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    FAQ/Walkthrough by KeyBlade999

    Version: Final | Updated: 02/07/12 | Printable Version | Search Guide | Bookmark Guide

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                      O---------------------------------------O
                      |     Final Fantasy Tactics Advance     |
                      |           An FAQ/Walkthrough          |
                      |             By KeyBlade999            |
                      |                                       |
                      |           Total Data: 750 KB          |
                      |         Current Version: Final        |
                      |  Previous Update: 11:00 PM 9/18/2011  |
                      O---------------------------------------O
    
    -1. Donations********************************FFTA-1**************************
    While I do write all of my guides for free, it does take a lot of time and
    effort to put them together. If you're feeling generous and want to show your
    appreciation, I am gladly accepting donations. I don't know exactly what the
    donations will be used for, but just know that you would definitely be helping
    me make more quality FAQs! Even the smallest donation amounts are appreciated,
    and are a great way to say how much you appreciate the work I do. If you do
    decide you'd like to donate, please send the donations through PayPal at the
    e-mail address listed below. Thank you so very much for considering this!!
    
                              keyblade999.faqs@gmail.com
    
    0. Contents********************************FFTA0*****************************
               ________________________________________________________
              /                                      |                 \
             |             Section Title             |    CTRL+F Tag    |
             |                                       |                  |
              >-------------------------------------< >----------------< 
             |   -1. Donations                       |    **FFTA-1**    |
             |    0. Contents			 |    **FFTA0**     |
             |    1. Intro				 |    **FFTA1**     |
             |    2. Version History		 |    **FFTA2**     |
             |    3. Legal				 |    **FFTA3**     |
              >-------------------------------------< >----------------< 
             |    4. Storyline Walkthrough		 |    **FFTA4**     |
             |    5. Full Mission Walkthrough	 |    **FFTA5**     |
              >-------------------------------------< >----------------< 
             |    6. Races' Data (Generalized)	 |    **FFTA6**     |
             |    7. Job Data (Specific)		 |    **FFTA7**     |
             |    8. Ability Stuff			 |    **FFTA8**     |
              >-------------------------------------< >----------------< 
             |    9. Clans' Data			 |    **FFTA9**     |
             |    10. Enemy Data			 |    **FFTA10**    |
              >-------------------------------------< >----------------< 
             |    11. Items Listings		 |    **FFTA11**    |
             |    12. Headgear Listings		 |    **FFTA12**    |
             |    13. Armor Listings		 |    **FFTA13**    |
             |    14. Weaponry Listings		 |    **FFTA14**    |
             |    15. Shield Listings		 |    **FFTA15**    |
             |    16. Accessory Listings		 |    **FFTA16**    |
              >-------------------------------------< >----------------< 
             |    17. Secret Characters              |    **FFTA17**    |
              \______________________________________|_________________/
    
    
    1. Intro********************************FFTA1********************************
    Welcome to my second full GBA FAQ, and my fourth GBA FAQ overall. This covers
    a game I have long desired to cover, Final Fantasy Tactics Advance. Though I
    never played the original, I must assume that it was great. Anyhow, enjoy!
    
    (*Note: 9/17 -- This is also my 50th and 70th FAQ. Why? I gave up on my 50th,
     and had 69 written before it. It saddens me, but I digress.)
    
    2. Version History********************************FFTA2**********************
    v0.01 - General format laid down. Finished Contents, Intro, and Legal. As for
            the storyline walkthrough, I'm at "Twisted Flow".  11:31 PM 8/30/2011
    v0.02 - At "Magic Wood" in the main walkthrough.  10:04 PM 9/1/2011
    v0.03 - Before "Present Day" in the main walkthrough.  12:04 AM 9/3/2011
    v0.04 - Man, I hate my messed-up computer. If it hadn't taken so long to just
            start up, I'd be done with the walkthrough by now. Anyhow, I have one
            mission left in the story walkthrough.  12:19 AM 9/5/2011
    v1.04 - Finished the walkthrough, which makes this the first submittable
            version, but I'll wait. As for the mission walkthroughs, I did the
            overall (7,500+ lines; 125+ KB) format. Done through Mission #014.
            The FAQ is now 211 KB!  12:02 AM 9/6/2011
    v1.11 - Finished through Mission #034. *yawns* I'm getting drowsy...
            10:54 PM 9/6/2011
    v1.20 - Finished through Mission #060.  11:40 PM 9/7/2011
    v1.29 - Finished through Mission #088.  12:02 AM 9/10/2011
    v1.42 - Finished through Mission #126. The file now is 308 KB large.
            12:03 AM 9/12/2011
    v1.88 - Finished through Mission #265.  11:53 PM 9/12/2011
    v2.01 - Finished with all 300 mission walkthroughs, thusly making this the
            second legitimate version of this FAQ I could submit. I'll keep working
            on it, nevertheless, until completed. I went on to the Race Data (which
            was finished), and the Job Data (completed all of the Humans; starting
            the Moogle Mog Knight). The FAQ is now 415 KB.  11:56 PM 9/13/2011
    v2.02 - Finished some more Job Data. Done with Moogles, Bangaa, and Nu Mou.
            Just finished the Viera Red Mage.  11:58 PM 9/14/2011
    v2.40 - Finished the Job Data, the Ability Listings, the Clan "bestiary", and
            the monster "bestiary". This file is now 535 KB large.
            11:46 PM 9/15/2011
    v2.90 - The end approaches. I finished the Items, Helms, Armor, Shields, and
            Accessories listings, as well as the Secret Characters section. All I
            lack is the weaponry. The FAQ is now 725 KB.  @_@  That is a HUGE
            change from yesterday (190 KB)!  11:38 PM 9/16/2011
    Final - And, so, I have finished listing all of the weapons. (You won't believe
            how many times you'll misspell "shot" after typing it as many times as
            I have!). This guide is now my largest, as well, surpassing my Kingdom
            Hearts II FAQ/Walkthrough by about 37 KB. Well, good-bye!!
              ~~ Start-End Time: 18 days.
              ~~ File size     : 750 KB.
              ~~ Time of Update: 11:00 PM 9/18/2011.
    
    3. Legal********************************FFTA3********************************
    This FAQ may not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any website or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    website 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.
    
     2011-2012 Daniel Chaviers (aka KeyBlade999).
    
    If you would wish to contact me concerning this or my other FAQs, use this
    e-mail: keyblade999.faqs@gmail.com, or PM me on the GameFAQs message boards.
    
    O-----------------------------------O    O------------------------------------O
    |     Allowed sites for my FAQs     |    |        Forever-Banned Sites        |
    O-----------------------------------O    O------------------------------------O
    |    GameFAQs (www.gamefaqs.com)    |    |      CheatCC (www.cheatcc.com)     |
    |   Neoseeker (www.neoseeker.com)   |    |       www.cheat-database.com       |
    | SuperCheats (www.supercheats.com) |    |  Cheat Index (www.cheatindex.com)  |
    |                                   |    | Cheat Search (www.cheatsearch.com) |
    |                                   |    |    www.panstudio.com/cheatstop     |
    |                                   |    | Game Express (www.gameexpress.com) |
    |                                   |    |             Mega Games             |
    |                                   |    |  Cheats Guru (www.cheatsguru.com)  |
    O-----------------------------------O    O------------------------------------O
    
    
    4. Storyline Walkthrough********************************FFTA4****************
    The story, as the manual tells it...
    
    ===============================================================================
    
    "Long before Noah built his ark, the tales tell of an ancient world called
    Kiltia ... a world where swords and sorcery reigned.
    
    Its learning and power were swept away in the great flood, but one clue to its
    secrets remained: an ancient book known as the Grand Grimoire, hidden in
    darkness by the powers that once were.
    
    It is not certain how many copies of the book still exist, but it is said that
    whoever should hold one holds the power to change the world.
    
    Many lived out their days searching the world for surviving copies, but none
    were ever found. It was an illusion they said. A myth -- but one worth dying
    for.
    
    Our story begins soon after a young boy named Marche moves to the country town
    of St. Ivalice. Marche's family has had a difficult past, and it is all he can
    do to adjust to country life with the help of his new friends: Mewt, a mature
    but timid boy who often gets picked on, and Ritz, a stellar student whose
    strong-willed nature has made her unpopular at school. They are friends, though
    they barely know more than each other's names. But one day, the three of them
    come across an ancient magical book, and St. Ivalice changes forever..."
    
    ===============================================================================
    
    Gameplay will immediately begin in the local schoolyard. Your character is
    known as Marche by default, and will be known as such for the whole walkthrough
    sections. You are a new kid to the country town of St. Ivalice. Moments after
    starting, a gang of kids will begin to make fun of and ridicule another kid,
    Mewt. You'll stand up for him, thereby making YOU their choice of amusement.
    Ritz, a local schoolgirl, then stands up for the both of you. Tell them your
    name. The annoying bully will switch teams and the "battle" gets underway.
    
    O---------------------------------O
    |  Team Activity: Snowball Fight  |
    O---------------------------------O
    |  Opponents: Nurse               |
    |             D.J. Guiness        |
    |             PE Head Lyle        |
    |             PE Head Colin       |
    O---------------------------------O
    
    This is more of a tutorial than anything. Mr. Leslaie, the teacher, will offer
    to teach you about snowball fights, with Ritz also helping. It would be a good
    idea to listen - you'll be doing a LOT of stuff like this through the game.
    After the tutorial, say "No" to continue playing.
    
    Now that you have control, experiment a little. Move some and attack by
    throwing snowballs. You'll have no problem with this - it'll end before much
    damage can be done, except against Mewt.
    
    
    Around the fourth turn, the battle returns to a cutscene and the bullies will
    continue throwing snowballs at Mewt. Ritz eventually moves in to help him.
    Another snowball is thrown and it puts a cut in Mewt's forehead, causing him
    to bleed. You'll notice this immediately, and Ritz gets furious, blaming the
    bullies for being meanies. They counter Ritz by calling her "whitey-locks"
    because of her white hair that she dyes red. Ritz completely loses it and, if
    not for Mr. Leslaie stopping this, Ritz just might have beaten the living
    crap out of Colin. Man, I wish that could have happened...
    
    After Mr. Leslaie takes the bullies away, we'll return to the emptied school
    yard, save for you, Mewt, and Ritz. Mewt thanks both of you for helping him,
    then asks you what you're going to do after school. You'll tell him that you
    have to bring your brother home from the hospital. Mewt then offers to bring
    over a special book for everyone to read. You'll ask Ritz if she wants to tag
    along, and she accepts.
    
    Later, on the streets, you'll find some man apologizing to some people,
    possibly some officials or other authority figures. Wonder what he did? Ritz
    will say some fairly mean things about this man, who, unbeknownst to Ritz,
    happens to be Mewt's dad. Mewt and he will talk for a bit, then you'll leave
    towards your house. Ritz will then explain to Mewt that your family is a bit
    dysfunctional as well.
    
    The game shifts to (one of?) the upper floors in your house, yours and Doned's
    (your brother) bedroom. You'll walk in and tell your brother about the
    snowball fight. Doned then questions you, asking if they picked on you. You'll
    tell him you're not used to sports; Doned responds, saying you never were good
    at sports and laughs. Mewt and Ritz soon arrive, with Mewt bringing out his
    book. He doesn't even know what the title of it is, so they open it up.
    
    After a colorful cinematic, you'll tell them that you can't read these letters
    at all. (Big surprise.) Ritz says that she thinks the book is written in Latin.
    Mewt then reads a passage from the book. Doned says he wishes he could use
    magic, then wise-cracks about how much better you'd be at sports if you had
    magic! Everyone laughs (except you, obviously). Mewt then begins to wonder if
    this book is real is such a manner. Ritz goes on to say that books are boring
    infinitely compared to games (coming from a smart kid, that's saying
    something). A discussion ensues about what games you'd love to live in. Mewt
    says Final Fantasy (funny, Square Enix).
    
    Mewt and Ritz then leave and another cinematic occurs....
    
    After it, you'll wake up in the middle of a desert-esque town, wondering where
    in heck you are. You'll look at the creatures nearby and get confused. You'll
    bump into a lizard-esque creature, a Bangaa, and name them as such. Of course,
    this angers them pretty severely. Another talking thing, a Moogle, will come
    by and explain that you just came from the country. You'll apologize and all
    seems well - until the Bangaa challenges you to an engagement. A strange
    armored figure will appear and you'll be told, once more, that you've been
    engaged.
    
    O-------------------------O
    |  Engage With: Bangaas   |
    O-------------------------O
    |  Opponents: White Monk  |
    |             Warrior     |
    O-------------------------O
    
    It is soon revealed that being engaged means you'll fight. (No, not that other
    thing...) The Moogle, Montblanc, will explain that the person in the armor is a
    Judge who sets and enforces the laws of an engagement. In this case, you are
    not allowed to use items. YOU SHOULD ALWAYS CHECK THE LAWS.
    
    Come your turn, you'll begin to fight. Remember the snowball fight from earlier
    at school? Well, engagements will function in a similar manner. You, however,
    will have a Job Class - as do most others - that determines your stats and your
    abilities, weapons, etc. You are a Soldier armed with the Shortsword.
    
    Begin by going up to the Bangaa and to its side/back for better chances of
    hitting. Use Fight to attack. Montblanc is a Black Mage capable of using
    offensive magic common to most RPGs, like Fire. I think the AI controlled him;
    he IS on your team, though. Simply defeat the two Bangaas to win.
    
    During the battle, after the first KO, you'll learn about Judge Points, or JP.
    These are usually awarded for simply KO'ing opponents. They can be used to
    perform combos with allies, although there is one much preferable use found
    later on...
    
    
    After the battle is over, one of the Bangaas will get up and prepare to use a
    Potion to heal his HP. However, a Potion is an item; the Law currently will
    prevent items. The Judge notices and sends the Bangaa immediately to prison
    (your rule-breaking usually isn't so severe, though). Montblanc will explain
    this, saying that the prison is where severe law-breakers go to.
    
    Montblanc then tells you his name, then ask you a few questions. In the end,
    you realize you have gotten into something really weird (really? </sarcasm>).
    Montblanc will bring you to his clan - a clan is a group of people that work
    together, not necessarily related to each other. You then get to name the clan
    by whatever name you wish; the default is Nutsy. (I usually end up naming it
    Superior. It isn't clever, but it works.)
    
    And BOOM! - you warp to the world map. You are to then place the city of
    Sprohm. You can place it on one of the empty circles on the map - doesn't
    particularly matter which. You'll fill all/most of them up by the game's end.
    
    Anyhow, save and head to Cyril. Visit the shop and buy some armor and perhaps
    some accessories; leave weapons for later. Then exit and go to the pub. There,
    read some of the rumors, which can be quite helpful, especially to those just
    beginning. Then go and select Missions.
    
    The only one is Herb Picking, so pick it and read the description and stuff,
    then you'll be told about the Mission Items. These are the "key items" of the
    game, usually used to complete missions. Tell the Pubmaster that you want the
    mission and pay him the 300 Gil information fee. Montblanc will come and ask
    about the mission and you'll tell him. When ready, go to the Giza Plains.
    
    O-------------------------O
    |  Mission: Herb Picking  |
    O-------------------------O
    |  Opponents: Goblin      |
    |             Goblin      |
    |             Goblin      |
    |             Sprite      |
    |             Red Cap     |
    O-------------------------O
    
    As you and Montblanc enter the Giza Plains, you'll find some monsters and the
    battle will begin. Take notice of the laws and bring in the other four clan
    members. The battle itself isn't too hard. The Red Cap is probably the
    strongest, so take it from a distance if possible. The Sprite is probably the
    weakest.
    
    
    Anyhow, after beating all five enemies, Montblanc will ask you are to be
    looking for. You respond with "Muscmaloi" and you'll learn that it grows all
    over the place. Get to picking.
    
    Next up, go to the shop as desired, and then the pub. You can now do several
    different missions. The topmost missions are story-required ones; the others
    are extra. These extra ones are good for extra leveling. Some of these extras
    can be marked with a scroll - this denotes a Dispatch mission in which you send
    out a clan member to act independently; usually, the more powerful characters
    will do the best. Anyhow, when ready, buy some Potions and do the Thesis Hunt
    mission by going to Lutia Pass.
    
    O------------------------O
    |  Mission: Thesis Hunt  |
    O------------------------O
    |  Opponents: Archer     |
    |             Soldier    |
    |             Soldier    |
    |             Wht. Mage  |
    |             Thief      |
    |             Thief      |
    O------------------------O
    
    For this battle, it is highly recommended to bring a long-range hitter, like
    an Archer or a Black Mage.
    
    Firstly, about the Archer. This one is a long-range hitter and can easily use
    Aim: Arm/Legs to stop you from attacking or moving. It should be a first
    priority whenever possible. Then there are the Soldiers. They basically will
    slash at you, rarely using Mug. The ones not focusing on the Archer should
    focus on them. Then there is the White Mage who can heal its allies. Finally,
    the last main thing to mention is the Lv. 4 Thief. It can use Counter to attack
    you after you do so to it. It is best dealt with via magic or archery.
    
    
    After finishing the battle, you'll get the thesis and leave. You'll then be
    told by Montblanc about the clan wars, which opens up the Clan option in the
    main menu. So, from this point on, you can challenge other clans, marked by
    red Humans on the world map - walk into their location for a challenge and
    fighting. It is a great way to earn EXP. - just don't forget about the laws!
    
    Next up, go to the pub in Cyril. The Pubmaster will tell you about the clans
    that want to fight, telling you to keep your distance. After this, you can
    find some new rumors and do some more missions. Do the missions, then choose
    the The Cheetahs mission. Head on over to Nubswood.
    
    O-------------------------O
    |  Mission: The Cheetahs  |
    O-------------------------O
    |  Opponents: Thief       |
    |             Fighter     |
    |             Archer      |
    |             White Monk  |
    |             Black Mage  |
    O-------------------------O
    
    As you enter the arena, you'll find Ritz nearby! (And a Viera named Shara.)
    Aside from your two clans is another, the Cheetahs, the opponents for this
    mission. Your clan and Ritz's will be allied; however, you only can use three
    other clanners. An Archer and a Black Mage are good ideas - if you lack them,
    remaining slots can be close-range fighters. Your White Mage won't be of much
    use here.
    
    Usually, in battles, you'll want to prioritize fighting the Fighter, as they
    often have powerful attacks and good defenses. Go ahead and do so. Your next
    priority would be the White Monk. After that, it'll probably be the Black Mage,
    the Archer, then the Thief. It's mostly your choice.
    
    
    After KO'ing The Cheetahs, you will converse with Ritz. She'll tell you just
    how much she loves this world and never wants to return to St. Ivalice; you
    disagree. After leaving, place down the Eluut Sands.
    
    Go on over to the Cyril Pub and you'll tell Montblanc that you were so sure
    Ritz would want to return home - you were dead wrong. Anyhow, the next story
    mission is Desert Peril. Before doing it, though, do some missions and fight
    some clans. Buy some items and go for Desert Peril around level seven/eight.
    
    O--------------------------O
    |  Mission: Desert Peril   |
    O--------------------------O
    |  Opponents: Cream        |
    |             Red Panther  |
    |             Red Panther  |
    |             Antlion      |
    |             Coeurl       |
    O--------------------------O
    
    As you and Montblanc walk into the area, you'll get a nice, warm greeting from
    some nice-looking monsters. ENGAGE!
    
    This battle is actually pretty tough unless you've done some serious grinding
    or got lucky on the Laws. An Archer (with Aim: Arm) is key here, as you can
    stop the offensively-powerful Red Panthers and the Coeurl from hurting you too
    much. As for the Cream, use Fire by using a Black Mage. The Antlion really is
    not much for mentioning. Once you disable and kill the Panthers, this battle
    becomes a LOT easier.
    
    
    After defeating the enemies, you'll end up asking Montblanc why the monsters
    attacked as they did. Montblanc can only respond saying that there are several
    theories as to why, with one being the crystal theory. Montblanc elaborates by
    saying that he thinks there are some crystals hiding... somewhere.
    
    Place the Ulei River on the map and head to the pub. Do some missions and grab
    a fair deal of items. Level your members up to around to eight-to-ten and do
    the next story mission, Twisted Flow, which is in the Ulei River area.
    
    O-------------------------O
    |  Mission: Twisted Flow  |
    O-------------------------O
    |  Opponents: Famfrit     |
    |             Ahriman     |
    |             Ahriman     |
    |             Floateye    |
    |             Floateye    |
    O-------------------------O
    
    As you walk into the empty Ulei River area, it seems quiet - too quiet. Nothing
    seems to be out of order ... EXCEPT that black warp thing! You'll notice and
    immediately become cautious, though this helps little and you are sent to a
    weird temple-like place... You'll be confused for a moment, but then you will
    look ahead and find a crystal, a large one! Before you can do anything, though,
    a strange voice resonates through the air, demanding your name. You state it,
    tentatively, and a creature warps out of the crystal.  He is Famfrit, the
    Totema of this crystal. He is now going to perform his duty and defend the
    crystal, regardless of your intentions. He will summon up two Ahriman and two
    Floateyes to fight alongside him.
    
    The sole objective here is to defeat Famfrit - the battle ends upon such an
    event occurring. However, there is one thing to consider -- he is powerful and
    allied. It is best to put him to Sleep, then attack the flying eyes. This part
    is key - each Ahriman knows Roulette, which KO's a random person on the field.
    After killing the monsters, group your allies together, keeping Famfrit asleep
    as you go. Eventually, begin to blast him with arrows and magic and anything
    long-range. He'll probably move over to your allies, after which you should
    begin to wail on him.
    
    
    After defeating Famfrit, you immediately demand to know what the crystal and
    its purpose are. You are told that it is the world-binding thread; without it,
    the world would go away. It is Famfrit's purpose to protect this crystal, and
    the world. After this, Famfrit tells you that he is the Totema of the white
    ones, the skilled machinists, the Moogles. You are offered his power.
    
    Famfrit will then disappear, shattering the crystal. Mewt appears for a second
    and another voice will tell you that, if you destroy the crystals, a new world
    will be born.
    
    The scene will change to Bervenia Palace, the place of royalty in Ivalice. The
    Judgemaster, Cid, will walk in on Mewt, who seems troubled by something. Cid
    will aks what, and Mewt tells him that some kids at the schoolyard were
    throwing snowballs at him, hurting him. As such, PRINCE Mewt asks if the Law
    could be strengthened, justifying this misdeed. Queen Remedi, Mewt's mother,
    and Babus, Mewt's butler of sorts, walk in and grant Mewt's request.
    
    The scene will then return to the Ulei River. You are warped back to the "real"
    world, confused. Eventually, you come to the conclusion that, if you ever want
    to go back home, you will need to destroy each of the crystals.
    
    With these scenes, you now have Famfrit. If a Moogle obtains 10 JP, you can
    use Famfrit to make a powerful attack! You also get to place a new city,
    Cadoan, on the world map. Go there.
    
    When you do, you'll find some townsfolk in the street, complaining about the
    Laws and the Queen. A Nu Mou will pass you by, telling you about the Laws. The
    townsfolk then change the subject - someone named Ezel Berbier has somehow
    developed the Antilaw, which allow you to bypass the laws. The Nu Mou will then
    speak briefly of Ezel and leave.
    
    Back on the world map, go to Cyril or Sprohm to buy some items and do some jobs
    if desired. Return to Cadoan to continue the plot.
    
    O--------------------------O
    |  Mission: Antilaws       |
    O--------------------------O
    |  Opponents: Ninja        |
    |             Fighter      |
    |             Defender     |
    |             Hunter       |
    |             Gladiator    |
    |             Illusionist  |
    O--------------------------O
    
    And now, that Nu Mou from earlier has gotten in trouble. You end up deciding to
    help some stranger you don't know that you only met through chance. Greeeat...
    
    Anyhow, your clan (plus the Nu Mou, Ezel Berbier) will be facing against the
    six others. Ezel is uncontrollable and only really uses Azoth, which puts the
    enemy forces to sleep. Also, Ezel must stay conscious during the battle.
    
    The main things to worry about are the Hunter and the Illusionist, the longer
    ranged fighters. The Hunter is basically a powered-up Archer, and the
    Illusionist can use field-wide spells. The Hunter really only affects you if
    you have bad Defense, as do the Fighter and Defender; if the Defense stat is
    sufficient, your main target should be the Illusionist.
    
    
    After he battle, Ezel thanks you and it all seems over. However, Judgemaster
    Cid arrives, requesting Ezel come into his custody. Ezel declines and Cid
    will try to use an Advanced Law to Petrify Ezel, which Ezel nullifies with an
    Antilaw! Therefore, Ezel has teleported and Cid walks away defeated.
    
    In the Cadoan pub, you'll end up Ezel what just happened. Of course, the
    Antilaw Ezel used stopped Cid's Advanced Law, allowing him to escape. It is, of
    course, an amazing thing to consider, AND to put into play. Ezel then tells you
    of his secret Law Card shop and leaves. You can go there now and grab some of
    the Cards.
    
    Anyhow, there are quite a few newly-unlocked missions at the pubs. Check them
    out, shop, etc. When you're ready, go and do the next storyline mission,
    Diamond Rain. I recommend being Lv. 9 ~ 11 for it.
    
    O-------------------------O
    |  Mission: Diamond Rain  |
    O-------------------------O
    |  Opponents: Bomb        |
    |             Lamia       |
    |             Icedrake    |
    |             Icedrake    |
    |             Ice Flan    |
    O-------------------------O
    
    In concept, this mission is easy. In practice, it is a bit harder to pull off.
    Not to the extent of Twisted Flow, but still...
    
    The Ice Flan is probably new to you; it is like most Flan and is only affected
    by magic, with Fire being the most effective.
    
    You should start by going for the Lamia, with a Black Mage heading for the
    Ice Flan. Defeat it, then head over to the Icedrakes. Leave the Bomb for last;
    it is unremarkable stat-wise.
    
    
    After winning the battle, you'll walk around, examining the weird diamond-like
    rain. It seems almost as if a diamond falls from the sky, but disappears before
    you can get to it. Must have been carbon zirconium, eh?   *crowd boos*
    
    Anyhow, you end thinking it might have something to do with the crystals. After
    this scene, you'll get to place the Roda Volcano. Do some more missions and buy
    some items, and so on. Get your members to around Lv. 10/11/12, then choose to
    do the next mission, Hot Awakening.
    
    O-----------------------------O
    |  Mission: Hot Awakening     |
    O-----------------------------O
    |  Opponents: Ultima Crystal  |
    |             Ultima Crystal  |
    |             Ultima Crystal  |
    |             Ultima Crystal  |
    |             Ultima Crystal  |
    |             Ultima Crystal  |
    |             Ultima Crystal  |
    |             Ultima Crystal  |
    O-----------------------------O
    
    You'll soon step into the midst of the volcano and complain about the heat.
    (What, did you think it'd snow?) A violent quake occurs and, instead of the
    volcano erupting, a warp appears like before at Ulei River. You come to the
    conclusion that a crystal is here, somewhere. You soon get swallowed into the
    sheltered area.
    
    In this area, you'll end up noting the butterflies nearby and the general
    difference from the temple-thing of Famfrit. It seems that there isn't a Totema
    here, so you proceed to walk up to the crystal and BOOM! - eight Ultima
    Crystals will pop up throughout the area. These Crystals are the Totema!
    
    The Ultima Crystals are utterly immobile and can only do two things: a weak
    basic attack, and Logos (Latin for "the study of"; reduces Attack and Defense
    and will Charm you). The main thing is that Logos WILL NOT BE USED by a
    Crystal if you are standing next to it. Simply send a person to each Crystal
    and destroy it.
    
    
    After destroying the Ultima Crystals, you proceed to wonder which race's
    Totema is this? You think that it was that of the Nu Mou and the crystal then
    shatters. Mewt appears once more, demanding to know who is destroying his
    world. You are then brought into the main portion of the Roda Volcano.
    
    Back in town, you'll contemplate about what just happened. You'll realize that
    you are destroying Mewt's dream by destroying the crystals, and then get
    saddened by this and the fact that Mewt is one of your best friends...
    
    Thusly, you obtain the ability to use the Nu Mou Totema, which damages the MP
    of all opponents. You also get to place Koringwood. Check the pub for some
    missions. When done, go and do Magic Wood.
    
    O-------------------------O
    |  Mission: Magic Wood    |
    O-------------------------O
    |  Opponents: Archer      |
    |             Sniper      |
    |             Thief       |
    |             Thief       |
    |             Black Mage  |
    |             Time Mage   |
    |             Summoner    |
    O-------------------------O
    
    In this one, you are allowed five members total against the enemy's seven. I
    guess it might be a good idea to bring a White Mage.
    
    The Archer will probably be the biggest of all the threats, as it can use
    several of the disabling statuses. The Sniper, by comparison, is relatively
    weak, in terms of abilities, but not physical power. As for the Mages and the
    Summoner, you'll probably want to Silence them somehow, like by using the
    Silence ability Templar's have, or by using the Nu Mou Totema to lower their
    MP.
    
    A good strategy to use here, rather than going all-out, try Blinding your
    opponents, primarily the Archer, Sniper, and the Thieves, preferably in that
    order. This way, you avoid damage. An Archer or a Gunner can do this. Start by
    attacking the physical attackers listed above, then go for the mages.
    
    
    After defeating this clan, a local ranger will thank you and leave, as do the
    criminals. You'll then begin to wonder if this magical forest has something to
    do with the crystals. Once you leave, you'll get to place Salikawood on the
    map.
    
    Next, you can go to the pubs and do some newer missions. Do some and level your
    members to around 12 ~ 14 before heading for the next mission, Emerald Keep.
    
    O-------------------------------O
    |  Mission: Emerald Keep        |
    O-------------------------------O
    |  Opponents: Runeseeker/Babus  |
    |             Bishop            |
    |             Alchemist         |
    |             Templar           |
    |             Templar           |
    |             Gunner            |
    O-------------------------------O
    
    As you enter Salika Keep, you'll then begin to search for the "giant emerald
    crystal" and consequentially begin to woner if it is one of THOSE crystals. A
    voice, unknown to you, calls out ahead. You'll see Babus up ahead, here on the
    orders of Mewt. Babus then asks of a person named Marche, one who means ill to
    Prince Mewt. You deny knowing of such a person, but slip up when you mention
    that you didn't know that this was Mewt's world. With this, Babus realizes just
    who you are all too well. He and group proceed to engage you.
    
