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    Moogle Jobs Guide by supafly272

    Version: Final | Updated: 02/26/05 | Printable Version | Search Guide | Bookmark Guide

    ===============================================================================
    In-Depth FAQ on Moogle Jobs for Final Fantasy Tactics Advance
    ===============================================================================
    For Gaameboy Advance
    ===============================================================================
    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
    
    
    -------------------------------------------------------------------------------
    Introduction:
    -------------------------------------------------------------------------------
    
    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---
    -------------------------------------------------------------------------------
    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
    
    
    -------------------------------------------------------------------------------
    ---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
    
    
    -------------------------------------------------------------------------------
    ---Thief---
    -------------------------------------------------------------------------------
    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
    
    
    -------------------------------------------------------------------------------
    ---Time Mage---
    -------------------------------------------------------------------------------
    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
    
    
    -------------------------------------------------------------------------------
    ---Gunner---
    -------------------------------------------------------------------------------
    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
    
    
    -------------------------------------------------------------------------------
    ---Mog Knight---
    -------------------------------------------------------------------------------
    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
    
    
    -------------------------------------------------------------------------------
    ---Juggler---
    -------------------------------------------------------------------------------
    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
    
    
    -------------------------------------------------------------------------------
    ---Gadgeteer---
    -------------------------------------------------------------------------------
    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
    
    
    -------------------------------------------------------------------------------
    Legal Stuff & Version History
    -------------------------------------------------------------------------------
    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!