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In-Depth FAQ on Moogle Jobs for Final Fantasy Tactics Advance
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For Gaameboy Advance
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Written by Supafly27
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Table Of Contents:
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I.introduction
II.Moogle Jobs
	1.Black Mage
	2.Animist
	3.Thief
	4.Time Mage
	5.Gunner
	6.Mog Knight
	7.Juggler
	8.Gadgeteer
III.Legal Stuff & Version History


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Introduction:
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This is an In-Depth FAQ for the Moogle Jobs.  This FAQ will help with knowing
what is needed to change to better jobs and what weapons are needed to learn
certain abilities.  I hope it helps!

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Moogle Jobs
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---Black Mage---
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Introduction- Black Mages focus mainly on offensive magic.  They have weak
physical attacks and are useless with weapons, so keep them at the back of the
battlefield.

---Physical Attributes---
Move:3
Jump:2
Evade:35

---Equipment---
Weapon:Rod
head:hat
Body:Clothing, robe
Shield:none


---Abilites---

---Fire---
Type: Action
Effect: Deals Fire damage
MP Use: 6
Range: 4
Required Item to Learn: Rod
AP: 100

---Fira---
Type: Action
Effect: Deals a great amount of Fire damage
MP Use: 12
Range: 4
Required Item to Learn: Firewheel Rod
AP: 200

---Firaga---
Type: Action
Effect: Deals an incredible amount of Fire damage
MP Use: 24
Range: 4
Required Item to Learn: Flame Rod
AP: 300

---Thunder---
Type: Action
Effect: deals Lightning damage
MP Use: 6
Range: 4
Required Item to Learn:
AP: 100

---Thundara---
Type: Action
Effect: Deals a great amount of Lightning damage
MP Use: 12
Range: 4
Required Item to Learn: Thunder Rod
AP: 200

---Thundaga---
Type: Action
Effect: Deals an incredible amount of Lightnig damage
MP Use: 24
Range: 4
Required Item to Learn: Thor Rod
AP: 300

---Blizzard---
Type: Action
Effect: Deals Ice damage
MP Use: 6
Range: 4
Required Item to Learn: Rod
AP: 100

---Blizzara---
Type: Action
Effect: Deals a great amount of Ice damage
MP Use: 12
Range: 4
Required Item to Learn: Sleet Rod
AP: 200

---Blizzaga---
Type: Action
Effect: Deals an incredible amount of Ice damage
MP Use: 24
Range: 4
Required Item to Learn: Chill Rod
AP: 300

---return Magic---
Type: Reaction
Effect: Counters a magic attack with the same spell
MP Use: None
Range: None
Required Item to Learn: Black Robe
AP: 300

---Geomancy---
Type: Support
Effect: Reduces resistance to the elements by one level
MP Use: None
Range: None
Required Item to Learn: Sage robe
AP: 300

---Black Combo---
Type: Combo
Effect: A ranged combo for Black Mages
MP Use: None
Range: Varies
Required Item to Learn: Mythril Rod
AP: 100


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---Animist---
-------------------------------------------------------------------------------
Introduction-

---Physical Attributes---
Move:4
Jump:2
Evade:55

---Equipment---
Weapon:Instrument
Head:Hat
Body:Clothing
Shield:None


---Abilities---

---Sheep Count---
Type: Action
Effect: Summons sheep to put enemy to sleep
MP Use: 8
Range: 4
Required Item to Learn: Glass Bell
AP: 100

---100% Wool---
Type: Action
Effect: Improves Weapon Defense and Magic Resistance
MP Use: 8
Range: Self
Required Item to Learn: Earth Bell
AP: 200

---Cuisine---
Type: Action
Effect: Cooks and serves an animal to completely heal HP
MP Use: 32
Range: 1
Required Item to Learn: Heal Chime
AP: 300

---Tail Wag---
Type: Action
Effect: Charms a target with a cute wagging tail
MP Use: 8
Range: 1
Required Item to Learn: Fairy Harp
AP: 200

--Chocobo Rush---
Type: Action
Effect: Deals damage with a stampede of Chocobos
MP Use: 12
Range: Line
Required Item to Learn: Satyr Flute
AP: 300

---Frogsong---
Type: Action
Effect: Turns a target into a frog with a lilting refrain
MP Use: 18
Range: 4
Required Item to Learn: Aona Flute
AP: 200

---Friend---
Type: Action
Effect: Summons a rondom creature from the spirit world
MP Use: 12
Range: 4
Required Item to Learn: Blood Strings
AP: 300

---Catnip---
Type: Action
Effect: Drives the target berserk
MP Use: 12
Range: 1
Required Item to Learn: War Trumpet
AP: 100

---Block Arrows---
Type: Reaction
Effect: Catches an approaching arrow and shoots it back
MP Use: None
Range: None
Required Item to Learn: Green Beret
AP: 300

---Animal Combo---
Type: Combo
Effect: A failproof combo for Animists
MP Use: None
Range: Varies
Required Item to Learn: Mythril Bell
AP: 100


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---Thief---
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Introduction- Thieves are really good.  try to teach thief abilities
(especially Steal: Armor and Steal: Weapon) to everyone in your clan.  Stealing
is a good way to get rare items.