    The main objective of this battle is to simply take out Babus; however, there
    are five others that can damage you. Bring in another five people to even it
    out. Aside from Babus, who is very powerful and has Counter, a powerful
    Explosion, a Stop-inducing move, and the ability to take 25% of your HP, the
    Templars are definitely the next biggest threat. One has Bonecrusher, which
    is Counter x 1.5, and the other can use Cheer and Weapon Atk+ (S-Ability) to
    power him up.
    
    After the Templars, your next target would be the Alchemist. It has some
    pretty powerful spells and can use Flare and Frog, both of which are fairly
    self-explanatory. The Gunner would be the next one on the list. It is a long
    range fighter with EXTREME accuracy thanks to the S-Ability Concentrate. The
    Gunner can also Stop you.
    
    Anyhow, your main objective here is to defeat Babus. However, some may need to
    defeat the others, either for EXP. or because it is impossible otherwise. If
    you feel the need for the latter, be sure to try and Silence the Alchemist and
    Babus, and Blind the Gunner. The others don't really pose a need for a status
    all too much.
    
    
    After Babus is KO'ed, he'll get up and threaten you about harming Prince Mewt,
    then says that there is no escape for you - he knows, at the very least, your
    face and name. He teleports away for now...
    
    After this, you can place the Nargai Cave down somewhere, thereby unlocking
    some more missions. Anyhow, go for the mission Pale Company when ready. It is
    preferable to be Lv. 14 ~ 16.
    
    O--------------------------O
    |  Mission: Pale Company   |
    O--------------------------O
    |  Opponents: Firewyrm     |
    |             Icedrake     |
    |             Thundrake    |
    |             Adrammalech  |
    O--------------------------O
    
    Inside Nargai Cave, you'll begin your hunt for a supposed ghost. You soon find
    some pale-white orb in front of you, a ghost. Your reaction is rather
    puzzling: "Funny, here I am looking at a ghost. But I don't feel scared at
    all." Oh, you will be soon enough... The ghost begins moving, with you
    following it - straight into another black warp!
    
    You'll find yourself into another crystal/Totema temple. The ghost reappears
    and you follow it to the crystal and the Totema appear. It absorbs the ghost
    and state that no one, save his masters, can approach the crystals. You and
    the Totema, Adrammalech, prepare for battle.
    
    For this battle, you will probably want a White Mage, a Black Mage, and an
    Archer/Sniper/Hunter.
    
    The dragons aren't much worth mentioning, to be honest. If you brought a few
    of the long-range fighters, you can kill them pretty fast if they're powerful
    enough.
    
    As for Adrammalech, though, you'll probably want to be careful. He is very
    powerful. Firestream is probably his most powerful attack, with Lightspeed
    (reaction) nullifying quick attacks, Soul Sphere (action) damages MP, and
    Howl of Rage slows you down. Try statusing Adrammalech if it is possible,
    and be sure to attack and heal when needed.
    
    
    After defeating Adrammalech, he is vaporized by a ghost trio. You'll walk up
    to the crystal, realizing that they need to have been made of some incredible
    energy to create this whole world. The crystals and, as per usual, you warp
    out.
    
    Back in Nargai, Babus comes by, immediately suspicious of you being here. He
    questions you and a voice echoes through the cave. A warp will shimmer and
    Mewt appears. With the quick speech he makes, Babus realizes you are right. He
    will ask of you awaits you back home that you so need that you must pain Mewt
    as you do. You fail to respond and Babus departs.
    
    So now you can use the HP-damage-inducing Bangaa Totema, Adrammalech. You also
    get to place Baguba Port. Go there to watch a cutscene in the pub, with 
    Montblanc finding and speaking with his brother, Nono. It seems that some thugs
    have stolen Nono's airship.
    
    Nono knows where they went. However, there's a problem. It is in Jagd Dorsa.
    The problem with this is, as Montblanc explains, that the Jagds are lawless
    areas; the judges stay away. Seemingly, this would be a good thing. However, in
    a place without judges or Laws, your death isn't prevented; if an ally is KO'ed
    there, and is like that when you leave, they are DEAD and CANNOT be used ever
    again. The next mission takes place when you enter Jagd Dorsa after placing it;
    try to be Lv. 15+.
    
    O------------------------O
    |  Mission: Jagd Hunt    |
    O------------------------O
    |  Opponents: Ninja      |
    |             Hunter     |
    |             Assassin   |
    |             Blue Mage  |
    |             Antlion    |
    |             Toughskin  |
    O------------------------O
    
    As you should know, if one of your allies is still KO'ed at the end of the
    battle, this ally is dead. If YOU are KO'ed, game over. Bring a White Mage.
    
    Your VERY FIRST PRIORITY needs to be the Assassin. She has the ability Last
    Breath, an auto-KO move. She can also use a Stop move, a Silencing move, and
    an Addling move. She will also return arrowfire.
    
    The Ninja should be next. He can use Double Sword to hit you TWICE. The
    Hunter should be third; he has Aim: Vitals for a random status and very good
    Attack. The Blue Mage should go after this, and he has Mighty Guard, Night,
    White Wind, and Hastebreak. The monsters should go last.
    
    
    After (killing or KO'ing?) the enemies, you'll return to Baguba Port after
    placing Kudik Peaks. In the Baguba pub, Nono becomes ecstatic at the recovery
    of the airship. He'll also refuse your reward money, at first, but then takes
    it, saying he's turning his airship into a merchant ship. Now, at shops, you
    can get some items at Nono's Trade Items. They become increasingly rarer and
    better the more you link your GBA and FFTA with others.
    
    Take some more missions and stuff. Choose The Bounty mission when ready to
    continue on.
    
    O-------------------------O
    |  Mission: The Bounty    |
    O-------------------------O
    |  Opponents: Paladin     |
    |             Fighter     |
    |             Red Mage    |
    |             Black Mage  |
    |             Time Mage   |
    |             Sage        |
    O-------------------------O
    
    When you exit the area, go to the unknown person on the map and there you'll
    find Clan Ox. At first, there won't be much hostility. However, one member of
    Clan Ox will notice you look quite like the person on the bounty notices - they
    were looking for YOU.
    
    This clan has a bunch of magic-casters. You might want to bring along a White
    Mage, as the Black Mage, Paladin, and Fighter are pretty powerful. You'll also
    want to bring along someone who can use Disable/Blind and Silence, and a Nu
    Mou to use Ultima to get rid of MP, if possible.
    
    The main priority should be on the Black Mage. This Mage is POWERFUL, having
    a Magic Power of 200+, and loves using the "-aga" spells.
    
    Your next priority should be the physically-powerful Paladin and Fighter. They
    both have a few standard abilities. After defeating these, you're more-or-less
    done. The Red Mage is laughably weak, as is the Sage, aside from the latter
    having the Reaction Ability Reflex (cannot use normal Fight moves). As for the
    Time Mage, he poses very little threat if the Paladin and Fighter are gone.
    
    
    Well, now we know that you have a bounty on your head. O_o;   Place Jeraw Sands
    somewhere and go to the pub. Choose the mission Golden Clock when ready and go
    to the newly-placed desert.
    
    O-------------------------O
    |  Mission: Golden Clock  |
    O-------------------------O
    |  Opponents: Juggler     |
    |             Gadgeteer   |
    |             Alchemist   |
    |             Time Mage   |
    O-------------------------O
    
    As you enter the Jeraw Sands, you'll find Shara coming from around a corner
    and Ritz behind you. You two greet each other, then you get onto the subject
    of the bounty on your head. Ritz thankfully tells you that she'd never turn
    you in. They're here for the same reason you are... Ritz calls out the forgers,
    who appear soon. You'll end up fighting a six-on-four (at best) - Ritz and
    Shara will fight alongside you.
    
    The levels of priority are pretty tough. The Juggler can Hurl items at you, use
    Ball to confuse, or Firebomb to damage and berserk you. The Gadgeteer has some
    rather unpredictability, being able to cast Haste, Dispel, and Poison to a
    random team, and has Damage > MP, making defeating him somewhat difficult.
    
    The Alchemist can use Meteor, Poison, and Toad to inflict heavy damage (for the
    formermost) or status (latter two). The Time Mage is capable of using Demi
    (lose 50% of your HP), Quicken (free turn to someone), Slow, and Stop.
    
    Hmm... Well, just try to even out your team between physical and magical
    fighters, I guess. The Totemas will help out some, though with Ritz and Shara
    alongside you, you'll probably not even break a sweat.
    
    
    After defeating the forgers, you'll speak with Ritz. You'll obviously get on
    the subject of whether Ritz and Shara will get in trouble because they helped
    out Marche. Shara bluntly says that if the authorities come looking for you,
    they'll simply have to turn you in. You then decide to leave. As you do, Ritz
    says that she might even have to join sides with Mewt, depressing you ever
    more. As you leave, Shara will ask why Ritz won't help you out. Ritz will
    coldly ask why. Shara says that, if what he says is true, your and Ritz's
    families are back in the other world. Ritz responds with a story about her
    hair.
    
    The scene will shift to Mewt's room in Bervenia. Mewt is furious over why you
    haven't been found yet. Cid says that they're doing all they can. A search of
    every single town is to begin soon. Mewt says for Cid to hurry, lest the world
    break, then screams for his mother. He grabs Babus in fury and shakes him,
    continually screaming for his mother...
    
    *coughs*  Place Muscadet somewhere. Go there. You'll find Ezel there, who will
    tell the bad news of the search of each clan for you. The palace is so serious
    about this search that they don't really care about him for now. Complete some
    more side-missions and get leveled to about 18 ~ 20. Return to Muscadet when
    you are ready to start another mission.
    
    O--------------------------O~~~~~~~~~~~~O
    |  Mission: Scouring Time  |  PART ONE  |
    O--------------------------O~~~~~~~~~~~~O
    |  Opponents: Mog Knight   |
    |             Mog Knight   |
    |             Gunner       |
    |             Paladin      |
    |             Templar      |
    |             Templar      |
    |             Sage         |
    O--------------------------O
    
    As you enter Muscadet, you and Montblanc will notice some Judges apprehending
    a Moogle in particular. The Moogle asks why he is being arrested; the Judge
    responds with the fact that the human they're searching for is with a Moogle.
    Unable to take this injustice, you run into the open, exclaiming that you are
    the one Prince Mewt is searching for. The Judge then sends in some units to
    apprehend and capture you, resulting in, at best, a five-on-seven battle.
    
    The most dangerous enemies here are the Templars and the Paladin. The former
    can both use the R-ability Bonecrusher, as well as use Lifebreak, which can
    really damage you if you hit them too much without KO'ing. They can also use
    the standards of Haste, Rasp, Warcry, and Astra.
    
    The Paladin simply can use the Holy Blade and Drop Weapon abilities. Don't
    let that deceive you, though: he has decent stats.
    
    The other four enemies are, more or less, standard issue. The Gunner doesn't
    even have Concentrate! :P
    
    The start of the battle should have you Disabling and/or Immoblizing the
    Templars and the Paladin, then Blinding the Gunner. This really turns the tide.
    If you have a very strong character, you can send it to deal with the
    aforementioned four after their statuses are dealt, leaving the other four to
    deal with the Sage and Mog Knights.
    
    O-------------------------------O~~~~~~~~~~~~O
    |  Mission: Scouring Time       |  PART TWO  |
    O-------------------------------O~~~~~~~~~~~~O
    |  Opponents: Runeseeker/Babus  |
    |             Exodus Fruit      |
    |             Exodus Fruit      |
    |             Exodus Fruit      |
    |             Exodus Fruit      |
    |             Exodus Fruit      |
    |             Exodus Fruit      |
    |             Exodus Fruit      |
    |             Exodus Fruit      |
    O-------------------------------O
    
    After defeating the original seven adversaries in Muscadet, Cid will appear
    and question you. Fairly sure that you are Marche, he takes to the Sprohm
    prison. There, Babus confirms that you are indeed the target. You immediately
    demand your clan members be freed. Cid soon asks about you and your relation
    to the crystals' destruction. You admit to this just as a seam appears,
    warping you three to the temple-like area of the Viera Totema, Exodus.
    
    The crystal and the Totema here have somehow become weak. However, you aren't
    free as you wish to destroy the crystal - Babus and Cid are here. Babus will
    fight you, both on your lonesome; Cid will be the Judge(master).
    
    Babus can use Explode (a POWERFUL Fire move), a Stop move, and Demi (cuts your
    HP by 50%). He also has the Reaction Ability Counter, and has heightened
    physical Defense thanks to his Support Ability.
    
    You'll want to KO Babus here. You'll be grateful for this; you'll have to
    get rid of all eight Fruits to win, and they are spread out. Avoid Babus's
    first move and then attack with a powerful move, like Beatdown. ALWAYS heal
    when you need to; you never know when Babus might use Explode. Defeat the
    Fruits to win.
    
    
    After the Exodus Fruits are destroyed, the crystal will flash and shatter.
    Cid and Babus watch dazedly as another flashback appears, the scene between
    Mewt and Cid in St. Ivalice so long ago. Cid begins to remember about his past
    and decides to leave the palace. You are allowed to leave.
    
    Try to leave Sprohm and you'll watch a short scene. Some local residents are
    speaking about how Judgemaster Cid left the palace. Mewt and Remedi must be
    furious. You stand nearby, eavesdropping, contemplating what is going to
    happen...
    
    The scene will shift to Mewt's room in the palace. Cid is trying to stay on
    Mewt's good side, who isn't very joyful at being left in the dark like this.
    Remedi walks in with Cid's temporary replacement, Llednar Twem. (*cough* Mewt
    Randell. *cough*)
    
    Back at the world map, place down the Uladon Bog. Check out some of the newer
    missions and get leveled to around 19 ~ 22. Then go for the The Big Find
    mission at Uladon Bog.
    
    O-------------------------O
    |  Mission: The Big Find  |
    O-------------------------O
    |  Opponents: Thief       |
    |             Thief       |
    |             Fighter     |
    |             Fighter     |
    |             Bishop      |
    |             Bishop      |
    O-------------------------O
    
    Before you actually enter the area, you'll see a scene between your soon-to-be
    opponents. One of the Fighters notes something about a kid being late, with a
    Thief walking in stating that their pot of gold (their quarry?) arriving. You
    soon walk in. You slowly realize you've been ambushed.
    
    The Thieves should be a first priority, as they can and probably will try to
    steal your weapons. Aside from that, there isn't much of a problem with them.
    But without your weapons...
    
    After this, head for the Fighters. One of them has Wild Swing, Far Fist, and
    Beatdown. Find this one and eliminate him, then go for the other, which has
    Rush, Blitz, and Air Render. I think one of them also has the R-Ability
    Strikeback and the other, Bonecrusher.
    
    The Bishops aren't too problematic. They can use a weak Water and Aero, and a
    moderately-powerful Holy. They can also steal your JP with Judge, and use the
    HP-restoring Cura.
    
    Begin by simply KO'ing the Thieves, perhaps Addling them first. Then go for the
    Fighters, first Blinding or Disabling them. The Bishops ... meh.
    
    
    After the battle, you'll walk around, wondering who your opponents knew you'd
    be here... You suddenly notice something, thinking someone was there, spying
    on you...
    
    Put the Gotor Snads down somewhere. Do some more missions at the pub, with one
    of them, Exploration, opening Jagd Ahli. However, the next storyline mission is
    actually Desert Patrol; be Lv. 20+ for it.
    
    O--------------------------O
    |  Mission: Desert Patrol  |
    O--------------------------O
    |  Opponents: Soldier      |
    |             Soldier      |
    |             Bishop       |
    |             Dragoon      |
    |             White Monk   |
    |             Gladiator    |
    |             Defender     |
    O--------------------------O
    
    As you enter another desert, you'll notice someone. You'll find Doned, your
    brother, WALKING, who then runs away. You follow him and, to your surprise,
    find him talking with a group of people, who are looking for your bounty.
    Doned just turned you in for a bounty - your own brother. What is going on!?
    
    Anyhow, let's explain the opponents. The Soldiers are capable of the Break
    moves (the stat-reducers, commonly known from FFX). One Soldier can use Provoke
    (berserks you); the other can use Mug (steal Gil and damage you).
    
    The Bishop is of little threat. He mainly uses Water, Dispel, and Break (the
    one that petrifies). 
    
    The Dragoon has the highest physical Attack, I think, and can use Fire Breath
    and Bolt Breath, as well as Lancet to drain some HP.
    
    The White Monk can use Whirlwind (damages surrounding opponents), Air Render
    (ranged move), Earth Render (damages all opponents in the faced direction), and
    Far Fist (splash-esque ranged move). So, he can damage many people at once,
    which makes up for his lack of Attack.
    
    The main thing about the Gladiator would be the Fire Sword, Ice Sword, and Bolt
    Sword.
    
    The Defender has pretty decent Attack. He can use Tremor (push back and damage
    nearby people), Mow Down (damage all surrounding units; all attacks on him next
    turn are 100% accurate, usually), and Drop Weapon.
    
    A good idea for this battle is use spellcasters with high Weapon Defense. This
    is because the opponents tend to rely on brute force and have low Magic Defense
    compared to Weapon Defense. However, bring at least one physically-strong
    person; the Bishop has Return Magic.
    
    
    After the battle, you'll question the Bangaa to try to figure out for sure if
    that was your brother who really betrayed you, but fail. Place down the Delia
    Dunes somewhere.
    
    Complete some side-missions, particularly Wyrms Awaken, Ruby Red, and A
    Dragon's Aid to unlock Ozmonfield. Get leveled to around 21 for the next story
    mission, Quiet Sands.
    
    O--------------------------------O~~~~~~~~~~~~O
    |  Mission: Quiet Sands          |  PART ONE  |
    O--------------------------------O~~~~~~~~~~~~O
    |  Opponents: Templar            |
    |             Templar            |
    |             Titania            |
    |             Titania            |
    |             Biskmatar/Llednar  |
    O--------------------------------O
    
    The Delia Dunes are known for their "barking" or something; whatever it is, it
    has stopped. You'll walk in and complain about how quiet it is -- too quiet. As
    you try to leave, Llednar appears. He tells you to leave. You proceed to but,
    before you can, a seam opens.
    
    The fifth temple has been entered, and the last crystal and Totema are just up
    ahead. The same cannot be apparently said for Llednar -- where is he? Go into
    the room and you'll find him. As Llednar proceeds to deal the deathblow, a
    voice echoes through the air. Judgemaster Cid appears and puts a Law against
    Llednar's use of Omega. Llednar continues to fight, with you deciding to stay.
    
    The Templars you are to fight have high Weapon Attack. They can use Silence,
    Soul Sphere, and Rasp to mess with your spellcasters. Then there is, as always,
    Astra. Warcry will lower the nearby units' speed, and Lifebreak will deal more
    damage as the user's HP gets lower.
    
    The Titania mainly have one thing going for them offensively: LV?D Holy. If the
    day of the in-game month equals someone's level, there will be heavy Holy
    damage on them. They also can use Angel Whisper to heal someone's HP and give
    them Auto-Life.
    
    Now, there is Llednar. He can use Abyss to damage and Poison you; Life Render
    to damage and Doom; Heart Render to damage MP; Ripcircle to damage all of the
    surrounding units; and Furycircle, which is Ripcircle with a push-back effect.
    
    Send in your most powerful units for this battle. After all, Llednar has
    KILLER Weapon Attack (pardon the semi-pun). Not to mention he cannot be
    killed. Wait a while and, eventually, Llednar will once more try using Omega,
    and therefore be sent to prison with one of Cid's Red Cards.
    
    O------------------------O~~~~~~~~~~~~O
    |  Mission: Quiet Sands  |  PART TWO  |
    O------------------------O~~~~~~~~~~~~O
    |  Opponents: Vampire    |
    |             Vampire    |
    |             Vampire    |
    |             Vampire    |
    |             Mateus     |
    O------------------------O
    
    Well, after Llednar leaves, the crystal is still here, as should the Totema.
    Judgemaster Cid will ask you if you'd like to leave. You decline and Cid leads
    you into the final room with the crystal and the Human Totema, Mateus. Mateus
    will suddenly transform into Ritz (which will freak you out for a second on the
    first playthrough), then Doned, then Mewt, and then you. You quickly
    acknowledge the psych-out attempt and the engagement begins.
    
    The Vampires you have to fight have somewhat various abilities. Some of these
    abilities include LV? S-Flare (deals damage to units with the same one's-digit
    in the Lv. as the specified thing says), Miasma (damage and potential Poison),
    and Zombify.
    
    Mateus is powerful. Very. Powerful. She has HP and Weapon Attack stats above
    400, for a start. She can use Spellbind (damage and Slow), Breath of God (heavy
    damage), Thundaga, and Star Cross (damage all with Holy).
    
    Your first moves should consist of a White Mage casting Protect and Shell. Then
    Blind and/or Disable the Vampires; they revive themselves soon after being
    killed anyhow. After this, go past the Vampires and straight at Mateus.
    
    
    Once Mateus is dealt with, the crystal, the last crystal, shatters. You become
    absolutely ecstatic, believing the world should return to normal. However,
    nothing happens... You ask Cid why this might be, and all he can say is that
    you have destroyed all five crystals. A voice resonates throughout the air,
    saying this world is wanted still. Queen Remedi appears and says...
    
                    "Even without the world-threads binding it...
                     As long as this world is wanted, it will exist."
    
    You'll finally figure out Remedi is Mewt's mother. Anyhow, it is now apparent
    that, if Mewt wants this world to exist, it will exist. You yourself also
    realize that you kinda want the world to stay. Queen Remedi disappears, and
    you obtain a new object: find and speak with Mewt!
    
    Back at the world map, go to a pub. You'll eventually learn that is it Audience
    Day according to Montblanc, a day when people bring gifts to the palace and can
    make connections. You then come up with another plan, in which you'll need the
    assistance of Nono. Place Materiwood on the map. Complete more missions,
    leveling your main units to around 22 ~ 24. Then go for the Materite Now!
    mission, which is in Materiwood.
    
    O---------------------------O
    |  Mission: Materite Now!   |
    O---------------------------O
    |  Opponents: Sniper        |
    |             Assassin      |
    |             Elementalist  |
    |             Summoner      |
    |             Red Mage      |
    |             White Mage    |
    O---------------------------O
    
    You have entered the Materiwood and found a chunk of Materite. It's been fairly
    easy grabbing it so far; you haven't encountered anyone yet. However, turn
    around and you find a band of Viera bandits. You come to the only reason why
    they'd be here: Doned told them.
    
    In this battle, you may want to bring in a White Mage or someone that can heal
    from KO. You'll probably also want a long-ranged hitter or two, at least one
    that can deal Disable and Silence. A Status-disabling Law Card also helps you
    out some.
    
    The Sniper is quite a nuisance. She can use Aim: Armor/Weapon/Wallet to destroy
    the specified item. Also beware the Doom Archer, which will dealt out the lost
    HP into damage. Disabling or Blinding are key statuses here.
    
    The Assassin, however, is the worst. She can use Last Breath, which is an auto
    KO, and Shadowbind, a Stop move. Long-ranged attackers work best here, unless
    you can Blind/Disable.
    
    The Elementalist can use Shining Air (Aero damage + Blind), Evil Gaze (Dark
    damage + Confuse), Heavy Dust (Earth damage + Immobilization), and Sliprain
    (Water damage + Slow). Silencing or using the Status-prohibiting Law Card are
    good ideas.
    
    The White Mage is rather generic, though problematic if left unattended. She
    can use Curaga, Esuna, Shell, and Auto-Life.
    
    The Red Mage can Doublecast magic and will, unless you take away her Madu
    Rapier. She only can really use Fire, Thunder, Poison, and Sleep, so taking
    the Madu isn't really needed, unless you want one.
    
    The Summoner is one you'll want to attack from a distance. Immobilize her if
    possible, then attack with at least two squares between the two of you. If you
    must attack directly, DO NOT ATTACK IN A GROUP. Her Madeen summon heals very
    heavy damage.
    
    
    After the battle, you'll call out to Doned. He appears from behind you, giving
    you a nice smack on the head. You turn around, happy to see him. Then you
    notice the Materite. Then you find him throwing to the ground, shattering it,
    much as you did the crystals. You, surprised at Doned's actions, demand to know
    what in the world has gotten into him. Doned states that he has the same
    intent as Ritz; to keep this world as it is. There is nothing left in the other
    world; here, he can walk, he can jump, he can make friends. The thought of him,
    being left with nothing... Doned then runs off, leaving you to bow your head,
    saying that, despite that you have what Doned doesn't, he has one thing you've
    always yearned for...
    
    After Bervenia Palace places itself on the map, you can go to the pubs for some
    more missions. If you step into the palace area, you trigger the next mission,
    Present Day.
    
    O-------------------------O~~~~~~~~~~~~O
    |  Mission: Present Day   |  PART ONE  |
    O-------------------------O~~~~~~~~~~~~O
    |  Opponents: Templar     |
    |             Gladiator   |
    |             Gladiator   |
    |             Mog Knight  |
    |             Alchemist   |
    O-------------------------O
    
    After the erm... "reunion" with Doned, you and Montblanc still managed to get
    a decent gift from Nono for Present Day. Montblanc will comfort you on the fact
    that (most of) the palace won't recognize you (remember the bounty yet?). You
    walk forward to the palace, placing all of your hopes on Nono's Lugaborg.
    
    In the waiting room, you begin to complain about how long it is taking you to
    go on in -- everyone else already has! Montblanc says something might be wrong.
    If so, you're up a certain creek without a boat or a paddle... A door opens
    nearby and some palace guards enter. They finally figured out just who you are,
    thanks to a tip from a concerned citizen. *cough* Doned. *cough*
    
    Considering the tiny size of the field, the battle could get a bit cramped.
    Summoners may work quite well, as will multi-target attacks, like Far Fist.
    Just be careful of grouping your own units!
    
    The Templar has high Weapon Attack, so you will want to use a Disabling or
    Blinding move. You'll want to attack from a distance with arrows, magic, etc.,
    because of Bonecrusher, too. He has the generic abilities: Astra, Haste, Rasp,
    and Warcry.
    
    The two Gladiators also have very high Weapon Attack. They can use Rush,
    Blitz, Beatdown, and Fire/Ice/Thunderblade. They also can use the R-ability
    Strikeback, which nullifies your move and counters it. Attacking from a
    distance is a VERY good idea.
    
    The Mog Knight can use Mog Attack (push back units one tile and damages), the
    ranged Mog Lance, Mog Rush, Mog Shield (self Protect and Shell), and Mog Aid.
    Luckily, he lacks R-abilities and Ultima Charge. Disabling and Blinding are
    preferable to long-range attacks, unless these attacks are more powerful than
    your direct-attacking units.
    
    The Alchemist is very powerful in a way, and you'll want a White Mage because
    of him. He can use Death (insta-KO), Flare, Poison, and Toad. Just to note that
    if you destroy or steal the Alchemist's weapon, the Life Crosier, you'll
    prohibit the use of this move.
    
    O--------------------------------O~~~~~~~~~~~~O
    |  Mission: Present Day          |  PART TWO  |
    O--------------------------------O~~~~~~~~~~~~O
    |  Opponents: Biskmater/Llednar  |
    O--------------------------------O
    
    After the battle, more guards run in to back them up. It seems like they
    outnumber you; there's no way out of this. Suddenly, Babus appears. Instead of
    opposing you, he Stops the guards. You are instantly confused by this act --
    after all, Babus works for Mewt. Babus tells you that he wants to know about
    what is going on with these worlds.
    
    Babus then warps you into Mewt's throne room, where Mewt is pacing back and
    forth. Babus brings you up to him, which infuriates Mewt. You try to hastily
    reason with Mewt, which brings Mewt to the conclusion that even Babus is
    against him. Queen Remedi warps in to comfort Mewt and takes him away, leaving
    you and Babus alone.
    
    To make things insurmountably worse, Llednar has been summoned to get rid of
    you. Babus tries to help, but you refuse, telling him to trace the location of
    Mewt and Queen Remedi. You, however, will try to delay Llednar. The barrier
    that protects Llednar is active -- therefore, you are required to live for five
    turns. This is easy, assuming you can get Llednar to stay away by moving away
    from him. Just never let him next to you -- Omega ends it for you, more than
    likely.
    
    
    After the battle, Judegemaster Cid appears and Llednar warps out of the area.
    Cid asks you where Mewt is, to which you respond by summarizing the events of
    the past hour or so. You then ask your own question: Who is Llednar?
    
    "He is Mewt." This response instantly confuses you. Cid tells you that Llednar
    is simply an aspect of Mewt inserted into another body; the Mewt you know would
    never show such a violent personality, but Llednar shows all too well how
    possible it is. (Remember, "Llednar Twem" is "Mewt Randell" backwards.) Llednar
    is meant to be like the Totemas - to protect Mewt and the crystals.
    
    Cid and Babus then leave, going to try and find Mewt. You agree to this,
    deciding to speak with Ritz and Doned of it. After this, you can place down
    Tubola Cave.
    
    Do some missions around the areas. One to do is Den of Evil, which unlocks Jagd
    Helje, which is by all means optional. To continue with the storyline, select
    the Hidden Vein mission.
    
    O-------------------------O
    |  Mission: Hidden Vein   |
    O-------------------------O
    |  Opponents: Mog Knight  |
    |             Juggler     |
    |             Animist     |
    |             Blue Mage   |
    |             White Monk  |
    |             Sage        |
    O-------------------------O
    
    Today, we are out hunting some Mythril. As before with the Materite, Doned will
    probably interfere with this again. You therefore walk into Tubola Cave looking
    for some Mythril, to which a voice shouts, "Stop! Thief!". Dumbfounded, you
    figure out that you are apparently stealing another group's Mythril, to which
    you conclude Doned tipped them off.
    
