrusher  - Res +8
    Cuirass           - 28     - 400  - 200   - N/A          - Res +2
    Diamond Armour    - 40     - N/A  - 2000  - Weapon Def+  - Res +3
    Dragon Mail       - 40     - N/A  - 8000  - N/A          - Res +10
    Genji Armour      - 46     - N/A  - 500   - Reflex       - Res +12
    Gold Armour       - 42     - 6000 - 3000  - Last Haste   - Res +6
    Iron Armour       - 34     - 1500 - 750   - N/A          - Res +3
    Materia Armour    - 52     - N/A  - 10000 - N/A          - Res +16
    Maximillian       - 46     - N/A  - 10000 - N/A          - Res +10
    Mirror Mail       - 36     - N/A  - 6000  - N/A          - Res +6
    Opal Armour       - 42     - N/A  - 3000  - N/A          - Res +3
    Peytral           - 28     - N/A  - 500   - N/A          - Res +2, Eva +5,
                                                             - Jmp +1, Mov +1,
                                                             - Mag +5, Spd +2
    Platemail         - 38     - 3000 - 1500  - N/A          - Res +3
    
    
    ===================================
    Clothes
    ===================================
    
    Armour            - DefPwr - Buy  - Sell  - Abilities    - Other
    -----------------------------------------------------------------------------
    Adamant Vest      - 30     - 2000 - 1000  - Maintenance  - Res +3
    Bone Plate        - 42     - N/A  - 10000 - N/A          - Res +8
    Brigandine        - 37     - 3700 - 1850  - Counter      - Res +6
    Brint Set         - 28     - N/A  - 500   - N/A          - Res +6
    Chain Plate       - 28     - 900  - 450   - Catch        - Res +4
    Dark Gear         - 32     - N/A  - 3000  - Weapon Def+  - Res +3, Eva +1,
                                                             - Spd +2
    Gaia Gear         - 24     - N/A  - 500   - Auto-Regen   - Res +12
    Galia Set         - 26     - N/A  - 500   - N/A          - Res +18
    Judge Coat        - 38     - N/A  - 500   - N/A          - Res +28
    Judo Uniform      - 34     - 6000 - 3000  - Damage > MP  - Res +8
    Leather Garb      - 18     - 300  - 150   - N/A          - Res +4
    Minerva Plate     - 28     - 1500 - 750   - N/A          - Res +14
    Mirage Vest       - 32     - N/A  - 500   - Reflex       - Res +16
    Ninja Gear        - 30     - N/A  - 2500  - Laste Haste  - Res +6, Eva +2,
                                              - Bonecrusher  - Spd +1
    Onlyone           - 34     - N/A  - 500   - N/A          - Res +24
    Power Sash        - 34     - 7000 - 3500  - Arrow Return - Res +10
    Rubber Suit       - 28     - N/A  - 7000  - N/A          - Res +16
    Survival Vest     - 34     - 2500 - 1250  - Immunity     - Res +6
    Temple Cloth      - 36     - N/A  - 500   - N/A          - Res +16, Mag +2
    Wygar             - 35     - N/A  - 4000  - Strikeback   - Res +10
    
    
    ===================================
    Robes
    ===================================
    
    Armour            - DefPwr - Buy  - Sell  - Abilities    - Other
    -----------------------------------------------------------------------------
    Black Robe        - 21     - N/A  - 3000  - Return Magic - Res +36, Mag +2
    Blaze Robe        - 19     - N/A  - 1000  - N/A          - Res +30
    Flurry Robe       - 19     - N/A  - 1000  - N/A          - Res +30
    Hempen Robe       - 15     - 400  - 200   - N/A          - Res +22
    Light Robe        - 25     - N/A  - 4000  - Half-MP      - Res +40
    Lordly Robe       - 28     - N/A  - 7000  - Absorb MP    - Res +42
                                              - Last Quicken
    Magic Robe        - 24     - N/A  - 8000  - N/A          - Res +36, Mag +4
    Magus Robe        - 15     - 3000 - 1500  - N/A          - Res +30
    Mistle Robe       - 19     - 5000 - 2500  - N/A          - Res +30
    Reaper Cloak      - 32     - N/A  - 500   - N/A          - Res +36
    Red Robe          - 22     - N/A  - 4000  - N/A          - Res +31
    Sage Robe         - 24     - N/A  - 500   - Geomancy     - Res +52
    Silken Robe       - 15     - 1000 - 500   - N/A          - Res +28
    Silver Coat       - 30     - N/A  - 10000 - N/A          - Res +38
    Thunder Robe      - 19     - N/A  - 1000  - N/A          - Res +30
    White Robe        - 21     - N/A  - 3000  - Turbo MP     - Res +38
    