---Physical Attributes---
Move:4
Jump:3
Evade:70

---Equipment---
Weapon:Knife
Head:Hat
Body:Clothing
Shield:None


---Abilities---

---Steal: Armor---
Type: Action
Effect: Steals armor worn by an enemy
MP Use: None
Range: 1
Required Item to Learn: Rondell Dagger
AP: 300

---Steal: Shield---
Type: Action
Effect: Steals a shield held by an enemy
MP Use: None
Range: 1
Required Item to Learn: Scramsax
AP: 200

---Steal: Access---
Type: Action
Effect: Steals an accessory worn by an enemy
MP Use: None
Range: 1
Required Item to Learn: Jambiya
AP: 300

---Steal: Helm---
Type: Action
Effect: Steals headwear worn by an enemy
MP Use: None
Range: 1
Required Item to Learn: Kard
AP: 300

---Steal: Weapon---
Type: Action
Effect: Steals a weapon held by an enemy
MP Use: None
Range: 1
Required Item to Learn: Sword Breaker
AP: 300

---Steal: Gil---
Type: Action
Effect: Steals gil from an enemy
MP Use: None
Range: 1
Required Item to Learn: Jack Knife
AP: 100

---Steal: EXP---
Type: Action
Effect: Steals Experience Points from an enemy
MP Use: None
Range: 1
Required Item to Learn: Khukuri
AP: 100

---Steal: JP---
Type: Action
Effect: Steals Judge Points from an enemy
MP Use: None
Range: 1
Required Item to Learn: Orichalcum
AP: 200

---Steal: Ability---
Type: Action
Effect: Steal an enemy's A-ability for your use
MP Use: None
Range: 1
Required Item to Learn: Cinquedea
AP: 300

---Counter---
Type: Reaction
Effect: Follows up an enemy's attack with a counterattack
MP Use: None
Range: None
Required Item to Learn: Brigandine
AP: 300

---Maintenance---
Type: Support
Effect: Ensures equipped items are not destroyed or stolen
MP Use: None
Range: None
Required Item to Learn: Adaman Vest
AP: 300

---Thief Combo---
Type: Combo
Effect: A failproof combo for thieves
MP Use: None
Range: Varies
Required Item to Learn: Mythril Knife
AP: 100


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---Time Mage---
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Introduction- Time Mages are vital supporting players in the later rounds
because they have the ability to speed, slow, or even stop time.  You must
master five Blakc Mage A-Abilities to become a Time Mage.

---Physical Attributes---
Move:3
Jump:2
Evade:30

---Equipment---
Weapon:Rod
Head:Hat
Body:Clothing, Robe
Shield:None


---Abilities---

---Haste---
Type: Action
Effect: Increases the target's speed
MP Use: 24
Range: 3
Required Item to Learn: Firewheel Rod
AP: 200

---Quicken---
Type: Action
Effect: Lets the target take the next turn
MP Use: 24
Range: 3
Required Item to Learn: Thor Rod
AP: 300

---Slow---
Type: Action
Effect: Reduces a target's speed
MP Use: 12
Range: 3
Required Item to Learn: Terre Rod
AP: 200

---Reflect---
Type: Action
Effect: Reflects White, Red, Black and Time Magic
MP Use: 8
Range: 3
Required Item to Learn: Thunder Rod
AP: 300

---Stop---
Type: Action
Effect: Stops time for a target, rendering it unable to act
MP Use: 24
Range: 3
Required Item to Learn: Chill Rod
AP: 300

---Silence---
Type: Action
Effect: Silences a target by stealing its voice
MP Use: 8
Range: 3
Required Item to Learn: Sleet Rod
AP: 200

---Quarter---
Type: Action
Effect: Saps one-quarter of a target's HP with a gravity field
MP Use: 10
Range: 3
Required Item to Learn: Force Rod
AP: 200

---Demi---
Type: Action
Effect: Saps one-half of a target's HP with a gravity field
MP Use: 24
Range: 3
Required Item to Learn: Stardust Rod
AP: 300

---Last Quicken---
Type: Reaction
Effect: Allows you to take the next turn when severly wounded
MP Use: None
Range: None
Required Item to Learn: Lordly Robe
AP: 300

---Time Combo---
Type: Combo
Effect: A ranged combo for Time Mages
MP Use: None
Range: Varies
Required Item to Learn: Mythril Rod
AP: 100


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---Gunner---
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Introduction- Gunners have the longest range of any job in the game so place
them in the back of the battlefield.  You must master one Animist A-ability to
become a Gunnner.