    Nothing too specific is needed, job-wise. Usually, banning Color Magic and
    Skills will remove most of the offensive power from the opponents.
    
    The Mog Knight can use Mog Shield (auto-nullify one status), Mog Peek (detect
    hidden items), Mog Rush, Mog Guard, and Mog Aid. The only real damaging move
    is Mog Rush, which is low accuracy anyhow. Blind him to make him useless.
    
    The Juggler has most of his physical power relying on his knife; take it to
    severely weaken him. He can use Dagger (damage + Disable), Firebomb (damage
    and Berserk), and Smile (give an ally the next turn).
    
    The Animist is more-or-less a generic. He can use Tail Wag to Charm you and
    Friend, a Wildcard ability.
    
    The Blue Mage can use White Wind to heal HP, Bad Breath to cause multiple
    statuses, and Twister to shave off 50% of your HP. Banning Color Magic or
    attacking from a distance work well. Try KO'ing this one first if you are
    planning to divide and conquer.
    
    The White Monk can use Earth Render to damage all of the enemies in front
    of him, and Revive, which heals the KO status. Try KO'ing this one first.
    
    The Sage should definitely be one to prioritize. He can use Giga Flare, an
    insanely powerful move, which pretty much sums this part of it up.
    
    
    After this battle, you again call out to Doned. He walks in, realizing you
    tricked him into this, and refuses to go home. You then say the one thing to
    Doned that seriously changes his ideas: that Doned always had the attention.
    As their mother was divorced, you were always swept to the side in favor of
    Doned, who always got what he wanted. Doned realizes his error and apologizes,
    agreeing to help you out.
    
    Place down the Deti Plains and go to a pub. You'll see another cutscene. In it,
    Doned agrees to help with your mission. During the conversation, a Bangaa will
    walk in, handing you a message from Judgemaster Cid. It says that Cid and Babus
    have found the location of Queen Remedi and Mewt: Ambervale. It also says to
    meet him on the Deti Plains.
    
    When you go there, another mission, To Ambervale, will commence. Try leveling
    yourself up first: Lv. 24 ~ 27 are decent.
    
    O--------------------------O
    |  Mission: To Ambervale   |
    O--------------------------O
    |  Opponents: Coeurl       |
    |             Lilith       |
    |             Thundrake    |
    |             Jawbreaker   |
    |             Big Malboro  |
    O--------------------------O
    
    As you enter the Deti Plains, you'll encounter a group of monsters. You'll
    need to kill them and go past to find Cid.
    
    The Coeurl mainly only uses Blaster, a ranged Petrifying move. It also has a
    decent Weapon Attack stat.
    
    The Lilith can use Twister at a distance (halves HP), Kiss (Doom and Charm),
    and Poison Frog (Poisons and Frog). Just finish it fast.
    
    The Thundrake is fairly powerful, having Geomancy, which can power up Bolt
    Breath some.
    
    The Jawbreaker mainly uses LV3 Def-less, which reduces the Defense and Magic
    Resistance of all characters that have levels divisible by 3. LV5 Death will
    end up insta-KO'ing units who have levels ending in 0 or 5 (a.k.a. divisible
    by five).
    
    The Big Malboro's main problem is the multi-status-causing Bad Breath. It also
    can use Soundwave to Dispel status enhancements.
    
    
    After defeating the monsters, Cid appears. You ask him if he has seen Mewt or
    the Queen. He says no and makes a request of you: get him some amber from Siena
    Gorge. Cid has begun to plot with Ezel to make the ultimate Antilaw. You are
    immediately surprised that a Judgemaster would go to such lengths, simply to
    make an Antilaw. You agree to grab the amber and part. As you do, you see a
    certain red-haired girl...
    
    Place Siena Gorge and go to the pub. Complete some missions to level yourself
    to around Lv. 26 ~ 29. Go to Siena Gorge to begin the penultimate mission.
    
    O----------------------------O
    |  Mission: Over the Hill    |
    O----------------------------O
    |  Opponents: Red Mage/Ritz  |
    |             Sniper/Shara   |
    |             Assassin       |
    |             Fencer         |
    |             Summoner       |
    |             Elementalist   |
    O----------------------------O
    
    As you head to Siena Gorge to grab some amber for Cid's ultimate Antilaw, you
    will see a red-haired girl, who you obviously know as Ritz, standing above a
    large gorge. Ritz and her clan are ready for the ambush. Ritz shortly laughs
    amd states that with you engaging them, it just seems kinda funny.
    
    You soon enter the area and realize what was inevitable is now coming to pass;
    you will have to battle and defeat Ritz and her clan to pass.
    
    Ritz, being a Red Mage, can use Doublecast. She'll use it with Fire, Thunder,
    Blizzard, or Sleep, which makes things a bit dangerous. Her S-ability, Magic
    Pow+, also make the attacks hurt more. You COULD normally Silence her, but her
    Ribbon prevents it. You only have to defeat Ritz to win.
    
    Shara has high Weapon Attack and can attack at a long-range. She can use Aim:
    Weapon/Armor to destroy the specified item, Death Sickle for Doom, and Doom
    Archer to deal damage equal to the HP lost. She is virtually disabled if you
    ban Missile attacks. If you don't/can't, Blinding or Disabling her is usually
    sufficient.
    
    The Assassin, as usual, can use the instant-KO'ing Last Breath. She can also
    use Aphonia (Silences), Rockseal (Petrifies), and Oblivion (Addles). She can
    move up to six tiles, so long-distance attacking is needed to eliminate her.
    Of course, Blinding is probably a possibility.
    
    The Fencer is probably the least-helping person on the team. She has
    mediorce Weapon Attack. She can use Nighthawk and Piercethrough as ranged moves
    and Swallowtail to damage surrounding units.
    
    The Summoner can use Madeen for massive Holy damage. Avoid grouping up around
    her; instead, attack her from AT LEAST two tiles away to avoid the summons.
    
    The Elementalist can use Fire Whip (fire damage + Disable), Heavy Dust (earth
    damage + Immobilization), Shining Air (wind damage + Blind), and Elementalshift
    to help her exploit elemental weaknesses.
    
    
    After defeating Ritz, the dust settles. Ritz turns her back on you, unable to
    beat you, unable to stop you. She allows you to pass by and continue forward.
    Ritz finally realizes that you have really transformed from the new kid at
    school in St. Ivalice.
    
    Level yourself up to Lv. 28+ and head to Ambervale when ready to begin the
    final battle.
    
    O================================O~~~~~~~~~~~~O
    |  Mission: Royal Valley         |  PART ONE  |
    O================================O~~~~~~~~~~~~O
    |  Opponents: Biskmater/Llednar  |
    |             Ninja              |
    |             Assassin           |
    |             Gunner             |
    |             Illusionist        |
    |             Alchemist          |
    O================================O
    
    As you walk into the Royal Valley, Ambervale, you note the beauty of this
    place. It seems Judgemaster Cid has found Mewt and Remedi to be in this area.
    You walk further forward, to discover Babus, lying unconscious upon the
    ground. A voice then states that Babus is not dead - yet.
    
    Llednar appears once more, here to protect Mewt. Cid immediately pulls out a
    Law Card, a Card that disables all of the Laws protecting Llednar, thereby
    allowing you to hurt him.  *rubs hands*  Let's begin.
    
    Llednar is powerful; however, not so powerful to avoid pain. He wields the
    powerful Knightsword Excalibur and the rare Armor Peytral. Omega would be the
    ability to avoid, as it is an instant KO in general, but is a direct-attack.
    He can also use Life Render for Doom and damage and Furycircle, which hits all
    surrounding units and pushes them back. You must KO Llednar to end the fight.
    
    The Ninja can wield two swords, thanks to the S-ability Double Sword. He can
    also use Fire Veil (fire damage + Confuse), Earth Veil (earth damage and slow),
    Water Veil (water damage + Silence), and Oblivion, which Addles. You should
    attack from a distance to avoid Double Sword and most else.
    
    The Assassin is basically generic, but nothing to sneeze at. As usual, the
    instant-KO'ing Last Breath is here, as is Nightmare and Rockseal. Addle her to
    remove Last Breath and things are a lot easier.
    
    The Gunner can use Blindshot, Silenshot, Stopshot, and Charmshot to damage and
    give the specified status. However, he lacks Concentrate: Blind him and he is
    finished.
    
    The Illusionist is capable of field-wide moves. Featured moves are Prominence
    (fire damage to all), Tempest (thunder damage to all), Soil Evidence (earth
    damage to all), Wild Tornado (wind damage to all), and Stardust (non-elemenatal
    damage to all).
    
    You merely only have to finish off Llednar to win. Grouping up against in a
    long-ranged perspective could work to avoid Omega and Furycircle. Of course,
    Illusionists and Totemas are always good ideas if you want to hit everyone...
    or just hurt Llednar a bit more.  :)
    
    O========================================O~~~~~~~~~~~~O
    |  Mission: Royal Valley                 |  PART TWO  |
    O========================================O~~~~~~~~~~~~O
    |  Opponents: Battle Queen/Queen Remedi  |
    |             Deph (Famfrit)             |
    |             Deph (Adrammalech)         |
    O========================================O
    
    After Llednar is finished off, you succeed in waking up the unconscious Babus.
    He immediately asks where Mewt is. Since we haven't gone inside yet, we have
    not finished yet. Babus remains behind, unable to fight, while you and Cid
    enter the chapel.
    
    Inside, you find Queen Remedi. She immediately says that this world is an
    illusion. You then demand to know where Mewt is. Queen Remedi virtually
    ignores this and says that even YOU aren't ready to let this world of illusion
    go. Of course, you admit to liking this world; HOWEVER, IT IS NOT REAL. Mewt's
    voice resonates through the air, soon leading to his appearance in the hand of
    the nearby statue. Sadly for us, Mewt still doesn't want to leave. With this,
    the next battle begins...
    
    The Dephs are more powerful versions of the Totema. The Famfrit one is still
    capable of the Breath of God. There is also the Reaction-negating Lightspeed.
    Then there is Presense, which damages and moves a unit back a tile. And, of
    course, Demi, which halves your HP. Ouch.
    
    Adrammelech's Deph is capable also of the Reaction-negating Lightspeed. There
    is also the fire-elemental high-power Firestream, which also attacks all units
    in his line of sight. Lastly is Howl of Rage, which simply lowers Speed of the
    surrounding units. Despite having only a few offensive abilities, any physical
    strike WILL HURT BADLY.
    
    Remedi has a HUGE Weapon Attack, higher than the two Dephs, I think. She is,
    however, currently incapable of using abilities. Attacking her from a range is
    therefore the most evasive strategy.
    
    For this battle, you'll win by defeating Remedi. Long-range is best, since all
    she has is the direct-attack Fight. However, she has the highest Weapon Attack
    of the trio, so watch it.
    
    O===================================O~~~~~~~~~~~~~~O
    |  Mission: Royal Valley            |  PART THREE  |
    O===================================O~~~~~~~~~~~~~~O
    |  Opponents: Li-Grim/Queen Remedi  |
    |             Deph (Mateus)         |
    |             Deph (Mateus)         |
    O===================================O
    
    After supposedly defeating Remedi, Mewt reappears and take the chance to speak
    with him. It seems that Mewt is starting to break down! You continue to speak
    with Mewt while Remedi is weakened. Suddenly, Remedi gets up and speaks: "I am
    the wish-gatherer. I am the world-maker." She is no longer Queen Remedi of
    Ivalice; she is the world-binding essence, the Li-Grim. To undo this world,
    therefore, you need to destroy the Li-Grim.
    
    Both of the Mateus Dephs are more or less alike. They can use Spellbind (Slow
    and deal dark damage), Breath of God, Thundaga, and Star Cross (field-wide
    massive Holy damage). Watch out for them.
    
    However, your main objective is to defeat the Li-Grim. She can use Lawshift to
    shift the Law into her favor and Amber Gleam (which is Dispel with a clever
    name). However, they both pale versus the next on the list: Omega and Alpha.
    Omega is powerful enough as you know; Alpha is almost-infinitely more powerful.
    There is also Descent (send in a random Totema) and Magi (basically, a lot of
    damage quickly), though they're pretty rare.
    
    Seeing as you'll probably want to win quickly, just group up against the
    Li-Grim. That's the main strategy: group up against the Li-Grim, defeat it, and
    avoid Omega/Alpha. Good luck.
    
    
    Assuming you win, the ending shall occur, one thing I won't spoil.
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
                         CONGRATULATIONS! YOU HAVE BEATEN THE
                   MAIN STORYLINE OF FINAL FANTASY TACTICS ADVANCE!
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    
    
    5. Full Mission Walkthrough********************************FFTA5*************
    The format is below as Mission #000:
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #000: [Mission Name]
    
    ~~ Type     : [Engagement, Dispatch, Encounter, or Capture.]
    ~~ Info Cost: [The cost to do this, as soon as available.]
    ~~ Available: [When and where, when applicable, as is "for how long".]
    ~~ Location : [Where the job takes place at. For Dispatches, also notes how
                   long the Dispatch is gone. Location theories are rarely shown.]
    ~~ Reward(s): [What do you get?]
    
    ~~ Required Items : [Any Mission Items needed?]
    ~~ Required Skills: [How high must a Clan Stat be?]
    ~~ Required Jobs  : [Must someone be of a certain job?]
    
    Opponents:
    ~~ 
    ~~ 
    ~~ 
    ~~ 
    ~~ 
    ~~ 
    
    Strategy/Notes:
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #---: Snowball Fight
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 0 Gil.
    ~~ Available: Automatic.
    ~~ Location : St. Ivalice Schoolyard.
    ~~ Reward(s): None.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Nurse
    ~~ D.J. (Guiness)
    ~~ PE Head (Kyle)
    ~~ PE Head (Colin)
    
    Strategy/Notes:
    
    This is more of a tutorial than anything. Mr. Leslaie, the teacher, will offer
    to teach you about snowball fights, with Ritz also helping. It would be a good
    idea to listen - you'll be doing a LOT of stuff like this through the game.
    After the tutorial, say "No" to continue playing.
    
    Now that you have control, experiment a little. Move some and attack by
    throwing snowballs. You'll have no problem with this - it'll end before much
    damage can be done, except against Mewt.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #---: Engagement with Bangaas
    
    ~~ Type     : Engagement
    ~~ Info Cost: 0 Gil.
    ~~ Available: Automatic
    ~~ Location : Cyril, I think.
    ~~ Reward(s): None.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Warrior
    ~~ White Monk
    
    Strategy/Notes:
    
    It is soon revealed that being engaged means you'll fight. (No, not that other
    thing...) The Moogle, Montblanc, will explain that the person in the armor is a
    Judge who sets and enforces the laws of an engagement. In this case, you are
    not allowed to use items. YOU SHOULD ALWAYS CHECK THE LAWS.
    
    Come your turn, you'll begin to fight. Remember the snowball fight from earlier
    at school? Well, engagements will function in a similar manner. You, however,
    will have a Job Class - as do most others - that determines your stats and your
    abilities, weapons, etc. You are a Soldier armed with the Shortsword.
    
    Begin by going up to the Bangaa and to its side/back for better chances of
    hitting. Use Fight to attack. Montblanc is a Black Mage capable of using
    offensive magic common to most RPGs, like Fire. I think the AI controlled him;
    he IS on your team, though. Simply defeat the two Bangaas to win.
    
    During the battle, after the first KO, you'll learn about Judge Points, or JP.
    These are usually awarded for simply KO'ing opponents. They can be used to
    perform combos with allies, although there is one much preferable use found
    later on...
    
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    Mission #001: Herb Picking
    
    ~~ Type     : Engagement
    ~~ Info Cost: 300 Gil.
    ~~ Available: First numbered mission possible.
    ~~ Location : Giza Plains
    ~~ Reward(s): 600 Gil, Lutia Pass.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Goblin
    ~~ Goblin
    ~~ Goblin
    ~~ Sprite
    ~~ Red Cap
    
    Strategy/Notes:
    
    As you and Montblanc enter the Giza Plains, you'll find some monsters and the
    battle will begin. Take notice of the laws and bring in the other four clan
    members. The battle itself isn't too hard. The Red Cap is probably the
    strongest, so take it from a distance if possible. The Sprite is probably the
    weakest.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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    Mission #002: Thesis Hunt
    
    ~~ Type     : Engagement
    ~~ Info Cost: 900 Gil.
    ~~ Available: After placing Lutia Pass.
    ~~ Location : Lutia Pass.
    ~~ Reward(s): 4,000 Gil, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Archer
    ~~ Soldier
    ~~ Soldier
    ~~ White Mage
    ~~ Thief
    ~~ Thief
    
    Strategy/Notes:
    
    For this battle, it is highly recommended to bring a long-range hitter, like
    an Archer or a Black Mage.
    
    Firstly, about the Archer. This one is a long-range hitter and can easily use
    Aim: Arm/Legs to stop you from attacking or moving. It should be a first
    priority whenever possible. Then there are the Soldiers. They basically will
    slash at you, rarely using Mug. The ones not focusing on the Archer should
    focus on them. Then there is the White Mage who can heal its allies. Finally,
    the last main thing to mention is the Lv. 4 Thief. It can use Counter to attack
    you after you do so to it. It is best dealt with via magic or archery.
    
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    Mission #003: The Cheetahs
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After placing Nubswood.
    ~~ Location : Nubswood.
    ~~ Reward(s): 6,000 Gil, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Thief
    ~~ Fighter
    ~~ Archer
    ~~ White Monk
    ~~ Black Mage
    
    Strategy/Notes:
    
    As you enter the arena, you'll find Ritz nearby! (And a Viera named Shara.)
    Aside from your two clans is another, the Cheetahs, the opponents for this
    mission. Your clan and Ritz's will be allied; however, you only can use three
    other clanners. An Archer and a Black Mage are good ideas if you lack them;
    remaining slots can be close-range fighters. Your White Mage won't be of much
    use here.
    
    Usually, in battles, you'll want to prioritize fighting the Fighter, as they
    often have powerful attacks and good defenses. Go ahead and do so. Your next
    priority would be the White Monk. After that, it'll probably be the Black Mage,
    the Archer, then the Thief. It's mostly your choice.
    
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    Mission #004: Desert Peril
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After placing Eluut Sands.
    ~~ Location : Eluut Sands.
    ~~ Reward(s): 7,000 Gil, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Cream
    ~~ Red Panther
    ~~ Red Panther
    ~~ Antlion
    ~~ Coeurl
    
    Strategy/Notes:
    
    As you and Montblanc walk into the area, you'll get a nice, warm greeting from
    some nice-looking monsters. ENGAGE!
    
    This battle is actually pretty tough unless you've done some serious grinding
    or got lucky on the Laws. An Archer (with Aim: Arm) is key here, as you can
    stop the offensively-powerful Red Panthers and the Coeurl from hurting you too
    much. As for the Cream, use Fire by using a Black Mage. The Antlion really is
    not much for mentioning. Once you disable and kill the Panthers, this battle
    becomes a LOT easier.
    
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    Mission #005: Twisted Flow
    
    ~~ Type     : Engagement
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After placing Ulei River.
    ~~ Location : Ulei River.
    ~~ Reward(s): 8,000 Gil, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Famfrit
    ~~ Ahriman
    ~~ Ahriman
    ~~ Floateye
    ~~ Floateye
    
    Strategy/Notes:
    
    As you walk into the empty Ulei River area, it seems quiet - too quiet. Nothing
    seems to be out of order ... EXCEPT that black warp thing! You'll notice it and
    immediately become cautious, though this helps little and you are sent to a
    weird temple-like place... You'll be confused for a moment, but then you will
    look ahead and find a crystal, a large one! Before you can do anything, though,
    a strange voice resonates through the air, demanding your name. You state it,
    tentatively, and a creature warps out of the crystal.  He is Famfrit, the
    Totema of this crystal. He is now going to perform his duty and defend the
    crystal, regardless of your intentions. He will summon up two Ahriman and two
    Floateyes to fight alongside him.
    
    The sole objective here is to defeat Famfrit - the battle ends upon such an
    event occurring. However, there is one thing to consider -- he is powerful and
    allied. It is best to put him to Sleep, then attack the flying eyes. This part
    is key - each Ahriman knows Roulette, which KO's a random person on the field.
    After killing the monsters, group your allies together, keeping Famfrit asleep
    as you go. Eventually, begin to blast him with arrows and magic and anything
    long-range. He'll probably move over to your allies, after which you should
    begin to wail on him.
    
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    Mission #006: Antilaws
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 0 Gil.
    ~~ Available: After placing Cadoan; walk into the area.
    ~~ Location : Cadoan.
    ~~ Reward(s): 9,000 Gil, R2 Antilaw, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Ninja
    ~~ Hunter
    ~~ Fighter
    ~~ Gladiator
    ~~ Defender
    ~~ Illusionist
    
    Strategy/Notes:
    
    And now, that Nu Mou from earlier has gotten in trouble. You end up deciding to
    help some stranger you don't know that you only met through chance. Greeeat...
    
    Anyhow, your clan (plus the Nu Mou, Ezel Berbier) will be facing against the
    six others. Ezel is uncontrollable and only really uses Azoth, which puts the
    enemy forces to sleep. Also, Ezel must stay conscious during the battle.
    
    The main things to worry about are the Hunter and the Illusionist, the longer
    ranged fighters. The Hunter is basically a powered-up Archer, and the
    Illusionist can use field-wide spells. The Hunter really only affects you if
    you have bad Defense, as do the Fighter and Defender; if the Defense stat is
    sufficient, your main target should be the Illusionist.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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    Mission #007: Diamond Rain
    
    ~~ Type     : Engagement
    ~~ Info Cost: 1,400 Gil.
    ~~ Available: After placing Aisenfield.
    ~~ Location : Aisenfield.
    ~~ Reward(s): 10,600 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Ice Flan
    ~~ Icedrake
    ~~ Icedrake
    ~~ Bomb
    ~~ Lamia
    
    Strategy/Notes:
    
    In concept, this mission is easy. In practice, it is a bit harder to pull off.
    Not to the extent of Twisted Flow, but still...
    
    The Ice Flan is probably new to you; it is like most Flan and is only affected
    by magic, with Fire being the most effective.
    
    You should start by going for the Lamia, with a Black Mage heading for the
    Ice Flan. Defeat it, then head over to the Icedrakes. Leave the Bomb for last;
    it is unremarkable stat-wise.
    
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    Mission #008: Hot Awakening
    
    ~~ Type     : Engagement
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After placing Roda Volcano.
    ~~ Location : Roda Volcano.
    ~~ Reward(s): 11,400 Gil, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Ultima Crystal
    ~~ Ultima Crystal
    ~~ Ultima Crystal
    ~~ Ultima Crystal
    ~~ Ultima Crystal
    ~~ Ultima Crystal
    ~~ Ultima Crystal
    ~~ Ultima Crystal
    
    Strategy/Notes:
    
    You'll soon step into the midst of the volcano and complain about the heat.
    (What, did you think it'd snow?) A violent quake occurs and, instead of the
    volcano erupting, a warp appears like before at Ulei River. You come to the
    conclusion that a crystal is here, somewhere. You soon get swallowed into the
    sheltered area.
    
    In this area, you'll end up noting the butterflies nearby and the general
    difference from the temple-thing of Famfrit. It seems that there isn't a Totema
    here, so you proceed to walk up to the crystal and BOOM! - eight Ultima
    Crystals will pop up throughout the area. These Crystals are the Totema!
    
    The Ultima Crystals are utterly immobile and can only do two things: a weak
    basic attack, and Logos (Latin for "the study of"; reduces Attack and Defense
    and will Charm you). The main thing is that Logos WILL NOT BE USED by a
    Crystal if you are standing next to it. Simply send a person to each Crystal
    and destroy it.
    
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    Mission #009: Magic Wood
    
    ~~ Type     : Engagement
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After placing Koringwood.
    ~~ Location : Koringwood.
    ~~ Reward(s): 12,600 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Archer
    ~~ Sniper
    ~~ Thief
    ~~ Thief
    ~~ Time Mage
    ~~ Black Mage
    ~~ Summoner
    
    Strategy/Notes:
    
    In this one, you are allowed five members total against the enemy's seven. I
    guess it might be a good idea to bring a White Mage.
    
    The Archer will probably be the biggest of all the threats, as it can use
    several of the disabling statuses. The Sniper, by comparison, is relatively
    weak, in terms of abilities, but not physical power. As for the Mages and the
    Summoner, you'll probably want to Silence them somehow, like by using the
    Silence ability Templar's have, or by using the Nu Mou Totema to lower their
    MP.
    
    A good strategy to use here, rather than going all-out, try Blinding your
    opponents, primarily the Archer, Sniper, and the Thieves, preferably in that
    order. This way, you avoid damage. An Archer or a Gunner can do this. Start by
    attacking the physical attackers listed above, then go for the mages.
    
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    Mission #010: Emerald Keep
    
    ~~ Type     : Engagement
    ~~ Info Cost: 1,800 Gil.
    ~~ Available: After placing Salikawood.
    ~~ Location : Salikawood.
    ~~ Reward(s): 13,600 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Runeseeker/Babus
    ~~ Alchemist
    ~~ Bishop
    ~~ Gunner
    ~~ Templar
    ~~ Templar
    
    Strategy/Notes:
    
    As you enter Salika Keep, you'll then begin to search for the "giant emerald
    crystal" and consequentially begin to woner if it is one of THOSE crystals. A
    voice, unknown to you, calls out ahead. You'll see Babus up ahead, here on the
    orders of Mewt. Babus then asks of a person named Marche, one who means ill to
    Prince Mewt. You deny knowing of such a person, but slip up when you mention
    that you didn't know that this was Mewt's world. With this, Babus realizes just
    who you are all too well. He and group proceed to engage you.
    
    The main objective of this battle is to simply take out Babus; however, there
    are five others that can damage you. Bring in another five people to even it
    out. Aside from Babus, who is very powerful and has Counter, a powerful
    Explosion, a Stop-inducing move, and the ability to take 25% of your HP, the
    Templars are definitely the next biggest threat. One has Bonecrusher, which
    is Counter x 1.5, and the other can use Cheer and Weapon Atk+ (S-Ability) to
    power him up.
    
    After the Templars, your next target would be the Alchemist. It has some
    pretty powerful spells and can use Flare and Frog, both of which are fairly
    self-explanatory. The Gunner would be the next one on the list. It is a long
    range fighter with EXTREME accuracy thanks to the S-Ability Concentrate. The
    Gunner can also Stop you.
    
    Anyhow, your main objective here is to defeat Babus. However, some may need to
    defeat the others, either for EXP. or because it is impossible otherwise. If
    you feel the need for the latter, be sure to try and Silence the Alchemist and
    Babus, and Blind the Gunner. The others don't really pose a need for a status
    all too much.
    
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    Mission #011: Pale Company
    
    ~~ Type     : Engagement
    ~~ Info Cost: 1,900 Gil.
    ~~ Available: After placing Nargai Cave.
    ~~ Location : Nargai Cave.
    ~~ Reward(s): 15,000 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Firewyrm
    ~~ Icedrake
    ~~ Thundrake
    ~~ Adrammelech
    
    Strategy/Notes:
    
    Inside Nargai Cave, you'll begin your hunt for a supposed ghost. You soon find
    some pale-white orb in front of you, a ghost. Your reaction is rather
    puzzling: "Funny, here I am looking at a ghost. But I don't feel scared at
    all." Oh, you will be soon enough... The ghost begins moving, with you
    following it - straight into another black warp!
    
    You'll find yourself into another crystal/Totema temple. The ghost reappears
    and you follow it to the crystal and the Totema appear. It absorbs the ghost
    and state that no one, save his masters, can approach the crystals. You and
    the Totema, Adrammalech, prepare for battle.
    
    For this battle, you will probably want a White Mage, a Black Mage, and an
    Archer/Sniper/Hunter.
    
    The dragons aren't much worth mentioning, to be honest. If you brought a few
    of the long-range fighters, you can kill them pretty fast if they're powerful
    enough.
    
    As for Adrammalech, though, you'll probably want to be careful. He is very
    powerful. Firestream is probably his most powerful attack, with Lightspeed
    (reaction) nullifying quick attacks, Soul Sphere (action) damages MP, and
    Howl of Rage slows you down. Try statusing Adrammalech if it is possible,
    and be sure to attack and heal when needed.
    
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    Mission #012: Jagd Hunt
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 0 Gil.
    ~~ Available: After placing Jagd Dorsa.
    ~~ Location : Jagd Dorsa.
    ~~ Reward(s): 16,000 Gil, one random Law Card, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Ninja
    ~~ Hunter
    ~~ Assassin
    ~~ Blue Mage
    ~~ Antlion
    ~~ Toughskin
    
    Strategy/Notes:
    
    As you should know, if one of your allies is still KO'ed at the end of the
    battle, this ally is dead. If YOU are KO'ed, game over. Bring a White Mage.
    
    Your VERY FIRST PRIORITY needs to be the Assassin. She has the ability Last
    Breath, an auto-KO move. She can also use a Stop move, a Silencing move, and
    an Addling move. She will also return arrowfire.
    
    The Ninja should be next. He can use Double Sword to hit you TWICE. The
    Hunter should be third; he has Aim: Vitals for a random status and very good
    Attack. The Blue Mage should go after this, and he has Mighty Guard, Night,
    White Wind, and Hastebreak. The monsters should go last.
    
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    Mission #013: The Bounty
    
    ~~ Type     : Encounter & Engagement.
    ~~ Info Cost: 2,900 Gil.
    ~~ Available: After placing Kudik Peaks.
    ~~ Location : Random.
    ~~ Reward(s): 17,200 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Paladin
    ~~ Fighter
    ~~ Red Mage
    ~~ Black Mage
    ~~ Time Mage
    ~~ Sage
    
    Strategy/Notes:
    
    When you exit the area, go to the unknown person on the map and there you'll
    find Clan Ox. At first, there won't be much hostility. However, one member of
    Clan Ox will notice you look quite like the person on the bounty notices - they
    were looking for YOU.
    