    
    ------------------------------------------------------------------------------
                                   16. Helmet List
    ------------------------------------------------------------------------------
    -HAT-
    
    ===================================
    Helms
    ===================================
    
    Helmet            - DefPwr - Buy  - Sell  - Abilities    - Other
    -----------------------------------------------------------------------------
    Bangaa Helm       - 16     - N/A  - 500   - N/A          - Res +6
    Bronze Helm       - 4      - 500  - 250   - N/A          - Res +2
    Cross Helm        - 9      - N/A  - 2000  - N/A          - Res +4
    Diamond Helm      - 11     - N/A  - 5000  - N/A          - Res +5
    Genji Helmet      - 15     - N/A  - 500   - N/A          - Res +6
    Hanya Helm        - 12     - N/A  - 500   - N/A          - Res +8
    Iron Helm         - 5      - 1200 - 600   - N/A          - Res +3
    Parade Helm       - 13     - N/A  - 500   - N/A          - Res +4
    
    
    ===================================
    Ribbons
    ===================================
    
    Helmet            - DefPwr - Buy  - Sell  - Abilities    - Other
    -----------------------------------------------------------------------------
    Barette           - 2      - N/A  - 2000  - N/A          - Res +5
    Cachusha          - 2      - N/A  - 1000  - N/A          - Res +5
    Ribbon            - 2      - N/A  - 20000 - N/A          - Res +5
    
    
    ===================================
    Hats
    ===================================
    
    Helmet            - DefPwr - Buy  - Sell  - Abilities    - Other
    -----------------------------------------------------------------------------
    Acacia Hat        - 2      - N/A  - 500   - N/A          - Res +2, Eva +5,
                                                             - Jmp +1, Mag +5,
                                                             - Mov +1, Spd +2
    Black Hat         - 4      - N/A  - 4000  - N/A          - Res +16, Mag +4
    Circlet           - 3      - 1800 - 900   - N/A          - Res +3
    Feather Cap       - 2      - 350  - 175   - N/A          - Res +4
    Gold Hairpin      - 4      - N/A  - 2000  - N/A          - Res +12, Mag +2
    Green Beret       - 2      - 800  - 400   - Block Arrows - Res +2, Eva +2
    Headband          - 6      - 3000 - 1500  - N/A          - Res +2, Atk +5
    Thief Hat         - 8      - N/A  - 3000  - N/A          - Res +6, Eva +7
    Tiara             - 8      - N/A  - 500   - N/A          - Res +20
    White Hat         - 4      - N/A  - 4000  - N/A          - Res +14
    Wizard Hat        - 3      - N/A  - 1000  - N/A          - Res +10, Mag +1
    
    
    ------------------------------------------------------------------------------
                                   17. Shield List
    ------------------------------------------------------------------------------
    -SHD-
    
    ===================================
    Shields
    ===================================
    
    Shield            - Def - Eva - Res - Buy  - Sell  - Abilities
    -----------------------------------------------------------------------------
    Aegis Shield      - 5   - 10  - 5   - N/A  - 3000  - N/A
    Bronze Shield     - 0   - 4   - 2   - 400  - 200   - Shieldbearer
    Choco Shield      - 0   - 10  - 0   - N/A  - 500   - N/A
    Flame Shield      - 0   - 9   - 6   - N/A  - 1500  - N/A
    Genji Shield      - 10  - 10  - 7   - N/A  - 500   - N/A
    Ice Shield        - 0   - 9   - 6   - N/A  - 1500  - N/A
    La Seraphica      - 0   - 15  - 5   - N/A  - 500   - N/A
    Opal Shield       - 2   - 7   - 6   - 2000 - 1000  - Shieldbearer
    Reverie Shield    - 5   - 10  - 10  - N/A  - 500   - N/A
    Round Shield      - 0   - 5   - 4   - 1000 - 500   - Shieldbearer
    Sacri Shield      - 5   - 10  - 5   - N/A  - 6000  - N/A
    Shijin Shield     - 0   - 7   - 10  - N/A  - 500   - N/A
    
    
    ------------------------------------------------------------------------------
                                  18. Accessory List
    ------------------------------------------------------------------------------
    -ACS-
    
    ===================================
    Accessories
    ===================================
    