---Physical Attributes---
Move:3
Jump:2
Evade:65

---Equipment---
Weapon:Gun
Head:Hat
Body:Clothing
Shield:None


---Abilities---

---Fireshot---
Type: Action
Effect: Shoots a bullet of fire
MP Use: None
Range: Varies
Required Item to Learn: Aiot Gun
AP: 100

---Boltshot---
Type: Action
Effect: Shoots a bullet of lightning
MP Use: None
Range: Varies
Required Item to Learn: Riot Gun
AP: 100

---Iceshot---
Type: Action
Effect: Shoots a bullet of ice
MP Use: None
Range: Varies
Required Item to Learn: Giot Gun
AP: 100

---Confushot---
Type: Action
Effect: Damages and confuses a target
MP Use: None
Range: Varies
Required Item to Learn: Chaos Rifle
AP: 200

---Charmshot---
Type: Action
Effect: Damages and charms a target
MP Use: None
Range: Varies
Required Item to Learn: Peacemaker
AP: 300

---Blindshot---
Type: Action
Effect: Damages and blinds a target
MP Use: None
Range: Varies
Required Item to Learn: Silver Cannon
AP: 100

---Silenshot---
Type: Action
Effect: Damages and silences a target
MP Use: None
Range: Varies
Required Item to Learn: Lost Gun
AP: 200

---Stopshot---
Type: Action
Effect: Damages and stops a target
MP Use: None
Range: Varies
Required Item to Learn: Outsider
AP: 300

---Concentrate---
Type: Support
Effect: Focuses your mind to increase the hit rate of the attacks
MP Use: None
Range: Varies
Required Item to Learn: Longbarrel
AP: 300

---Gun Combo---
Type: Combo
Effect: A long-range combo for Gunners
MP Use: None
Range: Varies
Required Item to Learn: Mythril Gun
AP: 100


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---Mog Knight---
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Introduction- Mog Knight is the best offensive job for Moogles, and the high
weapon defense make for great bodyguards. You must master one Animist A-ability
to become a Mog Knight.

---Physical Attributes---
Move:3
Jump:2
Evade:45

---Equipment---
Weapon:Blade
Head:Halmet, Hat
Body:Armor, Clothing
Shield:Any


---Abilities---

---Mog Attack---
Type: Action
Effect: Damages and knocks back a target
MP Use: None
Range: Varies
Required Item to Learn: Flametongue
AP: 100

---Mog Guard---
Type: Action
Effect: Improves Weapon Defense and Magic Resistance
MP Use: None
Range: Self
Required Item to Learn: Kwigon Blade
AP: 200

---Mog Lance---
Type: Action
Effect: Hit far-off enemies with a lunge
MP Use: None
Range: 3
Required Item to Learn: Atmos Blade
AP: 200

---Mog Rush---
Type: Action
Effect: Strikes with a full-force attack-high damage but lwo hit rate
MP Use: None
Range: Varies
Required Item to Learn: Shadow Blade
AP: 200

---Mog Shield---
Type: Action
Effect: Prevents one status ailment
MP Use: None
Range: 4
Required Item to Learn: Pearl Blade
AP: 300

---Mog Peek---
Type: Action
Effect: Detects rare items held by an enemy unit
MP Use: None
Range: 4
Required Item to Learn: Paraiba Blade
AP: 300

---Mog Aid---
Type: Action
Effect: Heal's a unit's own HP and cures status ailments
MP Use: None
Range: Self
Required Item to Learn: Icebrand
AP: 300

---Ultima Charge---
Type: Action
Effect: Attacks with Ultima magic
MP Use: 60
Range: Varies
Required Item to Learn: Materia Blade
AP: 999

---Last Haste---
Type: Reaction
Effect: Automatically becomes Hasted when severely wounded
MP Use: None
Range: None
Required Item to Learn: Gold Armor
AP: 300

---Shieldbearer---
Type: Support
Effect: Enables Sheild-wielding, regardless of job
MP Use: None
Range: None
Required Item to Learn: Round shield/Opal Shield
AP: 300

---Charge Combo---
Type: Combo
Effect: An easily chained combo for Mog Knights
MP Use: None
Range: Varies
Required Item to Learn: Mythril Blade
AP: 100


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---Juggler---
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Introduction- The Juggler isnt a very powerful offensive force.  They relies on
a wide variety of items to cause status ailments.  You must master two Thief
A-abilities to become a Juggler