    This clan has a bunch of magic-casters. You might want to bring along a White
    Mage, as the Black Mage, Paladin, and Fighter are pretty powerful. You'll also
    want to bring along someone who can use Disable/Blind and Silence, and a Nu
    Mou to use Ultima to get rid of MP, if possible.
    
    The main priority should be on the Black Mage. This Mage is POWERFUL, having
    a Magic Power of 200+, and loves using the "-aga" spells.
    
    Your next priority should be the physically-powerful Paladin and Fighter. They
    both have a few standard abilities. After defeating these, you're more-or-less
    done. The Red Mage is laughably weak, as is the Sage, aside from the latter
    having the Reaction Ability Reflex (cannot use normal Fight moves). As for the
    Time Mage, he poses very little threat if the Paladin and Fighter are gone.
    
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    Mission #014: Golden Clock
    
    ~~ Type     : Engagement
    ~~ Info Cost: 2,200 Gil.
    ~~ Available: After placing Jeraw Sands.
    ~~ Location : Jeraw Sands.
    ~~ Reward(s): 18,000 Gil, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Juggler
    ~~ Gadgeteer
    ~~ Alchemist
    ~~ Time Mage
    
    Strategy/Notes:
    
    As you enter the Jeraw Sands, you'll find Shara coming from around a corner
    and Ritz behind you. You two greet each other, then you get onto the subject
    of the bounty on your head. Ritz thankfully tells you that she'd never turn
    you in. They're here for the same reason you are... Ritz calls out the forgers,
    who appear soon. You'll end up fighting a six-on-four (at best) - Ritz and
    Shara will fight alongside you.
    
    The levels of priority are pretty tough. The Juggler can Hurl items at you, use
    Ball to confuse, or Firebomb to damage and berserk you. The Gadgeteer has some
    rather unpredictability, being able to cast Haste, Dispel, and Poison to a
    random team, and has Damage > MP, making defeating him somewhat difficult.
    
    The Alchemist can use Meteor, Poison, and Toad to inflict heavy damage (for the
    formermost) or status (latter two). The Time Mage is capable of using Demi
    (lose 50% of your HP), Quicken (free turn to someone), Slow, and Stop.
    
    Hmm... Well, just try to even out your team between physical and magical
    fighters, I guess. The Totemas will help out some, though with Ritz and Shara
    alongside you, you'll probably not even break a sweat.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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    Mission #015: Scouring Time
    
    ~~ Type     : 2-part Engagement.
    ~~ Info Cost: 0 Gil.
    ~~ Available: After placing Muscadet.
    ~~ Location : Muscadet; Sprohm.
    ~~ Reward(s): 19,600 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents (part one):
    ~~ Mog Knight
    ~~ Mog Knight
    ~~ Templar
    ~~ Templar
    ~~ Gunner
    ~~ Paladin
    ~~ Sage
    
    Opponents (part two):
    ~~ Runeseeker/Babus
    ~~ Exodus Fruit
    ~~ Exodus Fruit
    ~~ Exodus Fruit
    ~~ Exodus Fruit
    ~~ Exodus Fruit
    ~~ Exodus Fruit
    ~~ Exodus Fruit
    ~~ Exodus Fruit
    
    Strategy/Notes (part one):
    
    As you enter Muscadet, you and Montblanc will notice some Judges apprehending
    a Moogle in particular. The Moogle asks why he is being arrested; the Judge
    responds with the fact that the human they're searching for is with a Moogle.
    Unable to take this injustice, you run into the open, exclaiming that you are
    the one Prince Mewt is searching for. The Judge then sends in some units to
    apprehend and capture you, resulting in, at best, a five-on-seven battle.
    
    The most dangerous enemies here are the Templars and the Paladin. The former
    can both use the R-ability Bonecrusher, as well as use Lifebreak, which can
    really damage you if you hit them too much without KO'ing. They can also use
    the standards of Haste, Rasp, Warcry, and Astra.
    
    The Paladin simply can use the Holy Blade and Drop Weapon abilities. Don't
    let that deceive you, though: he has decent stats.
    
    The other four enemies are, more or less, standard issue. The Gunner doesn't
    even have Concentrate! :P
    
    The start of the battle should have you Disabling and/or Immoblizing the
    Templars and the Paladin, then Blinding the Gunner. This really turns the tide.
    If you have a very strong character, you can send it to deal with the
    aforementioned four after their statuses are dealt, leaving the other four to
    deal with the Sage and Mog Knights.
    
    
    Strategy/Notes (part two):
    
    After defeating the original seven adversaries in Muscadet, Cid will appear
    and question you. Fairly sure that you are Marche, he takes you to the Sprohm
    prison. There, Babus confirms that you are indeed the target. You immediately
    demand your clan members be freed. Cid soon asks about you and your relation
    to the crystals' destruction. You admit to this just as a seam appears,
    warping you three to the temple-like area of the Viera Totema, Exodus.
    
    The crystal and the Totema here have somehow become weak. However, you aren't
    free as you wish to destroy the crystal - Babus and Cid are here. Babus will
    fight you, both on your lonesome; Cid will be the Judge(master).
    
    Babus can use Explode (a POWERFUL Fire move), a Stop move, and Demi (cuts your
    HP by 50%). He also has the Reaction Ability Counter, and has heightened
    physical Defense thanks to his Support Ability.
    
    You'll want to KO Babus here. You'll be grateful for this; you'll have to
    get rid of all eight Fruits to win, and they are spread out. Avoid Babus's
    first move and then attack with a powerful move, like Beatdown. ALWAYS heal
    when you need to; you never know when Babus might use Explode. Defeat the
    Fruits to win.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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    Mission #016: The Big Find
    
    ~~ Type     : Engagement
    ~~ Info Cost: 3,000 Gil.
    ~~ Available: After placing Uladon Bog.
    ~~ Location : Uladon Bog.
    ~~ Reward(s): 20,400 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Thief
    ~~ Thief
    ~~ Fighter
    ~~ Fighter
    ~~ Bishop
    ~~ Bishop
    
    Strategy/Notes:
    
    Before you actually enter the area, you'll see a scene between your soon-to-be
    opponents. One of the Fighters notes something about a kid being late, with a
    Thief walking in stating that their pot of gold (their quarry?) arriving. You
    soon walk in. You slowly realize you've been ambushed.
    
    The Thieves should be a first priority, as they can and probably will try to
    steal your weapons. Aside from that, there isn't much of a problem with them.
    But without your weapons...
    
    After this, head for the Fighters. One of them has Wild Swing, Far Fist, and
    Beatdown. Find this one and eliminate him, then go for the other, which has
    Rush, Blitz, and Air Render. I think one of them also has the R-Ability
    Strikeback and the other, Bonecrusher.
    
    The Bishops aren't too problematic. They can use a weak Water and Aero, and a
    moderately-powerful Holy. They can also steal your JP with Judge, and use the
    HP-restoring Cura.
    
    Begin by simply KO'ing the Thieves, perhaps Addling them first. Then go for the
    Fighters, first Blinding or Disabling them. The Bishops ... meh.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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    Mission #017: Desert Patrol
    
    ~~ Type     : Engagement
    ~~ Info Cost: 2,500 Gil.
    ~~ Available: After placing Gotor Sands.
    ~~ Location : Gotor Sands.
    ~~ Reward(s): 21,400 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Soldier
    ~~ Soldier
    ~~ Bishop
    ~~ Dragoon
    ~~ White Monk
    ~~ Gladiator
    ~~ Defender
    
    Strategy/Notes:
    
    As you enter another desert, you'll notice someone. You'll find Doned, your
    brother, WALKING, who then runs away. You follow him and, to your surprise,
    find him talking with a group of people, who are looking for your bounty.
    Doned just turned you in for a bounty - your own brother. What is going on!?
    
    Anyhow, let's explain the opponents. The Soldiers are capable of the Break
    moves (the stat-reducers, commonly known from FFX). One Soldier can use Provoke
    (berserks you); the other can use Mug (steal Gil and damage you).
    
    The Bishop is of little threat. He mainly uses Water, Dispel, and Break (the
    one that petrifies). 
    
    The Dragoon has the highest physical Attack, I think, and can use Fire Breath
    and Bolt Breath, as well as Lancet to drain some HP.
    
    The White Monk can use Whirlwind (damages surrounding opponents), Air Render
    (ranged move), Earth Render (damages all opponents in the faced direction), and
    Far Fist (splash-esque ranged move). So, he can damage many people at once,
    which makes up for his lack of Attack.
    
    The main thing about the Gladiator would be the Fire Sword, Ice Sword, and Bolt
    Sword.
    
    The Defender has pretty decent Attack. He can use Tremor (push back and damage
    nearby people), Mow Down (damage all surrounding units; all attacks on him next
    turn are 100% accurate, usually), and Drop Weapon.
    
    A good idea for this battle is use spellcasters with high Weapon Defense. This
    is because the opponents tend to rely on brute force and have low Magic Defense
    compared to Weapon Defense. However, bring at least one physically-strong
    person; the Bishop has Return Magic.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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    Mission #018: Quiet Sands
    
    ~~ Type     : Two-part Engagement
    ~~ Info Cost: 4,000 Gil.
    ~~ Available: After placing Delia Dunes.
    ~~ Location : Delia Dunes.
    ~~ Reward(s): 22,600 Gil, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents (part one):
    ~~ Templar
    ~~ Templar
    ~~ Titania
    ~~ Titania
    ~~ Biskmatar/Llednar
    
    Opponents (part two):
    ~~ Vampire
    ~~ Vampire
    ~~ Vampire
    ~~ Vampire
    ~~ Mateus
    
    Strategy/Notes (part one):
    
    The Delia Dunes are known for their "barking" or something; whatever it is, it
    has stopped. You'll walk in and complain about how quiet it is -- too quiet. As
    you try to leave, Llednar appears. He tells you to leave. You proceed to but,
    before you can, a seam opens.
    
    The fifth temple has been entered, and the last crystal and Totema are just up
    ahead. The same cannot be apparently said for Llednar -- where is he? Go into
    the room and you'll find him. As Llednar proceeds to deal the deathblow, a
    voice echoes through the air. Judgemaster Cid appears and puts a Law against
    Llednar's use of Omega. Llednar continues to fight, with you deciding to stay.
    
    The Templars you are to fight have high Weapon Attack. They can use Silence,
    Soul Sphere, and Rasp to mess with your spellcasters. Then there is, as always,
    Astra. Warcry will lower the nearby units' speed, and Lifebreak will deal more
    damage as the user's HP gets lower.
    
    The Titania mainly have one thing going for them offensively: LV?D Holy. If the
    day of the in-game month equals someone's level, there will be heavy Holy
    damage on them. They also can use Angel Whisper to heal someone's HP and give
    them Auto-Life.
    
    Now, there is Llednar. He can use Abyss to damage and Poison you; Life Render
    to damage and Doom; Heart Render to damage MP; Ripcircle to damage all of the
    surrounding units; and Furycircle, which is Ripcircle with a push-back effect.
    
    Send in your most powerful units for this battle. After all, Llednar has
    KILLER Weapon Attack (pardon the semi-pun). Not to mention he cannot be
    killed. Wait a while and, eventually, Llednar will once more try using Omega,
    and therefore be sent to prison with one of Cid's Red Cards.
    
    
    Strategy/Notes (part two):
    
    Well, after Llednar leaves, the crystal is still here, as should the Totema.
    Judgemaster Cid will ask you if you'd like to leave. You decline and Cid leads
    you into the final room with the crystal and the Human Totema, Mateus. Mateus
    will suddenly transform into Ritz (which will freak you out for a second on the
    first playthrough), then Doned, then Mewt, and then you. You quickly
    acknowledge the psych-out attempt and the engagement begins.
    
    The Vampires you have to fight have somewhat various abilities. Some of these
    abilities include LV? S-Flare (deals damage to units with the same one's-digit
    in the Lv. as the specified thing says), Miasma (damage and potential Poison),
    and Zombify.
    
    Mateus is powerful. Very. Powerful. She has HP and Weapon Attack stats above
    400, for a start. She can use Spellbind (damage and Slow), Breath of God (heavy
    damage), Thundaga, and Star Cross (damage all with Holy).
    
    Your first moves should consist of a White Mage casting Protect and Shell. Then
    Blind and/or Disable the Vampires; they revive themselves soon after being
    killed anyhow. After this, go past the Vampires and straight at Mateus.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #019: Materite Now!
    
    ~~ Type     : Engagement
    ~~ Info Cost: 2,700 Gil.
    ~~ Available: After placing Materiwood.
    ~~ Location : Materiwood.
    ~~ Reward(s): 23,400 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Sniper
    ~~ Assassin
    ~~ Elementalist
    ~~ Red Mage
    ~~ White Mage
    ~~ Summoner
    
    Strategy/Notes:
    
    You have entered the Materiwood and found a chunk of Materite. It's been fairly
    easy grabbing it so far; you haven't encountered anyone yet. However, turn
    around and you find a band of Viera bandits. You come to the only reason why
    they'd be here: Doned told them.
    
    In this battle, you may want to bring in a White Mage or someone that can heal
    from KO. You'll probably also want a long-ranged hitter or two, at least one
    that can deal Disable and Silence. A Status-disabling Law Card also helps you
    out some.
    
    The Sniper is quite a nuisance. She can use Aim: Armor/Weapon/Wallet to destroy
    the specified item. Also beware the Doom Archer, which will dealt out the lost
    HP into damage. Disabling or Blinding are key statuses here.
    
    The Assassin, however, is the worst. She can use Last Breath, which is an auto
    KO, and Shadowbind, a Stop move. Long-ranged attackers work best here, unless
    you can Blind/Disable.
    
    The Elementalist can use Shining Air (Aero damage + Blind), Evil Gaze (Dark
    damage + Confuse), Heavy Dust (Earth damage + Immobilization), and Sliprain
    (Water damage + Slow). Silencing or using the Status-prohibiting Law Card are
    good ideas.
    
    The White Mage is rather generic, though problematic if left unattended. She
    can use Curaga, Esuna, Shell, and Auto-Life.
    
    The Red Mage can Doublecast magic and will, unless you take away her Madu
    Rapier. She only can really use Fire, Thunder, Poison, and Sleep, so taking
    the Madu isn't really needed, unless you want one.
    
    The Summoner is one you'll want to attack from a distance. Immobilize her if
    possible, then attack with at least two squares between the two of you. If you
    must attack directly, DO NOT ATTACK IN A GROUP. Her Madeen summon heals very
    heavy damage.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #020: Present Day
    
    ~~ Type     : Two-part Engagement.
    ~~ Info Cost: 0 Gil.
    ~~ Available: After placing Bervenia Palace. 
    ~~ Location : Bervenia Palace.
    ~~ Reward(s): 25,000 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents (part one):
    ~~ Templar
    ~~ Gladiator
    ~~ Mog Knight
    ~~ Mog Knight
    ~~ Alchemist
    
    Opponents (part two):
    ~~ Biskmatar/Llednar
    
    Strategy/Notes (part one):
    
    After the erm... "reunion" with Doned, you and Montblanc still managed to get
    a decent gift from Nono for Present Day. Montblanc will comfort you on the fact
    that (most of) the palace won't recognize you (remember the bounty yet?). You
    walk forward to the palace, placing all of your hopes on Nono's Lugaborg.
    
    In the waiting room, you begin to complain about how long it is taking you to
    go on in -- everyone else already has! Montblanc says something might be wrong.
    If so, you're up a certain creek without a boat or a paddle... A door opens
    nearby and some palace guards enter. They finally figured out just who you are,
    thanks to a tip from a concerned citizen. *cough* Doned. *cough*
    
    Considering the tiny size of the field, the battle could get a bit cramped.
    Summoners may work quite well, as will multi-target attacks, like Far Fist.
    Just be careful of grouping your own units!
    
    The Templar has high Weapon Attack, so you will want to use a Disabling or
    Blinding move. You'll want to attack from a distance with arrows, magic, etc.,
    because of Bonecrusher, too. He has the generic abilities: Astra, Haste, Rasp,
    and Warcry.
    
    The two Gladiators also have very high Weapon Attack. They can use Rush,
    Blitz, Beatdown, and Fire/Ice/Thunderblade. They also can use the R-ability
    Strikeback, which nullifies your move and counters it. Attacking from a
    distance is a VERY good idea.
    
    The Mog Knight can use Mog Attack (push back units one tile and damages), the
    ranged Mog Lance, Mog Rush, Mog Shield (self Protect and Shell), and Mog Aid.
    Luckily, he lacks R-abilities and Ultima Charge. Disabling and Blinding are
    preferable to long-range attacks, unless these attacks are more powerful than
    your direct-attacking units.
    
    The Alchemist is very powerful in a way, and you'll want a White Mage because
    of him. He can use Death (insta-KO), Flare, Poison, and Toad. Just to note that
    if you destroy or steal the Alchemist's weapon, the Life Crosier, you'll
    prohibit the use of this move.
    
    
    Strategy/Notes (part two):
    
    After the battle, more guards run in to back them up. It seems like they
    outnumber you; there's no way out of this. Suddenly, Babus appears. Instead of
    opposing you, he Stops the guards. You are instantly confused by this act --
    after all, Babus works for Mewt. Babus tells you that he wants to know about
    what is going on with these worlds.
    
    Babus then warps you into Mewt's throne room, where Mewt is pacing back and
    forth. Babus brings you up to him, which infuriates Mewt. You try to hastily
    reason with Mewt, which brings Mewt to the conclusion that even Babus is
    against him. Queen Remedi warps in to comfort Mewt and takes him away, leaving
    you and Babus alone.
    
    To make things insurmountably worse, Llednar has been summoned to get rid of
    you. Babus tries to help, but you refuse, telling him to trace the location of
    Mewt and Queen Remedi. You, however, will try to delay Llednar. The barrier
    that protects Llednar is active -- therefore, you are required to live for five
    turns. This is easy, assuming you can get Llednar to stay away by moving away
    from him. Just never let him next to you -- Omega ends it for you, more than
    likely.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #021: Hidden Vein
    
    ~~ Type     : Engagement
    ~~ Info Cost: 2,800 Gil.
    ~~ Available: After placing Tubola Cave.
    ~~ Location : Tubola Cave.
    ~~ Reward(s): 26,200 Gil, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Mog Knight
    ~~ Juggler
    ~~ Animist
    ~~ Blue Mage
    ~~ White Monk
    ~~ Sage
    
    Strategy/Notes:
    
    Today, we are out hunting some Mythril. As before with the Materite, Doned will
    probably interfere with this again. You therefore walk into Tubola Cave looking
    for some Mythril, to which a voice shouts, "Stop! Thief!". Dumbfounded, you
    figure out that you are apparently stealing another group's Mythril, to which
    you conclude Doned tipped them off.
    
    Nothing too specific is needed, job-wise. Usually, banning Color Magic and
    Skills will remove most of the offensive power from the opponents.
    
    The Mog Knight can use Mog Shield (auto-nullify one status), Mog Peek (detect
    hidden items), Mog Rush, Mog Guard, and Mog Aid. The only real damaging move
    is Mog Rush, which is low accuracy anyhow. Blind him to make him useless.
    
    The Juggler has most of his physical power relying on his knife; take it to
    severely weaken him. He can use Dagger (damage + Disable), Firebomb (damage
    and Berserk), and Smile (give an ally the next turn).
    
    The Animist is more-or-less a generic. He can use Tail Wag to Charm you and
    Friend, a Wildcard ability.
    
    The Blue Mage can use White Wind to heal HP, Bad Breath to cause multiple
    statuses, and Twister to shave off 50% of your HP. Banning Color Magic or
    attacking from a distance work well. Try KO'ing this one first if you are
    planning to divide and conquer.
    
    The White Monk can use Earth Render to damage all of the enemies in front
    of him, and Revive, which heals the KO status. Try KO'ing this one first.
    
    The Sage should definitely be one to prioritize. He can use Giga Flare, an
    insanely powerful move, which pretty much sums this part of it up.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #022: To Ambervale
    
    ~~ Type     : Engagement
    ~~ Info Cost: 0 Gil.
    ~~ Available: After placing Deti Plains.
    ~~ Location : Deti Plains.
    ~~ Reward(s): 27,000 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Coeurl
    ~~ Lilith
    ~~ Thundrake
    ~~ Jawbreaker
    ~~ Big Malboro
    
    Strategy/Notes:
    
    As you enter the Deti Plains, you'll encounter a group of monsters. You'll
    need to kill them and go past to find Cid.
    
    The Coeurl mainly only uses Blaster, a ranged Petrifying move. It also has a
    decent Weapon Attack stat.
    
    The Lilith can use Twister at a distance (halves HP), Kiss (Doom and Charm),
    and Poison Frog (Poisons and Frog). Just finish it fast.
    
    The Thundrake is fairly powerful, having Geomancy, which can power up Bolt
    Breath some.
    
    The Jawbreaker mainly uses LV3 Def-less, which reduces the Defense and Magic
    Resistance of all characters that have levels divisible by 3. LV5 Death will
    end up insta-KO'ing units who have levels ending in 0 or 5 (a.k.a. divisible
    by five).
    
    The Big Malboro's main problem is the multi-status-causing Bad Breath. It also
    can use Soundwave to Dispel status enhancements.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #023: Over the Hill
    
    ~~ Type     : Engagement
    ~~ Info Cost: 0 Gil.
    ~~ Available: After placing Siena Gorge.
    ~~ Location : Siena Gorge.
    ~~ Reward(s): 28,600 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Red Mage/Ritz
    ~~ Sniper/Shara
    ~~ Assassin
    ~~ Fencer
    ~~ Summoner
    ~~ Elementalist
    
    Strategy/Notes:
    
    As you head to Siena Gorge to grab some amber for Cid's ultimate Antilaw, you
    will see a red-haired girl, who you obviously know as Ritz, standing above a
    large gorge. Ritz and her clan are ready for the ambush. Ritz shortly laughs
    amd states that with you engaging them, it just seems kinda funny.
    
    You soon enter the area and realize what was inevitable is now coming to pass;
    you will have to battle and defeat Ritz and her clan to pass.
    
    Ritz, being a Red Mage, can use Doublecast. She'll use it with Fire, Thunder,
    Blizzard, or Sleep, which makes things a bit dangerous. Her S-ability, Magic
    Pow+, also make the attacks hurt more. You COULD normally Silence her, but her
    Ribbon prevents it. You only have to defeat Ritz to win.
    
    Shara has high Weapon Attack and can attack at a long-range. She can use Aim:
    Weapon/Armor to destroy the specified item, Death Sickle for Doom, and Doom
    Archer to deal damage equal to the HP lost. She is virtually disabled if you
    ban Missile attacks. If you don't/can't, Blinding or Disabling her is usually
    sufficient.
    
    The Assassin, as usual, can use the instant-KO'ing Last Breath. She can also
    use Aphonia (Silences), Rockseal (Petrifies), and Oblivion (Addles). She can
    move up to six tiles, so long-distance attacking is needed to eliminate her.
    Of course, Blinding is probably a possibility.
    
    The Fencer is probably the least-helping person on the team. She has
    mediorce Weapon Attack. She can use Nighthawk and Piercethrough as ranged moves
    and Swallowtail to damage surrounding units.
    
    The Summoner can use Madeen for massive Holy damage. Avoid grouping up around
    her; instead, attack her from AT LEAST two tiles away to avoid the summons.
    
    The Elementalist can use Fire Whip (fire damage + Disable), Heavy Dust (earth
    damage + Immobilization), Shining Air (wind damage + Blind), and Elementalshift
    to help her exploit elemental weaknesses.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #024: Royal Valley
    
    ~~ Type     : Three-part Engagement.
    ~~ Info Cost: 0 Gil.
    ~~ Available: After placing Ambervale.
    ~~ Location : Ambervale.
    ~~ Reward(s): See the storyline ending.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents (part one):
    ~~ Biskmatar/Llednar
    ~~ Ninja
    ~~ Assassin
    ~~ Gunner
    ~~ Illusionist
    ~~ Alchemist
    
    Opponents (part two):
    ~~ Battle Queen/Queen Remedi
    ~~ Deph (Famfrit)
    ~~ Deph (Adrammelech)
    
    Opponents (part three):
    ~~ Li-Grim/Queen Remedi
    ~~ Deph (Mateus)
    ~~ Deph (Mateus)
    
    
    Strategy/Notes (part one):
    
    As you walk into the Royal Valley, Ambervale, you note the beauty of this
    place. It seems Judgemaster Cid has found Mewt and Remedi to be in this area.
    You walk further forward, to discover Babus, lying unconscious upon the
    ground. A voice then states that Babus is not dead - yet.
    
    Llednar appears once more, here to protect Mewt. Cid immediately pulls out a
    Law Card, a Card that disables all of the Laws protecting Llednar, thereby
    allowing you to hurt him.  *rubs hands*  Let's begin.
    
    Llednar is powerful; however, not so powerful to avoid pain. He wields the
    powerful Knightsword Excalibur and the rare Armor Peytral. Omega would be the
    ability to avoid, as it is an instant KO in general, but is a direct-attack.
    He can also use Life Render for Doom and damage and Furycircle, which hits all
    surrounding units and pushes them back. You must KO Llednar to end the fight.
    
    The Ninja can wield two swords, thanks to the S-ability Double Sword. He can
    also use Fire Veil (fire damage + Confuse), Earth Veil (earth damage and slow),
    Water Veil (water damage + Silence), and Oblivion, which Addles. You should
    attack from a distance to avoid Double Sword and most else.
    
    The Assassin is basically generic, but nothing to sneeze at. As usual, the
    instant-KO'ing Last Breath is here, as is Nightmare and Rockseal. Addle her to
    remove Last Breath and things are a lot easier.
    
    The Gunner can use Blindshot, Silenshot, Stopshot, and Charmshot to damage and
    give the specified status. However, he lacks Concentrate: Blind him and he is
    finished.
    
    The Illusionist is capable of field-wide moves. Featured moves are Prominence
    (fire damage to all), Tempest (thunder damage to all), Soil Evidence (earth
    damage to all), Wild Tornado (wind damage to all), and Stardust (non-elemenatal
    damage to all).
    
    You merely only have to finish off Llednar to win. Grouping up against in a
    long-ranged perspective could work to avoid Omega and Furycircle. Of course,
    Illusionists and Totemas are always good ideas if you want to hit everyone...
    or just hurt Llednar a bit more.  :)
    
    
    Strategy/Notes (part two):
    
    After Llednar is finished off, you succeed in waking up the unconscious Babus.
    He immediately asks where Mewt is. Since we haven't gone inside yet, we have
    not finished yet. Babus remains behind, unable to fight, while you and Cid
    enter the chapel.
    
    Inside, you find Queen Remedi. She immediately says that this world is an
    illusion. You then demand to know where Mewt is. Queen Remedi virtually
    ignores this and says that even YOU aren't ready to let this world of illusion
    go. Of course, you admit to liking this world; HOWEVER, IT IS NOT REAL. Mewt's
    voice resonates through the air, soon leading to his appearance in the hand of
    the nearby statue. Sadly for us, Mewt still doesn't want to leave. With this,
    the next battle begins...
    
    The Dephs are more powerful versions of the Totema. The Famfrit one is still
    capable of the Breath of God. There is also the Reaction-negating Lightspeed.
    Then there is Presense, which damages and moves a unit back a tile. And, of
    course, Demi, which halves your HP. Ouch.
    
    Adrammelech's Deph is capable also of the Reaction-negating Lightspeed. There
    is also the fire-elemental high-power Firestream, which also attacks all units
    in his line of sight. Lastly is Howl of Rage, which simply lowers Speed of the
    surrounding units. Despite having only a few offensive abilities, any physical
    strike WILL HURT BADLY.
    
    Remedi has a HUGE Weapon Attack, higher than the two Dephs, I think. She is,
    however, currently incapable of using abilities. Attacking her from a range is
    therefore the most evasive strategy.
    
    For this battle, you'll win by defeating Remedi. Long-range is best, since all
    she has is the direct-attack Fight. However, she has the highest Weapon Attack
    of the trio, so watch it.
    
    
    Strategy/Notes (part three):
    
    After supposedly defeating Remedi, Mewt reappears and take the chance to speak
    with him. It seems that Mewt is starting to break down! You continue to speak
    with Mewt while Remedi is weakened. Suddenly, Remedi gets up and speaks: "I am
    the wish-gatherer. I am the world-maker." She is no longer Queen Remedi of
    Ivalice; she is the world-binding essence, the Li-Grim. To undo this world,
    therefore, you need to destroy the Li-Grim.
    
    Both of the Mateus Dephs are more or less alike. They can use Spellbind (Slow
    and deal dark damage), Breath of God, Thundaga, and Star Cross (field-wide
    massive Holy damage). Watch out for them.
    
    However, your main objective is to defeat the Li-Grim. She can use Lawshift to
    shift the Law into her favor and Amber Gleam (which is Dispel with a clever
    name). However, they both pale versus the next on the list: Omega and Alpha.
    Omega is powerful enough as you know; Alpha is almost-infinitely more powerful.
    There is also Descent (send in a random Totema) and Magi (basically, a lot of
    damage quickly), though they're pretty rare.
    
    Seeing as you'll probably want to win quickly, just group up against the
    Li-Grim. That's the main strategy: group up against the Li-Grim, defeat it, and
    avoid Omega/Alpha. Good luck.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #025: Wanted! (Black Mage Dolce)
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #002. Only during Kingmoon.
    ~~ Location : Nubswood.
    ~~ Reward(s): 4,600 Gil, Flower Vase, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ White Monk
    ~~ White Mage
    ~~ Soldier
    ~~ Black Mage/Dolce
    
    Strategy/Notes:
    
    As you enter the battlefield, you find Dolce among his other cohorts. He will
    immediately claim that he paid for the food; however, there are other things
    he is wanted for.
    