    Accessory         - Def - Res - Buy   - Sell  - Abilities    - Other
    -----------------------------------------------------------------------------
    Angel Ring        - 0   - 0   - N/A   - 1700  - N/A          - Auto-Life
    Fortune Ring      - 3   - 5   - 10000 - 5000  - N/A          - N/A
    Magic Ring        - 0   - 10  - N/A   - 1200  - N/A          - Mag +3
    Mindu Gem         - 3   - 3   - N/A   - 500   - N/A          - N/A
    Ruby Earring      - 3   - 6   - N/A   - 3000  - N/A          - N/A
    Scarab            - 2   - 8   - 10000 - 5000  - N/A          - N/A
    Star Armlet       - 4   - 4   - 15000 - 500   - N/A          - Mag +2, Spd +2
    
    
    ===================================
    Boots
    ===================================
    
    Boot              - Def - Buy   - Sell  - Abilities    - Other
    -----------------------------------------------------------------------------
    Battle Boots      - 7   - 1000  - 500   - N/A          - N/A
    Caligula          - 7   - N/A   - 500   - N/A          - Atk +3
    Dash Boots        - 2   - 2000  - 1000  - N/A          - Mov +1
    Fairy Shoes       - 3   - N/A   - 6000  - N/A          - Res +2
    Feather Boots     - 3   - N/A   - 6000  - N/A          - N/A
    Galmia Shoes      - 3   - N/A   - 4500  - N/A          - N/A
    Germinas          - 3   - N/A   - 4000  - N/A          - Jmp +2
    Ninja Tabi        - 3   - N/A   - 500   - N/A          - Mov +2
    Red Boots         - 3   - N/A   - 5000  - N/A          - Eva +2, Res +5
    Spiked Boots      - 4   - 1500  - 750   - N/A          - Jmp +1
    
    
    ===================================
    Gloves
    ===================================
    
    Glove             - Atk - Def - Buy   - Sell  - Abilities    - Other
    -----------------------------------------------------------------------------
    Bone Armlets      - 3   - 6   - N/A   - 500   - N/A          - Eva +5, Res +8
    Bracers           - 5   - 12  - 15000 - 500   - N/A          - N/A
    Fire Mitts        - 0   - 10  - N/A   - 500   - N/A          - Res +10
    Gauntlets         - 5   - 5   - 2000  - 1000  - N/A          - N/A
    Genji Armlets     - 5   - 10  - N/A   - 500   - N/A          - Res +5
    Thief Armlets     - 3   - 3   - N/A   - 1500  - N/A          - N/A
    
    
    ------------------------------------------------------------------------------
                                 19. Version History
    ------------------------------------------------------------------------------
    -VRH-
    
    Version 1.5 (Final)
    ===========
    -Armour List Complete
    -Helmet List Complete
    -Shield List Complete
    -Accessories List Complete
    
    Version 1.4
    ===========
    -Job Lists Complete
    -Weapons List Complete
    -Armour: Armour Complete
    
    Version 1.3
    ===========
    AlaskaFox came on-board
    -Entire guide reformatted
    -'Leads to' and Weapon sections added to Job List
    -Weapons List added
    -Race List Added
    -Lots of "To Dos" added
    
    Version 1.0 - 1.2
    =================
    -Job Lists added
    -Most of the information in the Jobs sections added
    
    ------------------------------------------------------------------------------
                                20. Legal Information
    ------------------------------------------------------------------------------
    -LGL-
    
    Copyright 2003-2004
    This guide may be not be reproduced under any circumstances except for
    personal, private use. It may not be placed on any web site or otherwise
    distributed publicly without our permission. Use of this guide on any other web
    site or as a part of any public display is strictly prohibited, and a violation
    of copyright.
    
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    
    Although you may find this FAQ elsewhere, it was originally posted on
    www.gameFAQs.com, so check it out!
    
    ------------------------------------------------------------------------------
                                     21. Credits
    ------------------------------------------------------------------------------
    -CRD-
    
    Credit for some the information in this Guide goes to K1n90Fp0rTu9aL, for
    finding the stat growth info:
    Terence/TFergusson for the Moogle Job Stat Growths
    
    Credit also to James for providing some Weapon Info
    
    If you helped with my guide but don't see your name here, let me know!
    
    If you need to contact Darth, E-mail me at dpitch40@cs.com. Though I don't have
    time to make a full FAQ, I'll still answer any questions on FFTA you send.
    
    If you need to contact Alaska, don't bother emailing him as the ignorant
    bastard won't reply to you anyway. 
    
    Thanks for reading our guide. And enjoy FFTA!