---Physical Attributes---
Move:4
Jump:2
Evade:40

---Equipment---
Weapon:Knife
Head:Hat
Body:Clothing
Shield:None


---Abilities---

---Hurl---
Type: Action
Effect: Throws a stocked item to damage a target
MP Use: None
Range: 4
Required Item to Learn: Kris Knife
AP: 100

---Ring---
Type: Action
Effect: Throws a hoop to Stop a target
MP Use: None
Range: 4
Required Item to Learn: Rondell Dagger
AP: 200

---Firebomb---
Type: Action
Effect: Tosses a Molotov cocktail to induce Berserk in a target
MP Use: None
Range: 4
Required Item to Learn: Khukuri
AP: 300

---Ball---
Type: Action
Effect: Causes Confuse by smacking a target's head with a ball
MP Use: None
Range: 4
Required Item to Learn: Scramasax
AP: 200

---Dagger---
Type: Action
Effect: Throws a dagger to deal damage and Disable a target
MP Use: None
Range: 4
Required Item to Learn: Jambiya
AP: 300

---Smile---
Type: Action
Effect: Spreads joy and allows an ally to act immediately
MP Use: None
Range: 4
Required Item to Learn: Orichalcum
AP: 300

---Gil Toss---
Type: Action
Effect: Throws Gil to danage a target-thrown Gil is lost
MP Use: None
Range: 4
Required Item to Learn: Jack Knife
AP: 100

---Catch---
Type: Reaction
Effect: Catches a thrown item and places it in stock
MP Use: None
Range: None
Required Item to Learn: Chain Plate
AP: 300

---Return Fire---
Type: Reaction
Effect: Catches an incoming arrow and shoots it back
MP Use: None
Range: None
Required Item to Learn: Power Sash
AP: 300

---Juggle Combo---
Type: Combo
Effect: An easily chained combo for a juggler
MP Use: None
Range: Varies
Required Item to Learn: Mythril Knife
AP: 100


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---Gadgeteer---
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Introduction- The Gadgeter is a job of luck.  They have many powerful
abilities-all of which have an equal chance of hitting the enemy or your clan.
You must master two Thief A-abilities to become a Gadgeteer.

---Physical Attributes---
Move:3
Jump:2
Evade:50

---Equipment---
Weapon:Knuckle
Head:Hat
Body:Clothing
Shield:None


---Abilities---

---Red Spring---
Type: Action
Effect: Casts Haste on either friends or foe
MP Use: 12
Range: All
Required Item to Learn: Rising Sun
AP: 200

---Blue Screw---
Type: Action
Effect: Casts Dispel on either friends or foe
MP Use: 12
Range: All
Required Item to Learn: White Fangs
AP: 200

---Green Gear---
Type: Action
Effect: Casts Poison on either friends or foe
MP Use: 12
Range: All
Required Item to Learn: Sick Knuckles
AP: 200

---Silver Disc---
Type: Action
Effect: Casts Dispel on either friends or foe
MP Use: 12
Range: All
Required Item to Learn: Hard Knuckles
AP: 200

---Gold Battery---
Type: Action
Effect: Heals HP on either friends or foe
MP Use: 12
Range: All
Required Item to Learn: Cat Claws
AP: 200

---Black Ignot---
Type: Action
Effect: Casts Doom on either friends or foe
MP Use: 12
Range: All
Required Item to Learn: Death Claws
AP: 200

---Chroma Gem---
Type: Action
Effect: Casts Sleep on either friends or foe
MP Use: 12
Range: All
Required Item to Learn: Dream Claws
AP: 200

---Yellow Spring---
Type: Action
Effect: Casts Barrier on either friends or foe
MP Use: 12
Range: All
Required Item to Learn: Survivor
AP: 200

---Auto-Regen---
Type: Reaction
Effect: Regenerates HP automatically once you take damage
MP Use: None
Range: None
Required Item to Learn: Gaia Gear
AP: 300

---Damage>MP---
Type: Reaction
Effect: Converts HP damage to MP damage-doesnn't work if MP is zero
MP Use: None
Range: None
Required Item to Learn: Judo Uniform
AP: 300

---Gadget Combo---
Type: Combo
Effect: A long-range combo for Gadgeteers
MP Use: None
Range: Varies
Required Item to Learn: Mythril Claws
AP: 100


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Legal Stuff & Version History
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Copyright, 2005, Supafly272.  If you post this In-Depth FAQ on any other
website, you will be persecuted.  You can print this In-depth FAQ out for your
own personal use.  Thank you.

Version History-
Version 1.7(Finish)- Whole In-Depth FAQ completed!