    Nothing much to say here, actually. Dolce and his Black Magic are the main
    threat, with the White Monk being the secondary threat. The White Mage should
    be eliminated as he will try to heal constantly. The battle ends after Dolce
    is KO'ed.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #026: Wanted! (Gabbana Brothers)
    
    ~~ Type     : Engagement
    ~~ Info Cost: 1,800 Gil.
    ~~ Available: After finishing Mission #013. During Bardmoon only.
    ~~ Location : Jeraw Sands.
    ~~ Reward(s): 13,600 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Juggler (Lil' Gabbana)
    ~~ Mog Knight (Big Gabbana)
    ~~ Thief
    ~~ Warrior
    ~~ Time Mage
    ~~ White Monk
    
    Strategy/Notes:
    
    After a quick scene, the battle begins. The Juggler, Lil' Gabbana, has two
    abilities. Smile gives away the user's turn, and Dagger will disable and damage
    the target. Not much else to not here.
    
    The Mog Knight, Big Gabbana, can use Mog Attack, Mog Lance, Mog Rush, Mog
    Guard, and also has Last Haste, which, if I recall correctly, speeds him up
    after losing a large chunk of his HP. If so, try to get your powerful unit on
    him.
    
    The Thief can use Steal: Armor and Steal: Weapon, therefore allowing these
    items to be stolen. It would be a good idea to KO from a distance or avoid
    using the rare items for this reason. He can also use Cuisine for HP
    restoration.
    
    The Warrior is generic for the most part. He can use Downsize to take away
    50% of your HP, and Greased Bolt to bypass your R-abilities.
    
    The White Monk can use Air Render for distance damage, Earth Render to deal
    damage in the line of sight, and Whirlwind for the surrounding units. Generic
    otherwise.
    
    The Time Mage is probably of the least priority. He can use Quicken to give
    away his turn, but is otherwise not worth mentioning.
    
    Defeat the Big Gabbana (and maybe Lil' Gabbana) to win.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #027: Wanted! (Diaghilev Godeye)
    
    ~~ Type     : Engagement
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #002. During Madmoon only.
    ~~ Location : Giza Plains.
    ~~ Reward(s): 2,800 Gil, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Alchemist/Diaghilev
    ~~ Archer
    ~~ Thief
    ~~ Dragoon
    ~~ Gladiator
    
    Strategy/Notes:
    
    You see that big hole in the middle? Try to put a physically-powerful unit and
    a ranged unit near these bridges. This way, you can slowly damage them from a
    distance and then double-team the opponents when they get close. The main
    threat, aside from Diaghilev, would be the Dragoon, so try to focus on him if
    possible. The battle ends when Diaghilev is KO'ed.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #028: Wanted! (Swampking Kanan)
    
    ~~ Type     : Engagement
    ~~ Info Cost: 2,200 Gil.
    ~~ Available: After finishing Mission #015. During Sagemoon only.
    ~~ Location : Uladon Bog.
    ~~ Reward(s): 18,000 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Templar/Kenan
    ~~ Archer
    ~~ Bishop
    ~~ Dragoon
    ~~ Summoner
    
    Strategy/Notes:
    
    Kenan can use the standards of Soul Sphere (MP damage), Warcry (lowered Speed),
    and Haste. There is also the special ability Lifebreak, which deals damage to
    you equal to the damage he has taken. If you want, you can take Kenan's weapon,
    the Kain's Lance, to get that ability for yourself.
    
    The Archer is capable of using Cupid and the Aim: abilities, therefore, you can
    be Charmed, Disabled, and Immobilized. Then there is the fact that he also has
    the ability Concentrate. Either KO or Blind him to defeat the threat.
    
    The Bishop can work offensively and defensively, with Water and Aero to damage;
    Cura is used for healing. Silence him if he gets to be trouble.
    
    The Dragoon has the Elemental Breath attacks, and they are quite powerful.
    Aside from this, he also has Doublehand, which allows him to deal extra damage
    with an already-powerful weapon. Disable and/or Blind and he's done.
    
    The Summoner can use the basics of summons: the fire-element Ifrit, the icy
    Shiva, and the electric Ramuh. Remember above the radius: two squares in any
    direction, save diagonally. Distance attacking is best, as is Silencing.
    
    KO Kenan to win.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #029: Wanted! (Killer Rayne)
    
    ~~ Type     : Engagement
    ~~ Info Cost: 4,800 Gil.
    ~~ Available: After finishing Mission #064. During the Huntmoon only.
    ~~ Location : Jagd Helje.
    ~~ Reward(s): 45,000 Gil, Zanmato, two random Law Cards, one random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Assassin/Rayne
    ~~ Gunner
    ~~ Sniper
    ~~ Red Mage
    
    Strategy/Notes:
    
    Rayne is the most dangerous member of the gang. She can, as usual, use
    Shadowbind (Stop), Nightmate (Sleep and Doom), and Last Breath (insta-KO).
    There are also Oblivion (Addle), Ague (Slow), and Ultima Masher (HEAVY damage).
    Try to attack from a distance if at all possible. Blinding and Addling are
    always good ideas.
    
    The Gunner is somewhat typical. He can use his abilities to Blind, Silence,
    Charm, and Confuse you. He also has Last Quicken to gain the turn upon getting
    critical HP. He hasn't learned Concentrate, though. Blinding is a good idea, as
    is Addling.
    
    The Sniper has Concentrate for one thing - keep this in mind and be sure to
    Blind her. She can use Doubleshot (two attacks at one), Beso Toxico (Poison
    and damage), Aim: Weapon (destroyes weapon), Death Sickle (Doom), and Doom
    Archer (deals lost HP into damage). Taking or destroying her Hades Bow is a
    very exceptional idea, as she'll need to be in point-blank range to do any
    real damage. Of course, Blinding and/or Addling also work.
    
    The Red Mage is easily the weakest of the group. She can use Cure, Sleep, and
    Poison. She CAN Doublecast (as if it matters), and has somewhat-heightened
    Magic Power due to her S-ability. However, seeing as none of her magic deals
    direct damage, she is very much useless.
    
    Remember that this is a Jagd -- IF ANYONE IS LEFT KO'ED AT THE END OF THE
    FIGHT, OR YOU YOURSELF GET KO'ED, THEY DIE. YOU WILL HAVE A GAME OVER IF YOU
    ARE KNOCKED OUT. A White Mage is a must for this mission.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #030: Wanted! (Dark Duke Lodion)
    
    ~~ Type     : Engagement
    ~~ Info Cost: 2,700 Gil.
    ~~ Available: After finishing Mission #065. During Kingmoon only.
    ~~ Location : Jagd Alhi.
    ~~ Reward(s): 22,600 Gil, Onlyone, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Illusionist/Lodion
    ~~ Archer
    ~~ Fighter
    ~~ Dragoon
    ~~ Assassin
    ~~ Gladiator
    
    Strategy/Notes:
    
    Lodion, as Illustionists are, can be a big problem in a Jagd. He can use
    Prominence, Tempest, Freezeblink, and Wild Tornado to hit all units with Fire,
    Thunder, Ice, and Aero damage respectively. They can deal a good chunk of
    damage if he isn't Silenced quickly.
    
    The Archer is probably the least useful. He can use the Aim: abilities to
    Disable and Immobilize you, and Blackout to Blind. Seeing as he lacks the
    Concentrate ability, Blinding or Addling him, or destroying his weapon, is
    sufficient.
    
    The Dragoon can use Jump (ranged), Lancet (HP drain), and Bangaa Cry (a
    non-elemental Breath attack). Aside from these, he wouldn't be much of a
    problem ... but there is Dragonheart, which gives him Auto-Life if you deal a
    weapon hit against him.
    
    The Fighter and the Gladiator are, more or less, the same. They both can use
    their usual techniques, in addition to Wind Swing (surrounding swing), Blitz
    (high accuracy, low power), Rush (damage, move back a tile), and Beatdown (low
    accuracy, high power). Blinding or Addling should suffice.
    
    As for the Assassin, she can use Shadowbind (Stop), Aphonia (Silence),
    Oblivion (Addle), and Last Breath (instant KO). Blinding and/or Addling her are
    very good ideas to stop her from killing you.
    
    Remember that this is a Jagd -- IF ANYONE IS LEFT KO'ED AT THE END OF THE
    FIGHT, OR YOU YOURSELF GET KO'ED, THEY DIE. YOU WILL HAVE A GAME OVER IF YOU
    ARE KNOCKED OUT. A White Mage is a must for this mission.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #031: Ruby Red
    
    ~~ Type     : Engagement
    ~~ Info Cost: 3,300 Gil.
    ~~ Available: After finishing Mission #102.
    ~~ Location : Baguba Port.
    ~~ Reward(s): 16,000 Gil, Wyrmstone, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Archer
    ~~ Hunter
    ~~ Blue Mage
    ~~ Beastmaster
    ~~ Thundrake
    ~~ Icedrake
    
    Strategy/Notes:
    
    The Archer is rather useless. It can use Cupid and Blackout to Charm and
    Blind you, respectively. Since he lacks Concentrate, Blinding is sufficient.
    
    The Hunter, however, can use Advice, Addle, and Aim: Vitals (random status).
    Luckily for you, he can only Addle monsters you lack. Blinding will work fine.
    
    The Blue Mage is the most dangerous of the group. He can use Mighty Guard and
    the Dragon Force things, so he likely end up powering up the dragons. He also
    has Angel Whisper to cast Auto-Life. With all of this in consideration, focus
    on him at the start.
    
    The Beastmaster can control monsters, as per usual, and it is useless right
    now, as per usual. He also can use Cura, Protect, and Shell. Silencing will
    help you out, as will just blasting him away with a Totema or something.
    
    As far as the Drakes go, they do have some high physical powerful. They can use
    Ice/Bolt Breath, depending on which one it is. Other than that, nothing to fret
    over ... assuming you KO the Blue Mage fast enough.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #032: Tower Ruins
    
    ~~ Type     : Engagement
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: After getting the mission item, "The Hero Gaol".
    ~~ Location : Koringwood.
    ~~ Reward(s): Two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Bomb
    ~~ Goblin
    ~~ Marlboro
    ~~ Icedrake
    ~~ Firewyrm
    
    Strategy/Notes:
    
    The monsters are relatively unintriguing as far as the abilities go. They have
    decently high Weapon Attack (230+ for the Firewyrm!). The Marlboro is the only
    one with an ability worth mentioning for sure: Bad Breath, which causes a lot
    of random statuses. Of course, most of these are others you've fought prior to
    this. Just take into account the cliff: if you push an enemy off of there, you
    will deal an insane amount of damage.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #033: Battle in Aisen
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: After finishing Mission #032.
    ~~ Location : Aisenfield.
    ~~ Reward(s): Two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Archer
    ~~ Archer
    ~~ Fencer
    ~~ Fighter
    ~~ Dragoon
    
    Strategy/Notes:
    
    The two Archers have differing abilities. The Viera has Concentrate, and the
    Human has Maintenance (theft prevention). Erm... Anything else? No? *sigh*
    
    The Fencer can use the usual Piercethrough, Swarmstrike, and Featherblow, and
    the potentially-new Nighthawk (ranged move). Nothing much to note.
    
    The Fighter and Dragoon are rather generic like the other members and also have
    little worth noting about them.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #034: Magewyrm
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 3,000 Gil.
    ~~ Available: After finishing Mission #033.
    ~~ Location : Eluut Sands.
    ~~ Reward(s): Two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Thundrake (Gerland)
    ~~ Firewyrm
    ~~ Icedrake
    ~~ Bomb
    ~~ Antlion
    ~~ Red Panther
    
    Strategy/Notes:
    
    When it comes to the three Dragons, remember the Elemental Breath they each
    have. The Thundrake can use Dragon Force (YAY! THE NAME OF MY FAVORITE BAND!)
    to power itself up. The Icedrake can use Mighty Guard to raise defense. The
    Firewyrm can use Guard-Off to lower defenses. The Dragons also represent the
    elements of magic - which is which is obvious. Don't hit them with the element
    they are of.
    
    The Bomb is generic. It can use Blowup, and little else. Remember about the
    Ice super-effectiveness and Fire absorbing.
    
    The Antlion mainly uses LV3 Def-less, which severely lowers defenses in units
    with levels divisible by three.
    
    The Red Panther can use Poison Claw for damaging and Poison, and Rend to deal
    some damage.
    
    This battle shouldn't be too hard, but remember statuses if you start to get
    in trouble.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #035: Salika Keep
    
    ~~ Type     : Engagement
    ~~ Info Cost: 1,700 Gil.
    ~~ Available: After finishing Mission #034.
    ~~ Location : Salikawood.
    ~~ Reward(s): Ayvuir Red, two random Law Cards.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Vampire/Lord Ghost
    ~~ Time Mage
    ~~ White Mage
    ~~ Defender
    ~~ Defender
    
    Strategy/Notes:
    
    Lord Ghost is your basic generic Vampire that excels in Weapon Attack. There is
    also the LV? S-Flare he can use to deal heavy damage to whoever has the same
    one's digit in their level as Lord Ghost. There is Miasma (damage and Poison),
    and Zombify. Zombied persons are damaged by restoration. Holy is the main
    weakness of all undead monsters - ie. Lord Ghost. However, Lord Ghost will be
    auto-revived three turns after being KO'ed. Try to leave him for last.
    
    The Time Mage is rather generic, though should be the first to be dealt with.
    He can use Haste, Slow, and Quicken. Therefore, he can speed/slow you or others
    or give his turn away.
    
    The White Mage mainly heals.
    
    The Defender on the right side can use Hibernate (Esuna) and Mow Down (hits all
    surrounding units; 0% evasion next turn). The one on the left can use these as
    well as Aura (Auto-Regen and Auto-Life). Be sure to try to take him out first.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #036: Twin Swords
    
    ~~ Type     : Engagement
    ~~ Info Cost: 3,000 Gil.
    ~~ Available: After getting the mission item "The Hero Gaol".
    ~~ Location : Eluut Sands.
    ~~ Reward(s): Ayvuir Blue, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: Combat Lv. 10.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Mog Knight
    ~~ Mog Knight
    ~~ Gunner
    ~~ Animist
    ~~ Black Mage
    ~~ Time Mage
    
    Strategy/Notes:
    
    The Mog Knights can use some Gunner abilities and their general abilities. They
    need to be taken out first: one has a Weapon Attack higher than 200! Try to
    prioritze them.
    
    The Gunner has Concentrate, as well as the usual Status-Shots (Charming,
    Blinding, Silencing, and so on). Blind him or destroy his weapon to finish him
    off.
    
    The Animist is mainly the restorative unit of the team, using Cuisine to do so.
    The Time Mage also is not dangerous, as is the Black Mage - they all have their
    job's generic abilities.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #037: Village Hunt
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #003.
    ~~ Location : Eluut Sands.
    ~~ Reward(s): 4,200 Gil, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Antlion
    ~~ Antlion
    ~~ Antlion
    ~~ Goblin
    ~~ Coeurl
    
    Strategy/Notes:
    
    The main problem with this battle, if it's early on, is the Coeurl with its
    high Attack, usually KO'ing most units in two-to-four turns. A White Mage
    would be a nice addition to counter this, as would long-range units.
    
    The main difficulty with the three Antlions would be the Counter R-ability. Use
    long-range attacks and magic to avoid it.
    
    The Goblin lacks any real potential. Just get rid of it however you wish.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #038: Fire! Fire!
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #001. Ten days only.
    ~~ Location : Cyril.
    ~~ Reward(s): 3,600 Gil, Sprinkler, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Bomb
    ~~ Bomb
    ~~ Bomb
    ~~ Bomb
    
    Strategy/Notes:
    
    The Bomb's are most easily dealt with via Blizzard/Blizzard-based magic, which
    is commonly sent via Black Mage. Beware of using Fire, though: it HEALS them.
    The Bombs can also use Flame Attack to hurt you (severely, early on) or to heal
    each other.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #039: The Wanderer
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 2,400 Gil.
    ~~ Available: After finishing Mission #015. Found in Muscadet Pub.
    ~~ Location : Muscadet.
    ~~ Reward(s): 11,400 Gil, Tonberrian, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Tonberry
    ~~ Tonberry
    ~~ Masterberry
    
    Strategy/Notes:
    
    The Tonberries tend to stick to FF tradition. They can use Karma to deal
    damage for each unit KO'ed by the target (remember the problems people had in
    FFX with that?). There is also Knife, which is Demi gone wild: it takes off
    a WHOPPING NINETY PERCENT OF YOUR HP.
    
    The Masterberry is also capable of using Knife, but, instead of Karma, it can
    use Voodoo to Doom you.
    
    The main weakness Tonberries have is their Move stat - they can only move two
    or less tiles a turn. If you distance yourself from them, you'll have no
    troubles.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #040: Battle Tourney
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 800 Gil.
    ~~ Available: After finishing Mission #020. Kingmoon only. 15 days only.
    ~~ Location : Bervenia Palace.
    ~~ Reward(s): 7,000 Gil, Sequence, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Sage
    ~~ Paladin
    ~~ Dragoon
    ~~ Defender
    ~~ Illusionist
    
    Strategy/Notes:
    
    The Sage is capable of the usual Giga Flare and Bio, moves that can deal damage
    and status, in the latter case. Silence and BOOM! - he's done.
    
    The Paladin has decent Weapon Attack with rather subpar Weapon Defense. He can
    use healing techniques, ability-wise, but little else.
    
    The Dragoon can use the Fire/Ice/Thunderbreath attacks, as usual, as well as
    Warcry to slow you down. He also wields Strikeback - attack from a distance.
    Try Blinding him to stop him from doing too much damage - he is their best.
    
    The Defender can use Warcry (slow down targets), Drop Weapon, Aura (Auto-Regen
    and Auto-Life), and Tremor (hits surrounding units).
    
    Finally, the Illusionist has the standard target-all elemental attacks:
    Prominence, Tempest, Freezeblink, and maybe some others.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #041: Mage Tourney
    
    ~~ Type     : Engagement
    ~~ Info Cost: 800 Gil.
    ~~ Available: After finishing Mission #020. Madmoon only. 15 days only.
    ~~ Location : Bervenia Palace.
    ~~ Reward(s): 7,000 Gil, Sapere Aude, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Black Mage
    ~~ Blue Mage
    ~~ Red Mage
    ~~ White Mage
    
    Strategy/Notes:
    
    Please note that, throughout the course of this mission, you are prohibited
    from using any non-Color Magic. You will receive a Yellow Card if you do not
    use Color Magic. So be sure to send in some spellcasters - I usually bring in
    three Black Mages and a White Mage.
    
    The Black Mage has high Magic Power (around 290), but only has the "-ara"
    spells, element-wise. He also has Return Magic, so beware of using the "-ara"
    spells on him, lest he hit you back.
    
    The Blue Mage is probably the least of a threat in general. He mainly uses
    Twister, and little else.
    
    The Red Mage can use Doublecast on her basic spells - the lower end ones, you
    know. However, that can really become problematic, so, if possible, Silence her
    or just KO her fast. Also note that her Thunder Robe prevents Thunder-based
    damage.
    
    The White Mage can use Cura to heal HP, Life to revive KO'ed units, Protect to
    increase Weapon Defense, and Shell to raise Magic Defense. Little else worth
    mentioning.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #042: Swimming Meet
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 800 Gil.
    ~~ Available: After finishing Mission #020. Huntmoon only. 15 days.
    ~~ Location : Bervenia Palace.
    ~~ Reward(s): 7,000 Gil, Acadia Hat, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Archer
    ~~ Dragoon
    ~~ Gladiator
    ~~ White Mage
    
    Strategy/Notes:
    
    The majority of this field is aquatic, okay? In general, no actions (save for
    moving) can be done in the water. Therefore, you'll want to bring to the
    Feather Boots to avoid this, and some very long ranged people (ie. Gunners).
    DON'T BRING THE GALMIA SHOES.
    
    The Archer will be the biggest threat. She can use Aim: Legs (Immobilization),
    Cupid (Charm), Take Aim (100% hit), and Doubleshot. Of course, there is also
    the Concentrate ability, so try Blinding her.
    
    The Dragoon is your second-biggest threat. He can use the ranged Jump to hit
    from an island. In close-range, he can use Lancet to drain HP. And he can use
    Cheer to boost his attack. As with the Archer, Blinding helps.
    
    The Gladiator can use Wild Swing (hits surrounding units), Ice Sword (ice-based
    attack), Earth Render (damage all units in line of sight), and the ranged
    Air Render.
    
    The White Mage is pretty decent. She can use Curaga, Esuna, and Shell. In
    addition to these, there are the Unicorn and Kirin summons, which induce some
    healing and Regen respectively.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #043: Clan League
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 3,000 Gil.
    ~~ Available: After beating the Brown Rabbits, Blue Geniuses, Yellow Powerz,
                  and White Kupos. Available for 25 days.
    ~~ Location : Bervenia Palace.
    ~~ Reward(s): 22,600 Gil, Peytral, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Sniper/Villi
    ~~ Assassin
    ~~ Summoner
    ~~ Elementalist
    
    Strategy/Notes:
    
    Villi, the Sniper, has high Weapon Attack, so this can get real hard real fast.
    She can use Doubleshot for one thing. She also has Doom Archer to deal lost HP
    into damage, Aim: Weapon, Death Sickle to cause Doom, and Beso Toxico to damage
    and Poison. Blind her or destroy her weapon.
    
    The Assassin actually has Concentrate, so... o_o;  She can use some the basic
    abilities - primarily noteworthy are the Nightmare (Sleep + Doom) and Last
    Breath (insta-KO). Blinding or Addling are good tactics.
    
    The Summoner has the basic abilities. Silencing is always a decent idea.
    
    The Elementalist is one you should be wary of. She can use Shining Air (Wind
    damage + Blind), Sliprain (water damage + Slow), Evil Gaze (dark damage +
    Confuse), and Heavy Dust (earth damage + Immobilization). Silence = good idea.
    
    The battle ends upon Villi being KO'ed.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #044: Snow in Lutia
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #001.
    ~~ Location : Lutia Pass.
    ~~ Reward(s): 3,600 Gil, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Goblin
    ~~ Red Panther
    ~~ Red Panther
    
    Strategy/Notes:
    
    The concept here is simple: defeat the monsters. There is really little to
    mention in this battle. You should focus on the stronger Red Panthers first,
    then go for the Goblin. Be sure to bring a White Mage to heal as needed.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #045: Frosty Mage
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #044.
    ~~ Location : Lutia Pass.
    ~~ Reward(s): 4,000 Gil, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Black Mage/Gelato
    ~~ Red Panther
    ~~ Red Panther
    ~~ Floateye
    ~~ Magic Device
    ~~ Magic Device
    
    Strategy/Notes:
    
    For this mission, you want to destroy the two Magic Devices. They cannot evade
    attacks, being inanimate as they are. The way to finish them early is with long
    ranged attackers, primarily Gunners.
    
    The others enemies here are more generic than you'd possible think. Just beware
    of Gelato as, when this mission appears, he is very strong. Bring a White Mage
    just in case.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #046: Prof. in Trouble
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 900 Gil.
    ~~ Available: After finishing Mission #044. 25 days only.
    ~~ Location : Lutia Pass.
    ~~ Reward(s): 4,000 Gil, Gedegg Soup.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Ice Flan
    ~~ Ice Flan
    ~~ Zombie
    ~~ Zombie
    ~~ Zombie
    
    Strategy/Notes:
    
    See those Ice Flans on the field? You'll therefore probably require a Black
    Mage to finish this in a decent time. You need to cast Fire/Fira/etc. onto them
    to actually do some damage to them. They, of course, can use Blizzard, which is
    pretty powerful.
    
    As for the Zombies, the are mostly just those that use regular attacks. They
    are weak to Holy (eg. Madeen summon, Curaga) elemental attacks. Also try to
    finish each of them within three turns -- they return to "life" after being in
    a KO'ed state for three turns.
    
    Also note that the Sage, Professor Auggie, must remain conscious or you lose.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #047: Hot Recipe
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #007. 25 days only.
    ~~ Location : Roda Volcano.
    ~~ Reward(s): 7,000 Gil, Gedegg Soup, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Firewyrm
    ~~ Firewyrm
    ~~ Bomb
    ~~ Bomb
    ~~ Bomb
    
    Strategy/Notes:
    
    The enemy are completely weak to Blizzard-based moves, attacks, etc. Try to
    take advantage of this.
    
    The Firewyrms are quite powerful, with an Attack of 200+. They mainly will use
    Fire Breath if they ever even use abilities. Try attacking from a distance,
    though, to avoid the high damage.
    
    The Bombs are standard issue. Don't use Fire-based stuff on them and you will
    be fine. Also beware the Blowup ability, though it is quite rare.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #048: S.O.S.
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,500 Gil.
    ~~ Available: After finishing Mission #008. 15 days only.
    ~~ Location : Koringwood.
    ~~ Reward(s): 7,800 Gil, Topaz Armring, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: Tracking Lv. 7.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Juggler
    ~~ Sprite
    ~~ Sprite
    ~~ Zombie
    ~~ Zombie
    
    Strategy/Notes:
    
    The Sprites should be your first priority, as their White Wind ability can get
    annoying with it healing enemies.
    
    The Zombies aren't really worth mentioning, aside from that they come back to
    "life" within three turns of "dying".
    
    The Juggler has the general abilities, like Ring and Ball.
    
    With Ritz and Shara on your side, you'll find it hard to lose this one.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #049: A Lost Ring
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #003. 15 days only.
    ~~ Location : Ulei River.
    ~~ Reward(s): 5,200 Gil, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Goblin
    ~~ Sprite
    ~~ Lamia
    ~~ Lamia
    ~~ Lilith
    
    Strategy/Notes:
    
    The Goblin is probably the weakest here and worth little mention.
    
    The Sprite is going to frustrate you with its White Wind healing ability. It is
    rather weak, so get rid of it when possible.
    
    The Lilith, the last unit here you probably encounter, has high Weapon Attack
    and can Poison, Charm, Frog, or Doom you. So try distance-attacking.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #050: Staring Eyes
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #113. 25 days only.
    ~~ Location : Cyril.
    ~~ Reward(s): 4,600 Gil, Vesper, one random item.
    
    ~~ Required Items : Ahriman Eye.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Beastmaster
    ~~ Floateye
    ~~ Floateye
    ~~ Ahriman
    
    Strategy/Notes:
    
    Erm... Not much to mention in this battle. The Ahriman is probably the
    strongest unit. It and the Floateye can use Stare and Circle. And the
    Beastmaster is mostly there just to heal the monsters.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #051: Desert Rose
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,800 Gil.
    ~~ Available: After finishing Mission #016. 15 days only.
    ~~ Location : Gotor Sands.
    ~~ Reward(s): Blue Rose, two random Law Cards, one random item.
    
    ~~ Required Items : Flower Vase.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Red Panther
    ~~ Red Panther
    ~~ Antlion
    ~~ Antlion
    ~~ Sprite
    ~~ Jawbreaker
    
    Strategy/Notes:
    
    The Red Panthers can use Poison Claw to damage and Poison, Reveal to find some
    invisible units (ie. those hidden with Conceal), and Rend to attack. They have
    high Attack stats, so Blinding them is a fair idea.
    
    The Antlions can use LV3 Def-less, which can lower your defenses, but only for
    units who levels are divisible by 3. They can also use Sandstorm to damage and
    Blind you.
    
    The Sprite mainly provides opposition with the high-damage no-element attack
    Meteorite. Luckily, Sprites are easy to deal with.
    
    The Jawbreaker brings in LV3 Def-less, too. However, the main threat is LV5
    Death -- a move that will AUTOMATICALLY KO ALL UNITS WITH LEVELS DIVISIBLE BY
    FIVE. You'll really want to finish this one off fast, or bring in units whose
    levels are NOT divisible by five.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #052: Friend Trouble
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,800 Gil.
    ~~ Available: After finishing Mission #012. 25 days only.
    ~~ Location : Kudik Peaks.
    ~~ Reward(s): 9,000 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Cream
    ~~ Coeurl
    ~~ Red Panther
    ~~ Red Panther
    ~~ Red Panther
    
    Strategy/Notes:
    
    The Cream needs to be hit with magic, so hit it with Fire or something. It can
    use Thundara, Acid, and Sacrifice, the latter of which is a self-KO healing
    move.
    
    The Coeurl is capable of slowing your units with Hastebreak, but has little
    else ability-wise going for it. It has the highest Weapon Attack here, so you
    may want to Blind it.
    
    The Red Panthers are little trouble, aside from Poison Claw, which can damage
    and Poison.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #053: Flesh & Bones
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 3,600 Gil.
    ~~ Available: After finishing Mission #105. 25 days only.
    ~~ Location : Baguba Port.
    ~~ Reward(s): 18,000 Gil, Tiger Hide, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Hunter
    ~~ Hunter
    ~~ Archer
    ~~ Gunner
    ~~ Thief
    ~~ Thief
    
    Strategy/Notes:
    
    Those two Hunters have Weapon Attack almost near 300. They can use Sonic Boom
    for splash-damage, so don't group your clan. They also can use Addle and Aim:
    Vitals for statuses, and the Stat-Breaks. Then there is Rush, Beatdown, and
    Blitz, which you commonly see on Fighters. These guys are big trouble. You will
    definitely want to Blind and/or Addle them.
    
    The Archer can abuse her Concentrate S-ability. She has the basic Aim
    abilities, as well as Aphonia (Silence), Ague (Slow), and Nightmare (Sleep and
    Doom). Blinding is a very good idea here.
    
    The Gunners actually both have Concentrate. They also have every single
    Gunmanship action, save for Fire/Ice/Boltshot). Yeah, they can do some serious
    status-causing on you. Blinding AND Addling is recommended here.
    
    The Human Thief poses more threat with his offensive abilities than the Steal.
    He can use Oblivion to Addle, and has Double Sword. The Moogle Thief can
    actually try to steal everything (save for your weapon), and can use Dagger
    (damge and Disable) and Smile (gives away turn).
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #054: For A Song
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 3,000 Gil.
    ~~ Available: After finishing Mission #018. 25 days only.
    ~~ Location : Materiwood.
    ~~ Reward(s): 16,000 Gil, Trichord, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Sprite
    ~~ Titania
    ~~ Red Panther
    ~~ Malboro
    ~~ Firewyrm
    
    Strategy/Notes:
    
    The Sprite mainly uses the heavily-damaging Meteorite. Seeing as it has low
    Weapon Defense, send a strong unit after it.
    
    The Titania can use LV?D Holy to deal damage to units with the same level as
    the day of the month. Odds are that you'll be fine.
    
    The Red Panther has the second-highest Weapon Attack here. It mainly will
    use the ability Poison Claw - if any ability - which damages and Poisons.
    
    The Malboro, true to its nature, will just enjoy to multi-status you with its
    Bad Breath. Attack from a distance.
    
    The Firewyrm is the strongest here, with an Attack of 300+. It can use the
    typical Fire Breath, as well as Guard-Off, which lowers your defenses. Also
    note that Fire does no damage to the Firewyrm, though Blizzard does extra, I
    think.
    
    Remember that Leenan needs to stay conscious. Seeing as she is so close to the
    enemies at the start, you can try to put Auto-Life on her, or Cover her.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #055: White Flowers
    
    ~~ Type     : Engagement
    ~~ Info Cost: 200 Gil.
    ~~ Available: After finishing Mission #003. 25 days only.
    ~~ Location : Giza Plains.
    ~~ Reward(s): 1,600 Gil, White Flowers, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Antlion
    ~~ Antlion
    ~~ Antlion
    ~~ Goblin
    ~~ Red Cap
    
    Strategy/Notes:
    
    Nothing much to mention. The Red Cap is the most problematic, especially for
    the spellcasters, due to the Magic Hammer that can take off a good chunk of MP
    per hit.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #056: New Antilaw
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 5,000 Gil.
    ~~ Available: Finish Mission #023, Gossip with Ezel, and go to the Pub.
    ~~ Location : Siena Gorge.
    ~~ Reward(s): 34,000 Gil, Amber, Almighty Antilaw, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Ninja
    ~~ Defender
    ~~ Gunner
    ~~ Sniper
    ~~ Time Mage
    ~~ Red Mage
    
    Strategy/Notes:
    
    The Ninja has Double Sword, so you KNOW he'll hurt you. He also has the basic
    status-inducing Veils. Blinding is the best choice.
    
    The Defender has Earth Render and Aura (Auto-Life and Auto-Regen). He is fairly
    strong, too. Disabling is a good idea, as is Addling.
    
    The Gunner is generic and lacks Concentrate. He shouldn't be a problem, but
    Blind him if he gets to be a nuisance.
    
    The Sniper has Doom Archer and the Aim: Weapon/Armor abilities, all of which
    you should know what they do. Of course, Blinding her or destroying her weapon
    makes her useless, more or less.
    
    The Time Mage can use Demi and Meteor. The latter is a high-power splash-radius
    attack, so avoid grouping your clan together. Silence him if he gets to be a
    problem.
    
    The Red Mage can Doublecast the basic spells most Red Mages have, primarily
    Sleep and Poison. Silence her immediately.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #057: Prison Break
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 800 Gil.
    ~~ Available: After finishing Mission #020. 25 days only.
    ~~ Location : Sprohm.
    ~~ Reward(s): 7,000 Gil, Helje Key, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Defender
    ~~ Defender
    ~~ Templar
    ~~ Templar
    
    Strategy/Notes:
    
    The two Templars have high Weapon Attack, the highest among the four. They can
    use Warcry to lower speed, Lifebreak to deal the lost HP into damage, and one
    Templar can use Prayer and Cura for HP restoration. Blind them if they get
    close, and Silence them when they get on a healing spree.
    
    The Defenders have higher Weapon Defense, so you might want to use magic. One
    of these Defenders can use the Elemental Swords, while the other can use those
    abilities White Monks have.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #058: Royal Ruins
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,500 Gil.
    ~~ Available: After finishing Mission #114. 25 days only.
    ~~ Location : Nargai Cave.
    ~~ Reward(s): 7,000 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Lamia
    ~~ Lilith
    ~~ Toughskin
    ~~ Titania
    ~~ Odd Statue
    ~~ Odd Statue
    
    Strategy/Notes:
    
    See those two Odd Statues? Like with the "Frosty Mage" mission, you are to
    destroy these two objects. Decently-leveled Gunners are optimal for this. In
    fact, bring a lot of long-ranged units to be able to easily speed through the
    battle.
    
    If you want to know, the Lamia can use Poison Kiss (Charm and Poison), Night
    (all go to Sleep), and just a basic attack.
    
    The Lilith can Poison, Charm, Frog, and Doom you. Nothing much else to note.
    
    The Titania can use LV?D Holy to hit all units on that field that have the
    same one's digit in their level as the day of the in-game month. Otherwise,
    nothing else to note.
    
    The final monster, the Toughskin can use Matra Magic to switch HP with MP,
    and Resonate to Disable physical units.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #059: Sketchy Thief
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 2,400 Gil.
    ~~ Available: After finishing Mission #022. 25 days only.
    ~~ Location : Deti Plains.
    ~~ Reward(s): 18,000 Gil, Sketchbook, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Thief
    ~~ Thief
    ~~ Animist
    ~~ Archer
    ~~ Jelly
    
    Strategy/Notes:
    
    The Human Thief mainly uses Black Magic rather than stealing. However, the
    Moogle Thief can take your Weapon, Shield, and Armor, as well as use Stop/Blind
    shots that Gunners can. He also can use Concentrate. Best to Blind him, eh?
    
    The Animist can use Chocobo Rush to hurt all units in a line, Frogsong to
    change someone into a Frog, and Cuisine to heal HP. Shut him up (Silence him)!
    
    The Archer can Disable and Immobolize you with the Aim attacks. He also has
    some rather useless Battle Techs, as well as Concentrate. Blind 'im.
    
    The Jelly can only be hit with magic, so bring a Black Mage. Blizzard is
    preferrable -- Fire, however, is highly UNrecommended because the Jelly will
    abosrb it.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #060: Showdown!
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 4,000 Gil.
    ~~ Available: After finishing Mission #066. Ten days only.
    ~~ Location : Ozmonfield.
    ~~ Reward(s): 36,000 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Paladin
    ~~ Dragoon
    ~~ Mog Knight
    ~~ Assassin
    ~~ Summoner
    ~~ Alchemist
    
    Strategy/Notes:
    
    The Paladin is capable of using Holy Blade, a powerful Holy-elemental hit.
    Saint Cross will do a somewhat-weakened version of that to all surrounding
    units. Then there is the restorative Nurse, and Drop Weapon. Defeat him first
    so he cannot heal his allies; Blind is a good way to start it.
    
    The Dragoon is rather generic, aside from its rare Kain's Lance. It can use
    Jump, Lancet, and the Breath attacks.
    
    The Mog Knight can use the generics of Mog Guard, Mod Aid, and Mog Lance.
    However, he can also use the Fire/Ice/Boltshot abilities of the Gunners. Blind
    might be a good status to inflict.
    
    The Assassin can, as usual, use Last Breath, which is an Auto-KO move. The
    other move to note is Rockseal, which Petrifies.
    
    The Summoner wields a fair deal of the Summons. Attack from a distance, or at
    least don't group up around her, as these Summons can do some serious hurt.
    
    The Alchemist can use Meteor and Flare for heavy damage. There is also Poison
    and Toad for statuses, Astra for status nullification, and Rasp for MP damage.
    Silencing is a good idea.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #061: Hit Again
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 900 Gil.
    ~~ Available: After finishing Mission #013.
    ~~ Location : Jagd Dorsa.
    ~~ Reward(s): 7,000 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Ninja
    ~~ Thief
    ~~ Gunner
    ~~ Black Mage
    ~~ Blue Mage
    ~~ Red Mage
    
    Strategy/Notes:
    
    BE SURE TO SEND IN A WHITE MAGE OR *SOMEONE* THAT CAN REVIVE ALLIES.
    
    The Ninja has Double Sword and Last Haste as S- and R-abilities respectively.
    Otherwise, I saw little else to mention.
    
    The Thief is generic - he only steals EXP., Gil, and JP. So, yeah, little to
    worry about over here.
    
    The Gunner has Concentrate and the general Charming/Silencing/Blinding/Stopping
    shots.
    
    The Black Mage mainly has a fairly high Magic Power and the "-aga" spells. So
    try to Silence him.
    
    The Blue Mage can use Guard-Off to lower defenses, LV3 Def-less to lower the
    defenses more of those with levels divisible by three, and the White Wind
    restoring spell.
    
    Finally, the Red Mage has fairly high Magic Power thanks to her S-ability. She
    also has Doublecast and some typical abilities. Silence is a must here.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #062: Oasis Frogs
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 900 Gil.
    ~~ Available: After finishing Mission #006.
    ~~ Location : Cadoan.
    ~~ Reward(s): 4,600 Gil, The Hero Gaol, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Lamia
    ~~ Lamia
    ~~ Lamia
    
    Strategy/Notes:
    
    Erm... This battle is pretty easy to document, more or less. The only thing you
    need to watch for is the Poison Frog attack, which Poisons AND Frogs you.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #063: Missing Prof.
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 2,400 Gil.
    ~~ Available: After finishing Mission #020. 25 days only.
    ~~ Location : Gotor Sands.
    ~~ Reward(s): 18,000 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Bomb
    ~~ Ahriman
    ~~ Ruin Ward
    ~~ Icewyrm
    ~~ Odd Statue
    ~~ Odd Statue
    
    Strategy/Notes:
    
    The Bomb is your typical bomb. His Flame Attack is rather average, and, seeing
    as there aren't any fire-absorbers here, he can't heal anyone. Blowup, though
    rare, is something to take seriously, though.
    
    The Ahriman isn't that threatening. Aside from the basic attack, it can also
    use Roulette, which is a random-instant-KO move.
    
    The Ruin Ward can use Angel Whisper (HP healed; Auto-Life), and LV?D Holy,
    which will deal high Holy-based damage to all units with the same one's digit
    in their level as the day of the month.
    
    The Icewyrm mainly boasts high Weapon Attack and Ice Breath. He can also brag
    about how he is immune to Blizzard-based damage, while weak against Fire.
    
    The main objective of this battle is to destroy the Odd Statues. They are quite
    weak, so, if you want to finish this fast, bring along a Gunner or two. The
    monsters are usable for extra EXP. You shouldn't really need too many status
    ailments, aside perhaps Blind for the Icewyrm.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #064: Den of Evil
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 2,400 Gil.
    ~~ Available: After finishing Mission #020.
    ~~ Location : Tubola Cave.
    ~~ Reward(s): 22,600 Gil, two random Law Cards, one random item, Jagd Helje.
    
    ~~ Required Items : Helje Key
    ~~ Required Skills: Combat Lv. 25
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Bishop
    ~~ Gadgeteer
    ~~ White Mage
    ~~ Black Mage
    ~~ Time Mage
    ~~ Elementalist
    
    Strategy/Notes:
    
    The Bishop has a decent number of magical spells, the majority being stuff
    that is offensive and elemental, like Water. There are two main spells to avoid
    however: Break and Holy. The former instantly Petrifies; the latter deals heavy
    Holy-based damage.
    
    The Gadgeteer is probably the weakest unit on the opposing team. He uses only
    one ability I can recall: Silver Disc, a move that Blinds a side by the flip of
    a coin. He also has the S-ability Damage > MP, so you'll have to work a bit on
    him.
    
    The White Mage is capable of using the basic spells of White Mages, like Cure
    and Esuna. However, there is one thing you would not expect him to have - the
    Alchemist A-ability Death, which is an instant KO. You will want this Mage to
    be the first target.
    
    The Black Mage is a fiery being. He has a Flame Rod, as well as a Fire-nulling
    Blaze Robe. He can use the Fire chain of spells - Fire, Fira, Firaga. He also
    has a few Blue Mage techs too - most notably LV? S-Flare, though that shouldn't
    matter too much if you're above Lv. 20.
    
    The Time Mage can use the general Slow, Stop, Demi, and Silence. In order, they
    can slow your speed, stop you completely, halve your HP, and prevent Magic
    usage. He is quite the force to be reckoned with: attack from a long range if
    he isn't Silenced or otherwise magically challenged.
    
    The Elementalist can use Fire Whip (damage and Disable), Evil Gaze (damage and
    Confuse), and Sliprain (damage and slow). In addition to these Elementalist
    abilities, she also wields the Red Mage abilities Sleep, Doublecast, and
    Magic Pow+. She is quite a force; Silence her when possible.
    
    As you can obviously see, the enemy forces consist largely of spellcasting
    units. There are several ways to counter them. Templars and Time Mages are
    capable of Silencing, as are Gunners for long-range users. Templars are also
    capable of moves like Rasp and Soul Sphere for MP damage, as are the Nu Mou and
    Viera Totemas. Berserking is another potential method, because this forces the
    physically-weak opponents to use the basic attacks. Of course, before settling
    to use statuses, you'll need to defeat the White Mage.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #065: Exploration
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 900 Gil.
    ~~ Available: After finishing Mission #016.
    ~~ Location : Gotor Sands.
    ~~ Reward(s): Two random Law Cards, two random items, Jagd Ahli.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Coeurl
    ~~ Grenade
    ~~ Ice Flan
    ~~ Jawbreaker
    
    Strategy/Notes:
    
    The Coeurl will definitely be the biggest threat. It can use Blaster to
    Petrify and Hastebreak to Slow. It also boasts high Weapon Attack. Blinding
    is a good start.
    
    The Grenade is a Icy Bomb, more or less. It can use the usual Blowup, and also
    Chill to icily damage nearby units while healing itself. It is also more
    powerful than most Grenades, as it holds the Weapon Atk+ ability. Remember that
    Ice is bad here, and Fire is good.
    
    The Ice Flan can use the icy Blizzard and status-inducing Acid. Aside from
    that, remember you'll need to bring someone who can use Fire-based moves, such
    as a Black Mage with Firaga.
    
    The Jawbreaker is capable of the usual LV3 Def-less and LV5 Death. The former
    will lower the defensive stats of units with levels divisible by three. The
    latter auto-KO's all units with levels divisible by five.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #066: A Dragon's Aid
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 6,300 Gil.
    ~~ Available: Finish Mission #102.
    ~~ Location : Cyril.
    ~~ Reward(s): 31,600 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : Wyrmstone.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Dragoon
    ~~ Dragoon
    ~~ Firewyrm
    ~~ Icewyrm
    ~~ Thundrake
    
    Strategy/Notes:
    
    The two Dragoons have very high Weapon Attack. The boss of the two has some
    Genji equipment, the Elemental Breaths, and Lancet to drain HP. The non-boss
    lacks Genji equipment, and can use Lancet and Jump.
    
    The Firewyrm is capable of using Fire Breath. It has decent power.
    
    The Icewyrm has higher Weapon Attack, Ice Breath, and Mighty Guard (ups the
    defensive stats).
    
    The Thundrake can use Bolt Breath and Dragon Force (ups the offensive stats).
    
    The goal of this battle is to simply beat up the boss Dragoon - the one with
    the Elemental Breaths. You can go for him directly, or take everyone else out
    first. Regardless, Blinding is an exceptional damage-evading status for this
    battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #067: Missing Meow
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #024.
    ~~ Location : Deti Plains.
    ~~ Reward(s): 27,000 Gil, Ally Finder2, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Coeurl (Meow)
    
    Strategy/Notes:
    
    This ... is someone's ... pet!? Anyhow, Meow is a Lv. 35 powerhouse that will
    likely outlevel your best units right after winning Mission #024. Meow can use
    the two basic abilities of Coeurls: Hastebreak (Slow) and Blaster (Petrify).
    
    There are a few simple strategies. Blinding can work, as can Dooming. Just be
    careful and bring a White Mage - you'll need it.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #068: Fowl Thief
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #002.
    ~~ Location : Cyril.
    ~~ Reward(s): 3,600 Gil, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Thief/Dabarosa
    
    Strategy/Notes:
    
    Simple battle, I guess. Depending on when you start the mission, Dabarosa can
    be incredibly powerful or incredibly weak. He is Lv. 7 with a decently-high
    Weapon Attack for that level. He can use Counter, as well. Long-range units
    are preferable at lower levels.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #069: Free Sphrom!
    
    ~~ Type     : Capture.
    ~~ Info Cost: 400 Gil.
    ~~ Available: Finish Mission #068 and read the rumor "Area Freed!".
    ~~ Location : Sprohm.
    ~~ Reward(s): 2,400 Gil, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Thief/Warose
    ~~ Warrior
    ~~ White Mage
    
    Strategy/Notes:
    
    The Warrior and White Mage are early-game generics. Your main problem is the
    Thief, Warose. He can do most of the things decent-leveld Thieves can do and
    is fairly strong. Your main focus should be put upon defeating the heal-crazy
    White Mage. Then go on to Blind Warose and the Warrior, defeat them, and you
    are done.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #070: Raven's Oath
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 800 Gil.
    ~~ Available: After finishing Mission #069 and reading the rumor "Our Heroes".
                  Sprohm pub only.
    ~~ Location : Giza Plains.
    ~~ Reward(s): 6,400 Gil, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Paladin/Raven
    ~~ Black Mage
    
    Strategy/Notes:
    
    Raven is a Paladin at Lv. 11, so, yes, he will hurt you. He primarily uses
    Saint Cross and Holy Blade, powerful Holy-based moves. Saint Cross is a
    surrounding hit; Holy Blade is a direct attack.
    
    The Black Mage is your general Black Mage, as far as Black Magic goes - he has
    some pretty powerful ones. However, he also knows Acid (random status) and
    Matra Magic (swaps HP and MP). Additionally, he has Return Magic.
    
    For this battle, it is quite good to stay away from Raven. Raven has lower
    Magic Resistance than Weapon Attack, so your spellcaster goes there. You can
    send physical unit(s) after the Black Mage due to his lower Weapon Defense.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #071: Nubswood Base
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: Finish Mission #070 and read the "Borzoi's Plan" rumor. Found
                  only at Sprohm pub.
    ~~ Location : Nubswood.
    ~~ Reward(s): 7,000 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Black Mage
    ~~ White Mage
    ~~ Red Mage
    
    Strategy/Notes:
    
    Random trivia: the flag of Trinidad and Tobago is only black, white, and red.
    
    The Black Mage has the second-level (or "-ara") spells.
    
    The White Mage can use Esuna, Shell, Cure, and Cura.
    
    The Red Mage can use the basic spells of Red Mages as well as Doublecast and
    Spirit Magic.
    
    For this battle, you'll want to get rid of the Red Mage, then the White Mage,
    then the Black Mage. Silencing is the only real status you'll need.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #072: Lutia Mop-Up
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 800 Gil.
    ~~ Available: After finishing Mission #008. Sprohm pub only; 25 days only.
    ~~ Location : Lutia Pass.
    ~~ Reward(s): 6,000 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Sniper
    ~~ Time Mage
    ~~ Black Mage
    
    Strategy/Notes:
    
    Each of the opponents hold the abilities that their job generally has. In
    addition, the Sniper can use Archer abilities, and the Time Mage can heal.
    The Black Mage lacks a sub-job, but begins with Auto-Life. Immediately start
    with the Time Mage to eliminate the chances of Haste, then the Black Mage
    (twice), and the Sniper. Blinding would be a good idea against the Sniper, due
    to her powerful.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #073: Borzoi Falling
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #072. Cyril pub only.
    ~~ Location : Cyril.
    ~~ Reward(s): 7,200 Gil, Shijin Shield, two random Law Cards.
    
    ~~ Required Items : None.
    ~~ Required Skills: Combat Lv. 12.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Fighter/Gukko
    ~~ Sniper
    ~~ White Mage
    ~~ White Monk
    
    Strategy/Notes:
    
    Gukko is the strongest unit of the group by a long shot. His Weapon Attack is
    over 300 and his S-ability (Doublehand, I think) makes him all the more lethal.
    Blinding is a must. (Ability-wise, he is generic.)
    
    The Sniper holds a good few Sniper abilities; nothing new though. She also can
    use the Fencer abilities Manastrike (MP damage) and Shadowstick (slows you).
    
    The White Mage and White Monk are really generic and worth little mention.
    
    The first thing you want to do is defeat the White Mage. While doing this or
    immediately afterwards, Blind the other three. Distance attacking with Snipers,
    Mages, etc., is always a good idea.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #074: Cadoan Watch
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,500 Gil.
    ~~ Available: After finishing Mission #075 and reading the rumors "Foreign
                  Ship" and "Crime Ring". Found only at the Cadoan pub.
    ~~ Location : Cadoan.
    ~~ Reward(s): 8,200 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Bomb
    ~~ Bomb
    ~~ Bomb
    ~~ Bomb
    ~~ Mombomb
    
    Strategy/Notes:
    
    Kind of hard to get in-depth on this battle. All of the Bombs are capable of
    using Flame Attack, a move of decent power that can also heal fire-absorbers
    like Bombs. They all are weak to Water and Ice attacks, while they absorb
    Fire. The Mombomb is completely like the Bombs, aside from the fact is also has
    the Counter ability and higher Weapon Attack (200+).
    
    Black Mages and other elemental strikers are a must here.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #075: Free Cadoan!
    
    ~~ Type     : Capture.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #074 and reading the "The Redwings"
                  rumor. Cadoan pub only.
    ~~ Location : Cyril.
    ~~ Reward(s): 2,400 Gil, Red Robe, two random Law Cards.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Mog Knight
    ~~ Mog Knight
    
    Strategy/Notes:
    
    Okay, I know we're all thinking it. In the mission description, does it not
    state, and I quote, "The Redwings have reared their ugly in Cyril". It does
    say this - they are in Cyril. So, how come are we freeing CADOAN?
    
    The Mog Knights are actually quite different. The higher-leveled one can use
    a fair deal of troublesome Juggler techs. He also has Concentrate and
    Damage > MP.
    
    The other one can use status-inducing Gunner techniques and Concentrate, but
    is otherwise unremarkable.
    
    They both have high Weapon Attack (225 ~ 250). Long-range attacking is
    preferable, although you can also do some Blinding if you plan on getting in
    close quarters.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #076: Fire Sigil
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: Finish Mission #075 and read the rumor "Falgabird".
    ~~ Location : Roda Volcano.
    ~~ Reward(s): 4,600 Gil, Fire Sigil, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Lamia/Marilith
    ~~ Mog Knight
    ~~ Mog Knight
    ~~ Mog Knight
    
    Strategy/Notes:
    
    Marilith is not really the main difficulty here - she is just a stronger Lamia.
    Nevertheless, beware Poison Frog, as well as that move the Sleeps the other
    side.
    
    The left Mog Knight has the Steal: Weapon ability, in addition to other Steal
    techniques.
    
    The center Mog Knight can use some Animist abilities, primarily the line-based
    Chocobo Rush. He also has Counter.
    
    The right Mog Knight has Geomancy to boost the power of his Black Mage spells.
    
    Depending on whether the weapons you bring are valuable, I first go for either
    the Stealing Mog Knight or Marilith. After that, I'd go for the other Mog
    Knights.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #077: Free Baguba!
    
    ~~ Type     : Capture.
    ~~ Info Cost: 600 Gil.
    ~~ Available: Finish Mission #012 and read the "The Spiritstone" rumor.
    ~~ Location : Baguba Port.
    ~~ Reward(s): 2,400 Gil, Delta Fang, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Naga
    ~~ Naga
    ~~ Naga
    
    Strategy/Notes:
    
    Each of the Naga hold one A-ability. It can either be Kiss (Charm), Twister
    (damage), or Poison Frog. This makes this fight much easier than fighting a
    normal Lilith, as they usually have all three. v_v  Shameful, Square Enix.
    
    Anyhow, just hack-and-slash ... or shoot ... or shock ... or whatever. No
    real specific procedure here.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #078: Water Sigil
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: Finish Mission #077 and read the rumor "The Sages".
    ~~ Location : Nargai Cave.
    ~~ Reward(s): 18,000 Gil, Water Sigil, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Ice Flan/Kraken
    ~~ Mog Knight
    ~~ Mog Knight
    ~~ Mog Knight
    
    Strategy/Notes:
    
    So, wait, the Kraken is a jelly-like monster and not a squid? Mind = blown.
    
    Kraken is your general-ish Ice Flan. Fire spells = defeat. Be sure to bring
    along a Black Mage.
    
    The Mog Knights are generally alike. They can use Mog Attack (push back and
    damage), Mog Lance (long-range damage), Mog Rush (high damage, low accuracy),
    Mog Aid (heal), and some of the Status-Shots (eg. Stop, Blind, Charm). They
    also have the Elemental Shots and do NOT have Concentrate. With this vast
    array of abilities, Disabling, Addling, or Blinding are all considerable
    options.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #079: Wind Sigil
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: Finish Mission #077 and read the rumor "The Sages".
    ~~ Location : Koringwood.
    ~~ Reward(s): 18,000 Gil, Wind Sigil, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Thundrake/Tiamat
    ~~ Mog Knight
    ~~ Mog Knight
    ~~ Mog Knight
    
    Strategy/Notes:
    
    Random Trivia: In Babylonian creationist mythology, Tiamat is the goddess that
    personifies the primal saltwater oceans. Bit weird, seeing Tiamat represented
    in FFTA as an electric being.
    
    Tiamat, like most Dragons, is a fair threat to the team. His Weapon Attack is
    quite high (~275). He also can use the standard Bolt Breath, which is powered
    up with Geomancy, and Dragon Force to raise his offensive stats. A quick end
    is preferable. However, remember that Thunder-based moves do no damage to him
    (or her?) and that Blinding or Addling can help.
    
    The three Mog Knights are quite alike. They can use Mog Attack (push back and
    damage), Mog Lance (ranged damage), Mog Rush (high damage, low accuracy), Mog
    Aid (heals), Boltshot, Iceshot, Fireshot, Confushot, Charmshot, Stopshot,
    Blindshot, and Silenshot. Luckily, the "-shots" cannot be used unless as a
    direct attack, and the Knights lack Concentrate. However, to be safe, be sure
    to Disable, or at least Blind, them.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #080: Earth Sigil
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: Finish Mission #077 and read the rumor "The Sages".
    ~~ Location : Aisenfield.
    ~~ Reward(s): 18,000 Gil, Earth Sigil, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Zombie/Lich
    ~~ Mog Knight
    ~~ Mog Knight
    ~~ Mog Knight
    
    Strategy/Notes:
    
    Lich is just your basic souped-up Zombie. Remember, he is Undead -- you can
    use items, Cure/Cura/Curaga, Life, Holy-based moves, and so on, to seriously
    cause some damage. Remember, though, being a Zombie, he is revived within three
    turns of his "death", so you'll probably need to leave him for last. He can
    use Drain Touch to take HP and Miasma to Poison. He also has Counter.
    
    The three Mog Knights are quite alike. They can use Mog Attack (push back and
    damage), Mog Lance (ranged damage), Mog Rush (high damage, low accuracy), Mog
    Aid (heals), Boltshot, Iceshot, Fireshot, Confushot, Charmshot, Stopshot,
    Blindshot, and Silenshot. Luckily, the "-shots" cannot be used unless as a
    direct attack. However, what's new is that the Knights DO have Concentrate and
    some Stunt abilities! Disabling is an absolute must!!
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #081: The Redwings
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 4,000 Gil.
    ~~ Available: Finish Mission #077 and read the rumor "The Sages".
    ~~ Location : Salikawood.
    ~~ Reward(s): 22,600 Gil, Reaper Cloak, two random Law Cards.
    
    ~~ Required Items : Spiritstone.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Paladin/Glasm
    ~~ Defender
    ~~ Defender
    ~~ Mog Knight
    ~~ Mog Knight
    
    Strategy/Notes:
    
    Hold on a minute... Firstly, isn't Mr. Grissom a Dark Knight, essentially the
    anti-Paladin? (I think this was covered in FFIV Advance.) And then there is the
    fact that the mission says him to be Glissom - the battle calls him Glasm.
    v_v  Another shameful mistake, Square Enix.
    
    The two Mog Knights are quite alike. They can use Mog Attack (push back and
    damage), Mog Lance (ranged damage), Mog Rush (high damage, low accuracy), Mog
    Aid (heals), Boltshot, Iceshot, Fireshot, Confushot, Charmshot, Stopshot,
    Blindshot, and Silenshot. Luckily, the "-shots" cannot be used unless as a
    direct attack. They still have Concentrate and the Stunt abilities. Disabling
    is a must.
    
    The Defenders can use Mow Down, the Elemental Blades, and the Elemental
    Breaths. Needless to say, you will want to Blind or Disable these guys fast.
    
    Glasm/Glissom/Whatever can use Nurse (healing), Holy Blade (one-target heavy
    Holy damage), Saint Cross (surrounding heavy Holy damge), and some of the
    Archer's Aim abilities. He also has high Weapon Defense thanks to his S-ability
    too... Defeating him ends the battle; Blinding or Disabling (or both) are quite
    helpful in achieving this.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #082: Free Muscadet!
    
    ~~ Type     : Capture.
    ~~ Info Cost: 600 Gil.
    ~~ Available: Finish Mission #081 and read the rumor "Grissom's End". Muscadet
                  pub exclusive.
    ~~ Location : Muscadet.
    ~~ Reward(s): 2,400 Gil, Hanya Helm, two random Law Cards.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Ark Knight
    ~~ Assassin
    ~~ Assassin
    
    Strategy/Notes:
    
    The Ark Knight is, in my eyes, a souped-up Templar. He has the standard
    Templar abilities - basically, nothing new. He does have Bonecrusher (which is
    Counter x 1.5), which is PAINFUL thanks to his Weapon Atk+ S-ability. You
    will want to Blind him and attack from a distance.
    
    The leftmost of the Assassins is the lowest of the group in physical power.
    She can, however, attack from a distance!! In other words, she can use the
    moves Shadowbind (Stop), Ahponia (Silence), and Last Breath (insta-KO). She
    even has Concentrate! There are a few ways to remedy this: Blind, Disable, or
    Steal/destroy her Master Bow.
    
    The other Assassin can use the Masamune Katana, so she is close-range only. She
    can use Nightmare (Sleep and Doom), Rockseal (Petrify), Ague (Slow), Death
    Sickle (Doom), and Beso Toxico (Poison and damage). Somehow getting rid of her
    weapon will help a lot to reduce the damage, and Disabling helps you avoid the
    statuses.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #083: ForeignFiend (Queen Lamia)
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: Finish Mission #082 and read the "ForeignFiends" rumor.
    ~~ Location : Ulei River.
    ~~ Reward(s): 18,000 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Queen Lamia
    
    Strategy/Notes:
    
    *rolls eyes* To make this general, treat this enemy like a high-level Lamia.
    
    If you want to get into specifics... Queen Lamia can use the general Lamia
    lineup - Night (all to Sleep), Poison Frog, and Hand Slap (damage, delays
    turn). She also has the Counter R-ability.
    
    Long range is strongly preferable.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #084: ForeignFiend (Adamantoise)
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: Finish Mission #083.
    ~~ Location : Baguba Port.
    ~~ Reward(s): 20,400 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Adamantoise
    
    Strategy/Notes:
    
    Erm... I say it now: save before doing this. The Adamantoise CAN AND WILL break
    and destroy weapons. And I know you have some valuable ones.
    
    The Adamantoise can use Limit Glove (very high damage in critical HP), Resonate
    to Disable all, and Munch to break your weapons.
    
    So, how to go about this... Well, the Magic Resistance is 300-ish less than the
    Weapon Defense. Bring in your best spellcasters (and a White Mage) and try to
    stay away from the Adamantoise.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #085: ForeignFiend (Neochu, Ochu)
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 2,500 Gil.
    ~~ Available: Finish Mission #084.
    ~~ Location : Uladon Bog.
    ~~ Reward(s): 22,600 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Neochu
    ~~ Ochu
    
    Strategy/Notes:
    
    And this will be the THIRD MISTAKE found in this update. The mission
    description for this mission states "A plant monster". "A" means one. I see two
    plants. v_v
    
    The Ochu mainly uses Goo and Bad Breath. As you should know, the latter can
    deal a lot of statuses.
    
    The Neochu can use Bad Breath, Soundwave (Dispel), and some others I didn't
    note.
    
    Ermmm... Not really a strategy here. Hack-and-slash.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #086: Land Stand
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 4,000 Gil.
    ~~ Available: Finish Mission #085.
    ~~ Location : Nubswood.
    ~~ Reward(s): 34,000 Gil, Dread Soul, Judge Coat, two random Law Cards.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Dread Lord
    
    Strategy/Notes:
    
    The Dread Lord is your general Vampire. With a LOT HIGHER Weapon Attack. He can
    use the usual Miasma (damage and Poison), Zombify, and LV? S-Flare (heavy Dark
    damage to all units with the same one's digit in their level as is in the Dread
    Lord's).
    
    Looking at the defensive stats, they are far above 500. Set-damage spells like
    Demi are effective. Stuff like Curaga, Holy Blade, Madeen, etc., will also have
    a huge effect on him.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #087: Free Bervenia!
    
    ~~ Type     : Capture.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #024, freeing all areas, and finishing
                  Mission #073. 
    ~~ Location : Bervenia Palace.
    ~~ Reward(s): 2,400 Gil, Rukavi Soul, two random Law Cards, one random item.
     
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Vampire/Gutskor
    ~~ Apanda
    ~~ Apanda
    ~~ Archademon
    ~~ Archademon
    
    Strategy/Notes:
    
    Gutskor is a Vampire, and therefore should be left for last, as he auto-revives
    in three turns. He can use the typical Zombify and so on - nothing new. He is
    very weak to Holy Blade and similar attacks, including Madeen, Curaga, and
    more.
    
    Apandas are like the Ahriman enemies. They can mainly use Roulette to KO a
    random unit.
    
    The Archademons have extremely high Weapon Attack and mainly use Ice Breath.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #088: The Worldwyrm
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 3,000 Gil.
    ~~ Available: After finishing Mission #024.
    ~~ Location : Roda Volcano.
    ~~ Reward(s): 22,600 Gil, Ogma's Seal, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Worldwyrm/Ogma
    
    Strategy/Notes:
    
    Ogma is an extremely powerful Thundrake. His Lv. is 46, with very high stats.
    Knowing the range of Bolt Breath will help in the case you plan on attacking
    from a distance. Physical attackers should have Ogma Blinded, Addled, and
    Disabled before trying. Also note that he is immune to Thunder-based moves.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #089: Moogle Bride
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 3,000 Gil.
    ~~ Available: After finishing Mission #088.
    ~~ Location : Materiwood.
    ~~ Reward(s): 18,000 Gil, Esteroth, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Mog Knight
    ~~ Thief
    ~~ Juggler
    ~~ Black Mage
    ~~ Time Mage
    
    Strategy/Notes:
    
    The Mog Knight is generally generic - thereby, worth little mention.
    
    The Thief, as per usual, carries the Steal techniques, most notably Steal:
    Weapon and Steal: Armor. Either avoid bringing important equipment or Disable
    or Addle the Thief. Blinding works, too.
    
    The Juggler can use Hurl, Ring (Stops), Smile (gives an ally his turn), and
    Ball (damage and confuse), notably.
    
    The Black Mage can use the "-aga" spells. He is quite powerful, so try to deal
    some Silence.
    
    The Time Mage is more generic, using Haste and Stop for the most part. He can
    also use Return Magic. Physical attacking from a distance is a good idea,
    especially if said physical attacker can Silence.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #090: Clan Law
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: After finishing Mission #089.
    ~~ Location : Ozmonfield.
    ~~ Reward(s): 12,600 Gil, Master Brave, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Paladin
    ~~ White Mage
    ~~ White Monk (?)
    ~~ Sage
    ~~ Summoner
    
    Strategy/Notes:
    
    The Paladin has exceptional Weapon Attack, often using Holy Blade when
    reasonably possible. Blind or Addle him and you'll be fine.
    
    The White Mage can do general, but powerful, healing.
    
    The Bangaa (I think he was a White Monk) primarily will use Earth Render. His
    is quite powerful in general - Blinding and Disabling help out.
    
    The Sage is probably the most powerful unit of the opposing team. He can and
    will use Giga Flare, an insanely powerful move that deals "splash" damage.
    Do not group your allies because of this. Try Silencing the Sage.
    
    The Summoner has the general Summon techs. Just avoid grouping up around her
    and try to attack from a distance and you'll be okay.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #091: Challengers?
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 2,400 Gil.
    ~~ Available: After finishing Mission #017.
    ~~ Location : Delia Dunes.
    ~~ Reward(s): 18,000 Gil, Chirijiraden, two random Law Cards.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Fighter
    
    Strategy/Notes:
    
    This Fighter here is at a high level, which, in a one-on-one, would probably
    kill you. However, remember, this is FOUR-on-one. His physical stats are
    extremely high. He can use Air Blast and Backdraft to deal some high damage,
    as well as use some Aim techs to Immobilize and Disable. His R-ability is
    Strikeback, so don't even try to use normal Fight moves.
    
    Now, you'll also notice that his Magic Resistance is much lower than his Weapon
    Defense (by ~100 points). Bring in your three best spellcasters, using the last
    slot for a White Mage. Attack from a distance and you'll be fine.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #092: Cursed Bride
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #010.
    ~~ Location : Eluut Sands.
    ~~ Reward(s): 8,200 Gil, Last Letter, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Inverlilith
    
    Strategy/Notes:
    
    The Inverlilith can use the ranged Twister (50% is taken off your HP), as well
    as Kiss (Charm and Doom). She MAY have Poison Frog like other Liliths, but I
    am not sure. She can also stop Arrows with her R-ability.
    
    Ranged attacking is a fair idea so as to avoid her attacks. Of course, you
    could just send all of your units after her. It isn't too hard of a battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #093: Flan Breakout!
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 1,700 Gil.
    ~~ Available: After finishing Mission #015.
    ~~ Location : Salikawood.
    ~~ Reward(s): 13,600 Gil, Heretic Rod, two random Law Cards.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Jelly
    ~~ Jelly
    ~~ Ice Flan
    ~~ Ice Flan
    ~~ Mamaflan
    
    Strategy/Notes:
    
    The Jellies can use Firaga, Acid (random status), and Sacrifice (KO's self to
    heal ally). You'll want to use Blizzard or Water-based spells on this one;
    avoid using Fire, as Jellies absorb that.
    
    The Ice Flan can use Blizzaga, Acid, and Sacrifice. You'll want to use Fire
    spells on this one; avoid using Blizzard-based spells - Ice Flan absorb them.
    
    The Mamaflan can use Thundaga, Acid, and Sacrifice. Avoid using Thunder spells
    and you'll be fine.
    
    The main thing to do about this mission is bring in your most powerful
    spellcasters you have, primarily Black Mages with, at least, the three basic
    spells - Fire, Blizzard, and Thunder.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #094: Sorry, Friend
    
    ~~ Type     : Encounter.
    ~~ Info Cost: 1,500 Gil.
    ~~ Available: After finishing Mission #021.
    ~~ Location : Deti Plains.
    ~~ Reward(s): 13,600 Gil, Bangaa Helm, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Jawbreaker
    
    Strategy/Notes:
    
    This Jawbreaker is obviously quite powerful - it is Lv. 34, with a Weapon
    Attack above 450! This Jawbreaker also prefers to Fight rather than use its
    abilities: Suffocate (damages and delays next turn) and LV3 Def-less (lowers
    defenses of all units whose levels are divisible by 3).
    
    There is no real strategy to this. Distance attacking is preferable, of
    course. If you choose this, take care to notice that the Jawbreaker's Weapon
    Defense higher than its Magic Resistance.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #095: Carrot!
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 5,000 Gil.
    ~~ Available: After finishing Missions #024 and #064. 20 days only.
    ~~ Location : Jagd Helje.
    ~~ Reward(s): 40,600 Gil, Malbow, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Malboro (Carrot)
    
    Strategy/Notes:
    
    *looks at enemy list*  ... O_o
    
    Erm... okaaay. We have to take down a Malboro. You should know that it is going
    to be quite powerful - after all, it has more than 500 HP! Its signature move
    is the multi-statusing Bad Breath. Remember, this is a Jagd, so you are not
    limited.
    
    Just try distance attacking and statusing as necessary. It wouldn't hurt to
    bring along a White Mage - you never know what could happen.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #096: Shadow Clan
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 4,500 Gil.
    ~~ Available: After finishing Mission #024 and #065.
    ~~ Location : Jagd Ahli.
    ~~ Reward(s): 36,000 Gil, Ninja Tabi, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Ninja
    ~~ Ninja
    ~~ Ninja
    ~~ Assassin
    ~~ Assassin
    
    Strategy/Notes:
    
    The Ninjas that are NOT Hanzou can use Double Sword to hold two swords. They
    also can use some general Ninja skills, like the Veils, as well as one using
    Blue Magic.
    
    Hanzou (Ninja) lacks Double Sword. However, he can use some Ninja skills as
    well as Illusionist skills. Illusionist skills, as you know, are field-wide.
    He also has Turbo MP to boost their power. Silence him! If you KO him, you
    win.
    
    The Assassins can use some Sniper and Assassin techs. Most notable are Last
    Breath (instant KO), Shadowbind (Stop), Nightmare (Sleep and Doom), and
    Rockseal (petrification). Blinding them is one way to avoid them; Immoblizing
    them and attacking from a distance also works.
    
    Generally, long-range attacking would help, though these enemies can move far.
    It still helps with those like Gunners can attack from eight/nine panels away.
    Silencing and Blinding are key skills for this battle. Be sure to bring a
    White Mage, too -- no one needs to die.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #097: The Dark Blade
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 3,000 Gil.
    ~~ Available: After finishing Mission #024.
    ~~ Location : Jagd Dorsa.
    ~~ Reward(s): 22,600 Gil, Ebon Blade, two random Law Cards, one random item.
    
    ~~ Required Items : Spiritstone, Bent Sword.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Paladin (Dark Knight)
    
    Strategy/Notes:
    
    *looks at enemy list*  Kind of contradictory, isn't it?
    
    Anyhow, this Paladin is very powerful. He is Lv. 48 and extremely high
    physical stats. He will primarily use the Holy Blade attack. Blinding is a
    very good thing.
    
    There are a few ways to go about this. Magic-casting is the most preferable
    way to go. Be sure to Immobilize him throughout the course of such a strategy
    to be able to maximize the odds of you winning. Of course, a White Mage helps.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #098: The Hero Blade
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 3,600 Gil.
    ~~ Available: After finishing Mission #024.
    ~~ Location : Baguba Port.
    ~~ Reward(s): 27,000 Gil, Excalibur2, two random Law Cards, one random item.
    
    ~~ Required Items : Rusty Sword, Mysidia Alloy.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Templar (Buckles)
    
    Strategy/Notes:
    
    Buckles is quite the strong Templar with very high Weapon Attack. He also has
    high HP, which can make for problems with a certain ability. He can most
    notably use Lifebreak to deal damage equal to lost HP, in addition to most
    generic Templar skills. He also has Bonecrusher, so you'll need to attack from
    a distance.
    
    As with the Dark Knight, Immobilizing and distance-attacking is the most
    preferable method.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #099: The Fey Blade
    
    ~~ Type     : Engagement.
    ~~ Info Cost: 5,000 Gil.
    ~~ Available: After finishing Mission #024.
    ~~ Location : Siena Gorge.
    ~~ Reward(s): 31,600 Gil, Masamune 100, two random Law Cards, one random item.
    
    ~~ Required Items : Zodiac Ore, Blood Apple.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Gladiator (Gagatoh)
    
    Strategy/Notes:
    
    *looks at rewards*  Oddly enough, the Sephiroth theme to FF7 was playing when
    I was writing this. Sephiroth wields the Masamune, so...
    
    *coughs*  Anyhow, Gagatoh is your "typical" Lv. 49 Gladiator. His Weapon
    Attack is ridiculously high, probably enough to KO most units in a single turn.
    He mainly uses the Elemental Swords. He also has Counter.
    
    Like with the Dark Knight and Buckles before him, use the Immobilize-and-attack
    technique, with the "attack" being from a distance.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #100: Fiend Run
    
    ~~ Type     : Encounter.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After capturing five monsters and speaking to the Monster Bank
                  guy in Cyril, then go to the pub. 20 days only.
    ~~ Location : ???
    ~~ Reward(s): 8,800 Gil, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Ahriman
    ~~ Big Malboro
    ~~ Coeurl
    ~~ Red Cap
    
    Strategy/Notes:
    
    Once you reach the monsters on the world map, you'll actually consider letting
    them go. Let's "Capture" them instead...
    
    Erm... Nothing much to mention. The Coeurl can use Blaster for Petrification
    and the Big Malboro can use the multi-statusing Bad Breath. Any questions?
    Yes? Too bad.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #101: Clan Round-up
    
    ~~ Type     : Encounter.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #004. 25 days only.
    ~~ Location : ???
    ~~ Reward(s): 4,600 Gil, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Archer
    ~~ Warrior
    ~~ Thief
    ~~ Black Mage
    ~~ White Mage
    
    Strategy/Notes:
    
    When you meet the opponents, they'll ask you for 3,000 Gil in return for not
    having to fight. DECLINE THIS OFFER and prepare to engage!
    
    The Archer has some Aim techs, such as the disabling Aim: Arm and the Charming
    Cupid.
    
    The Warrior can use Greased Bolt to avoid your R-ability, but that's about it.
    
    The Thief has some generic Steal techs and little else.
    
    The Black Mage can use the basic spells - Fire, Blizzard, and Thunder.
    
    The White Mage is also generic, but remember, the White Mage will try to heal.
    
    Erm... Little else to say. The White Mage probably should be your first target,
    but, all in all, it's a pretty easy fight.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #102: Wyrms Awaken
    
    ~~ Type     : Encounter.
    ~~ Info Cost: 2,700 Gil.
    ~~ Available: After finishing Mission #017. 35 days only.
    ~~ Location : ???
    ~~ Reward(s): 22,600 Gil, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Firewyrm
    ~~ Firewyrm
    ~~ Icedrake
    ~~ Thundrake
    ~~ Thundrake
    
    Strategy/Notes:
    
    The Icedrake is probably the most physically-powerful unit here. It can use
    Ice Breath and Mighty Guard (raises defenses).
    
    The Firewyrms both can use Fire Breath and Guard-Off (lowers defenses).
    
    The Thundrakes both can use Bolt Breath and Dragon Force (ups offenses).
    
    Remember, Icedrakes are immune to Ice; Firewyrms are immune to Fire; and
    Thundrakes are immune to Thunder. Other than that, do what you want - just
    don't get hit too much.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #103: Mythril Rush
    
    ~~ Type     : Encounter.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #063.
    ~~ Location : ???
    ~~ Reward(s): 7,000 Gil, Silvril, one random Law Card.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Sage (Auggie)
    ~~ Fencer
    ~~ Juggler
    ~~ Illusionist
    
    Strategy/Notes:
    
    After encountering the group on the map, you'll be offered some Mythril for
    10,000 Gil. You'll get it for winning, so "Just take it."
    
    Auggie is capable of the standard Giga Flare, which is splash-damaging and
    powerful, so avoid grouping allies together. He can also use the relatively
    disappointing Water and Aero. Silence him and you'll survive.
    
    The Fencer has decent Weapon Attack, though she fails to use it successfully.
    Her abilities consist of Piercethrough (ranged hit) and Swallowtail (hits all
    surrounding units) and Nighthawk (ranged hit). She also has the R-ability
    Reflex, so magic is preferable here.
    
    The Juggler can use Firebomb (damage and Berserk), Dagger (damage and Disable),
    Ball (confuses), Ring (Stops), and Smile (gives turn away). Addling may help.
    
    The Illusionist is capable of Soil Evidence, Wild Tornado, and Star Cross,
    which deal field-wide Earth, Wind, and Holy damage, respectively. Silencing
    him or ridding him of his MP will make him useless.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #104: Stolen Scoop
    
    ~~ Type     : Encounter.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #016. 25 days only.
    ~~ Location : ???
    ~~ Reward(s): 9,000 Gil, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Thief
    ~~ Thief
    ~~ Soldier
    ~~ White Monk
    ~~ Fencer
    
    Strategy/Notes:
    
    You'll be offered an amount of Gil to leave them alone when you meet them.
    Decline and engage them.
    
    The Thieves have the generic Steal abilities, primarily Steal: Weapon.
    
    The Soldier can use Mug (damage and take Gil), First Aid (heals), and Provoke
    (Berserks). Not much of a threat.
    
    The White Monk can use Earth Render (line-of-sight damage), Holy Sign (Dispel),
    and Chakra (heals).
    
    The Fencer can use Swallowtail (hits surrounding units), and Piercethrough and
    Nighthawk, which are ranged moves.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #105: Smuggle Bust
    
    ~~ Type     : Encounter.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: After finishing Mission #016. 40 days only.
    ~~ Location : ???
    ~~ Reward(s): 13,600 Gil, Chocobo Skin, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Hunter
    ~~ Beastmaster
    ~~ Malboro
    ~~ Malboro
    ~~ Mystery Box
    ~~ Mystery Box
    
    Strategy/Notes:
    
    When you encounter the opponents, you'll be offered a Chocobo Skin to let these
    smugglers go. Seeing as you get this item for winning... decline and engage.
    
    The Hunter is very strong - enough to KO some units in one hit. He can use
    the splash-damage Sonic Boom, Addle, and Aim: Vitals to inflict a random
    status. His Weapon Attack is also upped by his S-ability. Blinding him or
    getting rid of his weapon are good methods to go about this.
    
    The Beastmaster is rather useless, ability-wise. He has high Weapon Attack, so
    try to attack from a distance.
    
    The Malboros are the same as ever, and capable of the multi-statusing Bad
    Breath move. If you Blind them, you'll be fine. They also can use Goo to
    Immobilize you.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #106: Resistance
    
    ~~ Type     : Encounter.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: Gossip with Ezel in Cadoan. Then head to the pub. 25 days only.
    ~~ Location : ???
    ~~ Reward(s): 6,000 Gil, one random Law Card, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Thief
    ~~ Fighter
    ~~ Warrior
    ~~ Time Mage
    
    Strategy/Notes:
    
    When you reach the group, decline the "your-Phoenix-Down-for-my-Antilaw" trade
    and begin the engagement.
    
    Erm... Seriously not much to mention here. The opponents are mostly generic.
    The Thief can Throw, and the Fighter has high physical power. As far as the
    Warrior goes, he is the toughest with Warrior and Gladiator abilities, and the
    Time Mage is just for making a false impression.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #107: Old Friends
    
    ~~ Type     : Encounter.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #018. 25 days only.
    ~~ Location : ???
    ~~ Reward(s): 4,600 Gil, Beastspear, one random Law Card.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Blade Biter
    ~~ Antlion
    ~~ Bomb
    
    Strategy/Notes:
    
    When you encounter Ritz, you'll mention something about her seeming worried,
    and how the Blue Rose is supposed to calm the soul. If you have one, you can
    give it to her to obtain the Almighty Antilaw, an impressive item, no matter
    where you are in-game.
    
    The Blade Biter can use Munch to take away your weapon, and Limit Glove to
    deal 999 damage when in critical-HP. Blinding it or distance-striking will
    suffice.
    
    The Antlion is able to use Sandstorm (damage and Blind) and LV3 Def-less
    (lowers defenses of all units whose levels are divisible by three).
    
    The Bomb is generic, mainly using Flame Attack. Don't use Fire-based moves on
    it, as it will absorb those.
    
    The Bomb and Antlion should be easy enough to deal with. The main opponent
    would be the Blade Biter. Attack it from a distance, preferably with magic, as
    its Magic Resistance is the lower of its two defensive stats.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #108: Poachers
    
    ~~ Type     : Encounter.
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After finishing Mission #052. 25 days only.
    ~~ Location : ???
    ~~ Reward(s): 11,400 Gil, Tiger Hide, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Hunter
    ~~ Hunter
    ~~ Gunner
    ~~ Gunner
    ~~ Archer
    ~~ Archer
    
    Strategy/Notes:
    
    When you first arrive, you'll be offered a Tiger Skin for 3,000 Gil if you let
    them be. I don't really like paying -- let's decline and engage them.
    
    The Hunters can use Sonic Boom (splash damage), Advice (upped critical-hit
    rate), and Auto-Regen (heals HP each turn).
    
    The Gunners can use the Status-Shots to induce Blinding, Charming, Confusing,
    or Silencing. They also have Concentrate.
    
    The Archers can use the basic Aim techs to Disable, Immobilize, and Charm you.
    They also have Concentrate.
    
    Seeing as your opponents are all long-ranged, Immobilizing is useless. You will
    desperately want distance attackers as well. Gunners with Blindshot are
    preferable so you can stop the enemy's Gunners and Archers. Magic-casters are
    also good, with the Illusionists being the best in that category.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #109: Snow Fairy
    
    ~~ Type     : Encounter.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #013. 20 days only.
    ~~ Location : ???
    ~~ Reward(s): 9,000 Gil, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Grenade
    ~~ Ice Flan
    ~~ Sprite
    
    Strategy/Notes:
    
    When you encounter the fairy on the map, you'll be asked to give her some
    sweets. Decline and begin the battle.
    
    The Grenade can use Chill (ranged damage and self-heal) and Blowup.
    
    The Ice Flan can use Acid (random status) and Blizzard. Use non-Blizzard spells
    on it, as it will absorb those.
    
    The Sprite can simply use White Wind to heal. It also has Counter, so a
    distance attack will work fine.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #110: Revenge
    
    ~~ Type     : Encounter.
    ~~ Info Cost: 700 Gil.
    ~~ Available: After finishing Mission #287.
    ~~ Location : ???
    ~~ Reward(s): 13,600 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Fighter
    ~~ Fighter
    ~~ Gladiator
    ~~ Archer
    ~~ Black Mage
    
    Strategy/Notes:
    
    The Fighters are more-or-less alike. They are also quite generic, albeit
    powerful. Weaver, in fact, wields Weapon Atk+! Blinding him works nicely; same
    for the other Fighter.
    
    The Gladiator has decent physical power, as well as the Elemental Swords.
    
    The Archer can use the basic Aim techs to Disable and Immobilize you. Cupid may
    also be in there.
    
    The Black Mage is generic, however you look at it. I think he may have the
    "-ara" spells, but I'm not too sure.
    
    The main objective here is to defeat Weaver. This is best done by Immobilizing
    the Fighter(s) and beating him/them from a distance with Archers, Gunners, etc.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #111: Retrieve Mail!
    
    ~~ Type     : Encounter.
    ~~ Info Cost: 2,400 Gil.
    ~~ Available: After finishing Mission #011. 25 days only.
    ~~ Location : ???
    ~~ Reward(s): 11,400 Gil, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Animist
    ~~ Archer
    ~~ Gunner
    ~~ Soldier
    ~~ Warrior
    
    Strategy/Notes:
    
    When encounter the group on the world map, select to "Grab the Mail." Prepare
    for battle.
    
    I'm not really going to go too in-depth on this battle. The only unit worth
    any mention is the Gunner, who can use the Status-Shots and wields Concentrate.
    Blind him and he's done for. The other four units are generic beyond belief.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #112: A Challenge
    
    ~~ Type     : Encounter.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #004.
    ~~ Location : ???
    ~~ Reward(s): 4,200 Gil, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: Negotiate Lv. 4.
    ~~ Required Jobs  : None.
    
    Opponents:
    ~~ Soldier (Mintz)
    ~~ Archer
    ~~ Thief
    ~~ Black Mage
    ~~ White Mage
    
    Strategy/Notes:
    
    When you encounter the group on the map, you'll be given a fast ultimatum -
    join or battle. Battle should be your choice.
    
    Mintz is capable of the four Stat-break attacks, as well as some generic
    Fighter moves.
    
    The Archer can use the Disable and Immobilizing techs, which are quite
    accurate thanks to his S-ability, Concentrate.
    
    The Thief, as well as the Black Mage, are generic and only hold the lowest
    levels of their respective job's abilities.
    
    The White Mage is also generic, but is a healer, so take him out first.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #113: Watching You
    
    ~~ Type     : Dispatch
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #003.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 2,800 Gil, Ahriman Eye, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #114: Golden Gil
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 800 Gil.
    ~~ Available: After finishing Mission #010.
    ~~ Location : Unknown. Gone for 20 days.
    ~~ Reward(s): 6,400 Gil, Ancient Coins, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #115: Dueling Sub
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 300 Gil.
    ~~ Available: After finishing Mission #001.
    ~~ Location : Unknown. Gone for three days.
    ~~ Reward(s): 1,800 Gil, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : Soldier.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #116: Gulug Ghost
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After finishing Mission #020. Huntmoon only.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 11,800 Gil, Fire Sigil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #117: Water City
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #020. Madmoon only.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 11,800 Gil, Water Sigil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #118: Mirage Tower
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After finishing Mission #020. Bardmoon only.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 11,800 Gil, Wind Sigil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #119: A Barren Land
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After finishing Mission #020. Sagemoon only.
    ~~ Location : Unknown. Gone for one battle.
    ~~ Reward(s): 13,200 Gil, Earth Sigil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #120: Cadoan Meet
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #020.
    ~~ Location : Unknown (possibly Cadoan?). Gone for one battle.
    ~~ Reward(s): 10,600 Gil, Magic Trophy, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : Black Mage.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #121: Sprohm Meet
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #016.
    ~~ Location : Unknown (possibly Sprohm?). Gone for one battle.
    ~~ Reward(s): 4,200 Gil, Fight Trophy, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : Fighter.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #122: Run for Fun
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #007.
    ~~ Location : Unknown. Gone for one battle.
    ~~ Reward(s): 5,200 Gil, Sport Trophy, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : Juggler.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #123: Hungry Ghost
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 900 Gil.
    ~~ Available: After finishing Mission #006.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 4,200 Gil, Elda's Cup, two random Law Cards, one random item.
    
    ~~ Required Items : Dragon Bone.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #124: Pirates Ahoy
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 800 Gil.
    ~~ Available: After finishing Mission #010.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 6,400 Gil, Coast Medal, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #125: Castle Sit-in
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #008. Huntmoon only.
    ~~ Location : Unknown. Gone for one battle.
    ~~ Reward(s): 4,600 Gil, Guard Medal, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #126: Wine Delivery
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #015.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 7,000 Gil, Rainbowite, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #127: Broken Tunes
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #276.
    ~~ Location : Unknown. Gone for 15 days.
    ~~ Reward(s): 11,400 Gil, Cat's Tears, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #128: Falcon Flown
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,400 Gil.
    ~~ Available: After finishing Mission #018.
    ~~ Location : Unknown. Gone for 10 days.
    ~~ Reward(s): 11,400 Gil, Dame's Blush, two random Law Cards, one random item.
    
    ~~ Required Items : Skull.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #129: Danger Pass
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,500 Gil.
    ~~ Available: After finishing Mission #165.
    ~~ Location : Unknown. Returns after defeating 15 enemies.
    ~~ Reward(s): 7,800 Gil, Thunderstone, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #130: Mist Stars
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #016.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 9,000 Gil, Stormstone, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #131: Adaman Alloy
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: After finishing Mission #013.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): Adaman Alloy, two random Law Cards, one random item.
    
    ~~ Required Items : Adamantite, Adamantite.
    ~~ Required Skills: Smithing Lv. 15.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #132: Mysidia Alloy
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: After finishing Mission #012.
    ~~ Location : Unknown. Gone for 15 days.
    ~~ Reward(s): Mysidia Alloy, two random Law Cards, one random item.
    
    ~~ Required Items : Adamantite, Silvril.
    ~~ Required Skills: Smithing Lv. 15.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #133: Crusite Alloy
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,800 Gil.
    ~~ Available: After finishing Mission #011.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): Crusite Alloy, two random Law Cards, one random item.
    
    ~~ Required Items : Zodiac Ore, Zodiac Ore.
    ~~ Required Skills: Smithing Lv. 15.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #134: Faceless Dolls
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: After finishing Mission #018.
    ~~ Location : Unknown. Returns after defeating ten enemies.
    ~~ Reward(s): 10,800 Gil, Blood Shawl, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #135: Faithful Fairy
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #019.
    ~~ Location : Unknown. Returns after defeating ten enemies.
    ~~ Reward(s): 10,000 Gil, Ahriman Wing, two random Law Cards, one random item.
    
    ~~ Required Items : Fairy Wing.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #136: For the Lady
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #019.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 10,600 Gil, Fairy Wing, two random Law Cards, one random item.
    
    ~~ Required Items : Stolen Gil.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #137: Seven Nights
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After finishing Mission #018.
    ~~ Location : Unknown. Gone for 15 days.
    ~~ Reward(s): 11,800 Gil, Goldcap, two random Law Cards, one random item.
    
    ~~ Required Items : Ancient Bills.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #138: Shady Deals
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #281.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 10,600 Gil, Life Water, one random item.
    
    ~~ Required Items : Secret Books.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #139: Earthy Colors
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #003.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 2,800 Gil, Ancient Text, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #140: Lost Heirloom
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 800 Gil.
    ~~ Available: After finishing Mission #009.
    ~~ Location : Unknown. Gone for three battles.
    ~~ Reward(s): 6,000 Gil, Justic Badge, one random Law Card, two random items.
    
    ~~ Required Items : Neighbor Pin.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #141: Young Love
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After finishing Mission #022.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 13,200 Gil, Friend Pin, two random Law Cards, one random item.
    
    ~~ Required Items : Ahriman Wing.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #142: Ghosts of War
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,400 Gil.
    ~~ Available: After finishing Mission #022.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 12,400 Gil, Edaroya Tome, one random item.
    
    ~~ Required Items : Tranquil Box.
    ~~ Required Skills: Track Lv. 40.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #143: The Last Day
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 200 Gil.
    ~~ Available: After finishing Mission #001.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 1,800 Gil, Homework, one random item.
    
    ~~ Required Items : Ancient Medal.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #144: The Bell Tolls
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,800 Gil.
    ~~ Available: After finishing Mission #017.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 9,000 Gil, Dictionary, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #145: Goblin Town
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #004.
    ~~ Location : Unknown. Gone for one battle.
    ~~ Reward(s): 3,600 Gil, Monster Guide, one random item.
    
    ~~ Required Items : Mythril Pick.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #146: Secret Books
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After finishing Mission #022.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 11,400 Gil, Secret Books, two random Law Cards, one random item.
    
    ~~ Required Items : Stilpool Scroll.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #147: Words of Love
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: After finishing Mission #018.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 10,000 Gil, Rat Tail, one random item.
    
    ~~ Required Items : Stilpool Scroll.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #148: You, Immortal
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #006.
    ~~ Location : Unknown. Gone for 30 days.
    ~~ Reward(s): 4,600 Gil, Stradivari, two random Law Cards, one random item.
    
    ~~ Required Items : Tonberry Lamp.
    ~~ Required Skills: Craft Lv. 10.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #149: Clocktower
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #016.
    ~~ Location : Unknown. Gone for 20 days.
    ~~ Reward(s): 11,400 Gil, Clock Post, two random Law Cards, one random item.
    
    ~~ Required Items : Cat's Tears.
    ~~ Required Skills: None.
    ~~ Required Jobs  : Gadgeteer.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #150: An Education
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #006.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 3,600 Gil, Fountain Pen, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #151: Morning Woes
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 900 Gil.
    ~~ Available: After finishing Mission #008.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 5,200 Gil, Earplugs, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #152: Down to Earth
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 200 Gil.
    ~~ Available: After finishing Mission #004.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 3,400 Gil, Crystal, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #153: To Meden
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 900 Gil.
    ~~ Available: After finishing Mission #015.
    ~~ Location : Unknown. Gone for 20 days.
    ~~ Reward(s): 8,200 Gil, Old Statue, two random Law Cards, one random item.
    
    ~~ Required Items : Animal Bone.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #154: Neighbor!
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finsihing Mission #010.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 5,200 Gil, Neighbor Pin, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #155: Honor Lost
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 800 Gil.
    ~~ Available: After finishing Mission #007.
    ~~ Location : Unknown. Gone for one battle.
    ~~ Reward(s): 5,400 Gil, Broken Sword, two random Law Cards, one random item.
    
    ~~ Required Items : Bomb Shell.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #156: Inspiration
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 800 Gil.
    ~~ Available: After finishing Mission #012.
    ~~ Location : Unknown. Gone for one battle.
    ~~ Reward(s): 10,000 Gil, Broken Sword, two random Law Cards, one random item.
    
    ~~ Required Items : Runba's Tale.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #157: Coo's Break
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #013.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 10,000 Gil, Bent Sword, two random Law Cards, one random item.
    
    ~~ Required Items : Runba's Tale.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #158: The Match
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #015.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 8,800 Gil, Rusty Spear, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #159: The Deep Sea
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After finishing Mission #021.
    ~~ Location : Unknown. Gone for three battles.
    ~~ Reward(s): 11,400 Gil, Feather Badge, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #160: A Worthy Eye
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 2,700 Gil.
    ~~ Available: After finishing Mission #011.
    ~~ Location : Unknown. Returns after defeating 15 enemies.
    ~~ Reward(s): Insignia, two random Law Cards, one random item.
    
    ~~ Required Items : Feather Badge, Delta Fang.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #161: Lost in Mist
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: After finishing Mission #017.
    ~~ Location : Unknown. Gone for 20 days.
    ~~ Reward(s): 10,000 Gil, Ally Finder, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #162: Darn Kids
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 2,700 Gil.
    ~~ Available: After finishing Mission #009.
    ~~ Location : Unknown. Gone for one battle.
    ~~ Reward(s): 11,400 Gil, Ally Finder2, two random Law Cards, one random item.
    
    ~~ Required Items : Dame's Blush, Ally Finder.
    ~~ Required Skills: Smithing Lv. 20.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #163: Stage Fright
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: After finishing Mission #018.
    ~~ Location : Unknown. Gone for fifteen days.
    ~~ Reward(s): 10,600 Gil, Tranquil Box, one random item.
    
    ~~ Required Items : Old Statue.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #164: Diary Dilemma
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #005.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 3,600 Gil, Loaded Dice, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #165: Hundred-Eye
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #016.
    ~~ Location : Unknown. Returns after five battles.
    ~~ Reward(s): 9,000 Gil, Snake Shield, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #166: Runaway Boy
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 800 Gil.
    ~~ Available: After finishing Mission #009.
    ~~ Location : Unknown. Gone for 10 days.
    ~~ Reward(s): 5,400 Gil, Stasis Rope, one random item.
    
    ~~ Required Items : Black Thread.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #167: Mad Alchemist
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #003.
    ~~ Location : Unknown. Gone for 10 days.
    ~~ Reward(s): 3,400 Gil, Mythril Pick, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #168: Caravan Guard
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #007.
    ~~ Location : Unknown. Gone for 20 days.
    ~~ Reward(s): 4,600 Gil, Caravan Musk, two random Law Cards, one random item.
    
    ~~ Required Items : Elda's Cup.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #169: Lifework
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #009.
    ~~ Location : Unknown. Gone for 15 days.
    ~~ Reward(s): 6,000 Gil, Love Potion, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : Alchemist.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #170: Cheap Laughs
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #008.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 4,600 Gil, Tonberry Lamp, one random item.
    
    ~~ Required Items : Bomb Shell.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #171: T.L.C.
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 3,500 Gil.
    ~~ Available: After finishing Mission #017.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 7,600 Gil, Stilpool Scroll, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: Magic Lv. 25.
    ~~ Required Jobs  : White Mage.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #172: Frozen Spring
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #005.
    ~~ Location : Unknown. Gone for 20 days.
    ~~ Reward(s): 3,400 Gil, Dragon Bone, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #173: No Scents
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #009.
    ~~ Location : Unknown. Gone for 15 days.
    ~~ Reward(s): 5,200 Gil, Animal Bone, two random Law Cards, one random item.
    
    ~~ Required Items : Caravan Musk.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #174: On the Waves
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,800 Gil.
    ~~ Available: After finishing Mission #022.
    ~~ Location : Unknown. Returns after defeating five enemies.
    ~~ Reward(s): 13,200 Gil, Skull, two random Law Cards, one random item.
    
    ~~ Required Items : Life Water.
    ~~ Required Skills: None.
    ~~ Required Jobs  : Time Mage.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #175: Spirited Boy
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 700 Gil.
    ~~ Available: After finishing Mission #006.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 6,400 Gil, Clock Gear, two random Law Cards, one random item.
    
    ~~ Required Items : Dictionary.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #176: Powder Worries
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #011.
    ~~ Location : Unknown. Returns after defeating ten enemies.
    ~~ Reward(s): 5,400 Gil, Gun Gear, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : Gunner.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #177: The Blue Bolt
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #018.
    ~~ Location : Unknown. Returns after defeating fifteen enemies.
    ~~ Reward(s): 9,000 Gil, Silk Bloom, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #178: Sweet Talk
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 950 Gil.
    ~~ Available: After finishing Mission #013.
    ~~ Location : Unknown. Returns after defeating ten enemies.
    ~~ Reward(s): 7,000 Gil, Moon Bloom, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #179: Scarface
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #015.
    ~~ Location : Unknown. Gone for three battles.
    ~~ Reward(s): 9,000 Gil, Blood Apple, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #180: Mirage Town
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After finishing Mission #018.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 11,400 Gil, Magic Fruit, two random LAw Cards, one random item.
    
    ~~ Required Items : Goldcap.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #181: Soldier's Wish
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,400 Gil.
    ~~ Available: After finishing Mission #016.
    ~~ Location : Unknown. Gone for one battle.
    ~~ Reward(s): 10,600 Gil, Power Fruit, two random Law Cards, one random item.
    
    ~~ Required Items : Clock Gear, Clock Post.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #182: Dry Spell
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,800 Gil.
    ~~ Available: After finishing Mission #018.
    ~~ Location : Unknown. Gone for 20 days.
    ~~ Reward(s): 9,600 Gil, Stolen Gil, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #183: Swap Meet
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,800 Gil.
    ~~ Available: After finishing Mission #020.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 1,200 Gil, Ancient Bills, two random Law Cards, one random item.
    
    ~~ Required Items : Ancient Medal.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #184: Adaman Order
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 2,500 Gil.
    ~~ Available: After finishing Mission #087.
    ~~ Location : Unknown. Gone for 15 days.
    ~~ Reward(s): Adaman Alloy, two random Law Cards, one random item.
    
    ~~ Required Items : Adamantite, Adamantite.
    ~~ Required Skills: Smithing Lv. 35.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #185: Magic Mysidia
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 3,000 Gil.
    ~~ Available: After finishing Mission #184.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): Mysidia Alloy, two random Law Cards, one random item.
    
    ~~ Required Items : Adamantite, Silvril.
    ~~ Required Skills: Smithing Lv. 35.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #186: Conundrum
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 3,000 Gil.
    ~~ Available: After finishing Mission #024.
    ~~ Location : Unknown. Returns after defeating 10 enemies.
    ~~ Reward(s): Crusite Alloy, two random LAw Cards, one random item.
    
    ~~ Required Items : Zodiac Ore, Zodiac Ore.
    ~~ Required Skills: Smithing Lv. 35.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #187: Lucky Night
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: After finishing Mission #024.
    ~~ Location : Unknown. Gone for 15 days.
    ~~ Reward(s): 18,000 Gil, Rat Tail, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #188: Tutor Search
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After finishing Mission #187.
    ~~ Location : Unknown. Returns after defeating fifteen enemies.
    ~~ Reward(s): 11,400 Gil, Rusty Sword, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #189: Why Am I Wet?
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,800 Gil.
    ~~ Available: After finishing Mission #187.
    ~~ Location : Unknown. Returns after defeating fifteen enemies.
    ~~ Reward(s): 13,600 Gil, Broken Sword, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : Red Mage.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #190: Run With Us
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: After finishing Mission #189.
    ~~ Location : Unknown. Gone for 40 days.
    ~~ Reward(s): 18,000 Gil, Bent Sword, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #191: Lucky Charm
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #189.
    ~~ Location : Unknown. Gone for 40 days.
    ~~ Reward(s): 9,000 Gil, Rusty Spear, two random Law Cards, one random item.
    
    ~~ Required Items : Rat Tail.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #192: Alchemist Boy
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #191.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 4,600 Gil, Insignia, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #193: Thorny Dreams
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: After finishing Mission #187.
    ~~ Location : Unknown. Gone for 20 days.
    ~~ Reward(s): 16,000 Gil, Blood Apple, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: ... Does the mission sound like what I thought it just did?
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #194: Free Cyril!
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #068 and reading the rumor "Thief
                  Exposed!".
    ~~ Location : Unknown (probably Cyril). Gone for three days.
    ~~ Reward(s): 2,400 Gil, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #195: Ship Needed
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: Finish Mission #073 and read the rumor "Borzoi's End".
    ~~ Location : Unknown. Gone for one battle.
    ~~ Reward(s): 4,200 Gil, two random Law Cards, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #196: Mind Ceffyl
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 3,800 Gil.
    ~~ Available: Finish Mission #077 and read the rumor "The Sages".
    ~~ Location : Unknown. Gone for three battles.
    ~~ Reward(s): Mind Ceffyl.
    
    ~~ Required Items : Fire Sigil, Wind Sigil.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #197: Body Ceffyl
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 3,800 Gil.
    ~~ Available: Finish Mission #077 and read the rumor "The Sages".
    ~~ Location : Unknown. Gone for three battles.
    ~~ Reward(s): Body Ceffyl.
    
    ~~ Required Items : Earth Sigil, Water Sigil.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #198: The Spiritstone
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 3,800 Gil.
    ~~ Available: Finish Mission #077 and read the rumor "The Sages".
    ~~ Location : Unknown. Gone for four battles.
    ~~ Reward(s): Spiritstone.
    
    ~~ Required Items : Mind Ceffyl, Body Ceffyl.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #199: Girl in Love
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #002. Bardmoon only.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 3,400 Gil, Magic Medal, one random item.
    
    ~~ Required Items : White Thread.
    ~~ Required Skills: None.
    ~~ Required Jobs  : White Mage.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #200: Chocobo Help
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 200 Gil.
    ~~ Available: After finishing Mission #002. Bardmoon only.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 100 Gil, Chocobo Egg, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #201: The Skypole
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #002.
    ~~ Location : Unknown. Gone for 10 days.
    ~~ Reward(s): 2,400 Gil, Ancient Medal, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #202: Ruins Survey
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #019.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 10,800 Gil, Ancient Medal, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #203: Dig Dig Dig
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After finishing Mission #020. Madmoon only.
    ~~ Location : Unknown. Gone for one battle.
    ~~ Reward(s): 11,800 Gil, Zodiac Ore, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #204: Seeking Silver
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #012.
    ~~ Location : Unknown. Gone for fifteen days.
    ~~ Reward(s): 3,400 Gil, Silvril, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #205: Materite
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #006. Kingmoon only.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): Materite, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #206: The Wormhole
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #148. Huntmoon only.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 2,800 Gil, Leestone, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #207: Metal Hunt
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #006.
    ~~ Location : Unknown. Gone for 15 days.
    ~~ Reward(s): 2,400 Gil, Adamantite, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #208: Math is Hard
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #007.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 4,200 Gil, Black Thread, one random Law Card, two random items.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #209: The Witness
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #007.
    ~~ Location : Unknown. Returns after defeating five enemies.
    ~~ Reward(s): 4,600 Gil, Lost Gun, Black Thread.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : Defender.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #210: Life or Death
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #003.
    ~~ Location : Unknown. Gone for one battle.
    ~~ Reward(s): 2,400 Gil, Black Thread, one random item.
    
    ~~ Required Items : Homework.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #211: Karlos's Day
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #009.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 4,600 Gil, White Thread, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #212: To Father
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #270.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 11,400 Gil, White Thread, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #213: Oh Milese
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #004.
    ~~ Location : Unknown. Gone for fifteen days.
    ~~ Reward(s): 2,800 Gil, White Thread, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #214: Skinning Time
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #011.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 3,600 Gil, Chocobo Skin, one random Law Card.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #215: Wild River
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #011.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 5,400 Gil, Magic Cloth, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #216: Magic Cloth
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #013. Sagemoon only.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): Magic Cloth, one random Law Card, one random item.
    
    ~~ Required Items : Magic Cotton.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #217: Cotton Guard
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 950 Gil.
    ~~ Available: After finishing Mission #013.
    ~~ Location : Unknown. Gone for one battle.
    ~~ Reward(s): 7,000 Gil, Magic Cotton, one random Law Card.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #218: Help Dad
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 950 Gil.
    ~~ Available: After finishing Mission #013.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 7,800 Gil, Bomb Shell, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #219: Rubber or Real
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #010.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 5,200 Gil, Bomb Shell, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #220: Into the Woods
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #015. Huntmoon only.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 4,600 Gil, Panther Hide, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #221: Jerky Days
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #015. Kingmoon only.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 4,200 Gil, Jerky, one random Law Card.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #222: New Fields
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishibng Mission #012. Madmoon only.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 3,600 Gil, Gysahl Greens, one random Law Card.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #223: Strange Fires
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #016.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 9,600 Gil, Magic Medal, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #224: Better Living
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,300 Gil.
    ~~ Available: After finishing Mission #016.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 10,000 Gil, Chocobo Egg, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #225: Malboro Hunt
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #012. Madmoon only.
    ~~ Location : Unknown. Gone for fifteen days.
    ~~ Reward(s): 4,200 Gil, Cyril Ice, one random Law Card, one random item,
    
    ~~ Required Items : Chocobo Egg.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #226: Chocobo Work
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #018. Bardmoon only.
    ~~ Location : Unknown. Returns after ten days.
    ~~ Reward(s): 4,600 Gil, Choco Bread, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #227: Party Night
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #018.
    ~~ Location : Unknown. Gone for fifteen days.
    ~~ Reward(s): 9,600 Gil, Choco Gratin, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #228: Mama's Taste
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #015.
    ~~ Location : Unknown. Gone for fifteen days.
    ~~ Reward(s): 9,000 Gil, Choco Gratin, two random Law Cards, one random item.
    
    ~~ Required Items : Chocobo Egg, Gysahl Greens.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #229: The Well Maze
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #019.
    ~~ Location : Unknown. Gone for fifteen days.
    ~~ Reward(s): 9,600 Gil, Grownup Bread, two random Law Cards, one random item.
    
    ~~ Required Items : Choco Bread.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #230: She's Gone
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #234.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 10,600 Gil, Malboro Wine, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #231: Magic Vellum
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #017.
    ~~ Location : Unknown. Gone for one battle.
    ~~ Reward(s): 4,600 Gil, Magic Vellum, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #232: Novel Ascent
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,400 Gil.
    ~~ Available: After finishing Mission #020.
    ~~ Location : Unknown. Returns after defeating ten enemies.
    ~~ Reward(s): 11,400 Gil, Runba's Tale, two random Law Cards, one random item.
    
    ~~ Required Items : Stasis Rope.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #233: Shiver
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,400 Gil.
    ~~ Available: After finishing Mission #020.
    ~~ Location : Unknown. Gone for twenty days.
    ~~ Reward(s): 11,800 Gil, Runba's Tale, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #234: Bread Woes
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #018.
    ~~ Location : Unknown. Gone for 20 days.
    ~~ Reward(s): 10,800 Gil, Kiddy Bread, two random Law Cards, one random item.
    
    ~~ Required Items : Choco Bread.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #235: Book Mess
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After finishing Mission #020. Sagemoon only.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 12,400 Gil, Encyclopedia, one random Law Card.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #236: One More Tail
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #020. Madmoon only.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 10,800 Gil, Rabbit Tail, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #237: Relax Time!
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #022. Huntmoon only.
    ~~ Location : Unknown. Gone for fifteen days.
    ~~ Reward(s): 4,600 Gil, Danbukwood, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #238: Foma Jungle
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #022. Huntmoon only.
    ~~ Location : Unknown. Gone for fifteen days.
    ~~ Reward(s): 4,600 Gil, Moonwood, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #239: For a Flower
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #022.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 6,000 Gil, Telaq Flower, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #240: Giza Plains
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #194.
    ~~ Location : Unknown. Returns after defeating three enemies.
    ~~ Reward(s): 2,400 Gil, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #241: Lutia Pass
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #004.
    ~~ Location : Unknown. Returns after defeating three enemies.
    ~~ Reward(s): 2,400 Gil, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #242: The Nubswood
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: Afterr finishing Mission #006.
    ~~ Location : Unknown. Returns after defeating three enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #243: Eluut Sands
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #007.
    ~~ Location : Unknown. Returns after defeating three enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #244: Ulei River
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #008.
    ~~ Location : Unknown. Returns after defeating three enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #245: Aisenfield
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #009.
    ~~ Location : Unknown. Returns after defeating three enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #246: Roda Volcano
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #010.
    ~~ Location : Unknown. Returns after defeating three enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #247: Travel Aid
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #011.
    ~~ Location : Unknown. Returns after defeating five enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #248: The Salikawood
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #012.
    ~~ Location : Unknown. Returns after defeating five enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #249: Nargai Cave
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #013.
    ~~ Location : Unknown. Returns after defeating five enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #250: Kudik Peaks
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #014.
    ~~ Location : Unknown. Returns after defeating five enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #251: Jeraw Sands
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #015.
    ~~ Location : Unknown. Returns after defeating five enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #252: Uladon Bog
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #015.
    ~~ Location : Unknown. Returns after defeating seven enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #253: Gotor Sands
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #016.
    ~~ Location : Unknown. Returns after defeating seven enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #254: Delia Dunes
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #017.
    ~~ Location : Unknown. Returns after defeating seven enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #255: Bugbusters
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #018.
    ~~ Location : Unknown. Returns after defeating seven enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #256: Tubola Cave
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #020.
    ~~ Location : Unknown. Returns after defeating seven enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #257: Deti Plains
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #022.
    ~~ Location : Unknown. Returns after defeating ten enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #258: Siena Gorge
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #022.
    ~~ Location : Unknown. Returns after defeating ten enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #259: Jagd Ahli
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #065.
    ~~ Location : Unknown. Returns after defeating fifteen enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #260: Jagd Helje
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #064.
    ~~ Location : Unknown. Returns after defeating fifteen enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #261: Jagd Dorsa
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #024.
    ~~ Location : Unknown. Returns after defeating fifteen enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #262: Ambervale
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #263.
    ~~ Location : Unknown. Returns after defeating seven enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #263: Ozmonfield
    
    ~~ Type     : Capture/Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #024.
    ~~ Location : Unknown. Returns after defeating seven enemies.
    ~~ Reward(s): 2,400 Gil, one random Law Card, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #264: Swords in Cyril
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 300 Gil.
    ~~ Available: After finishing Mission #002.
    ~~ Location : Unknown. Returns after one battle.
    ~~ Reward(s): 1,800 Gil, Victor Sword, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : Fencer.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #265: Newbie Hall
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #003.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 2,400 Gil, Onion Sword, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: Combat Lv. 5.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #266: Voodoo Doll
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 400 Gil.
    ~~ Available: After finishing Mission #005.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 3,400 Gil, Soulsaber, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #267: Come On Out
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #006.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 5,400 Gil, Oblige, two random Law Cards, one random item.
    
    ~~ Required Items : Jerky.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #268: Food For Truth
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 800 Gil.
    ~~ Available: After finishing Mission #007.
    ~~ Location : Unknown. Gone for 20 days.
    ~~ Reward(s): 6,400 Gil, Rhomphaia, two random Law Cards, one random item.
    
    ~~ Required Items : Choco Gratin.
    ~~ Required Skills: Appraise Lv. 18.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #269: Alba Cave
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #008.
    ~~ Location : Unknown. Gone for four battles.
    ~~ Reward(s): 6,000 Gil, Beastsword, two random Law Cards, one random item.
    
    ~~ Required Items : Jerky.
    ~~ Required Skills: None.
    ~~ Required Jobs  : Blue Mage.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #270: The Performer
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,100 Gil.
    ~~ Available: After finishing Mission #009.
    ~~ Location : Unknown. Gone for fifteen days.
    ~~ Reward(s): 9,600 Gil, Tonberrian, two random Law Cards, one random item.
    
    ~~ Required Items : Rabbit Tail.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #271: One More Time
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #011.
    ~~ Location : Unknown. Gone for fifteen days.
    ~~ Reward(s): 6,400 Gil, Aerial Hole, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #272: Spring Tree
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #012. Cadoan pub only.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 7,000 Gil, Charfire, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #273: Who Am I?
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 300 Gil.
    ~~ Available: After finishing Mission #131.
    ~~ Location : Unknown. Gone for fifteen days.
    ~~ Reward(s): 600 Gil, Power Staff, two random Law Cards, one random item.
    
    ~~ Required Items : Magic Medal, Magic Medal.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #274: Reaper Rumors
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #015.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 8,800 Gil, Crescent Bow, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #275: Dog Days
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #016.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 8,800 Gil, Marduk Bow, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #276: Good Bread
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #018.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): Arbalest, two random Law Cards, one random item.
    
    ~~ Required Items : Kiddy Bread, Grownup Bread.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #277: Sword Needed
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #018.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 9,000 Gil, Bangaa Spike, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #278: El Ritmo
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #018.
    ~~ Location : Unknown. Returns after defeating ten enemies.
    ~~ Reward(s): 12,400 Gil, Fell Castanets, two random Law Cards, one random
                  item.
    
    ~~ Required Items : Danbukwood, Moonwood.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #279: Her Big Move
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #019.
    ~~ Location : Unknown. Gone for seven days.
    ~~ Reward(s): 9,600 Gil, Magic Hands, two random Law Cards, one random item.
    
    ~~ Required Items : Malboro Wine.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #280: Don't Look!
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,400 Gil.
    ~~ Available: After finishing Mission #019.
    ~~ Location : Unknown. Returns after defeating ten enemies.
    ~~ Reward(s): 10,800 Gil, Reverie Shield, two random Law Cards, one random 
                  item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #281: Janitor Duty
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After finishing Mission #020.
    ~~ Location : Unknown. Gone for twenty days.
    ~~ Reward(s): 11,400 Gil, Parade Helm, two random Law Cards, one random item.
    
    ~~ Required Items : None.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #282: Unlucky Star
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,600 Gil.
    ~~ Available: After finishing Mission #020.
    ~~ Location : Unknown. Returns after defeating three enemies.
    ~~ Reward(s): 13,200 Gil, Magic Robe, two random Law Cards, one random item.
    
    ~~ Required Items : Blood Shawl.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #283: Corral Care
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,400 Gil.
    ~~ Available: After finishing Mission #022.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 12,600 Gil, Fire Mitts, two random Law Cards, one random item.
    
    ~~ Required Items : Choco Gratin.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #284: Beastly Gun
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,400 Gil.
    ~~ Available: After finishing Mission #024.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): Calling Gun, two random Law Cards, one random item.
    
    ~~ Required Items : Insignia, Ally Finder2.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #285: Blade & Turtle
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,400 Gil.
    ~~ Available: After finishing Mission #019.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 10,600 Gil, Adaman Blade, two random Law Cards, one random item.
    
    ~~ Required Items : Adaman Alloy, Broken Sword.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #286: Valuable Fake
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #122.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 9,000 Gil, Nagrarok, two random Law Cards, one random item.
    
    ~~ Required Items : Bent Sword, Rainbowite.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #287: Weaver's War
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #011.
    ~~ Location : Unknown. Returns after defeating five enemies.
    ~~ Reward(s): 10,600 Gil, Zankplus, two random Law Cards, one random item.
    
    ~~ Required Items : Crusite Alloy, Blood Apple.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #288: Fabled Sword
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,500 Gil.
    ~~ Available: After finishing Mission #232.
    ~~ Location : Unknown. Gone for three battles.
    ~~ Reward(s): 12,600 Gil, Master Sword, one random item.
    
    ~~ Required Items : Thunderstone, Stormstone.
    ~~ Required Skills: None.
    ~~ Required Jobs  : Soldier.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #289: Refurbishing
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 4,000 Gil.
    ~~ Available: After finishing Mission #213.
    ~~ Location : Unknown. Gone for 20 days.
    ~~ Reward(s): Lurebreaker, one random item.
    
    ~~ Required Items : Broken Sword.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #290: Stone Secret
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 4,000 Gil.
    ~~ Available: After finishing Mission #022.
    ~~ Location : Unknown. Gone for three battles.
    ~~ Reward(s): Tabarise, two random Law Cards, one random item.
    
    ~~ Required Items : Rusty Sword, Leestone.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #291: Sword Stuff
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 4,500 Gil.
    ~~ Available: After finishing Mission #094.
    ~~ Location : Unknown. Gone for four battles.
    ~~ Reward(s): Silkmoon, two random Law Cards, one random item.
    
    ~~ Required Items : Silk Bloom, Moon Bloom.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #292: A Stormy Night
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,400 Gil.
    ~~ Available: After finishing Mission #022.
    ~~ Location : Unknown. Gone for four battles.
    ~~ Reward(s): 12,600 Gil, Odin Lance, two random Law Cards, one random item.
    
    ~~ Required Items : Rusty Spear, Mysidia Alloy.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #293: Minstrel Song
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 5,500 Gil.
    ~~ Available: After finishing Mission #019.
    ~~ Location : Unknown. Gone for three battles.
    ~~ Reward(s): Dark Fiddle, two random Law Cards, one random item.
    
    ~~ Required Items : Stradivari, Black Thread.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #294: Gun Crazy
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 4,000 Gil.
    ~~ Available: After finishing Mission #020.
    ~~ Location : Unknown. Gone for three battles.
    ~~ Reward(s): Bindsnipe, two random Law Cards, one random item.
    
    ~~ Required Items : Crusite Alloy, Gun Gear.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #295: Black Hat
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 2,000 Gil.
    ~~ Available: After finishing Mission #020.
    ~~ Location : Unknown. Gone for three battles.
    ~~ Reward(s): Black Hat, two random Law Cards, one random item.
    
    ~~ Required Items : Black Thread, Magic Cloth.
    ~~ Required Skills: None.
    ~~ Required Jobs  : Black Mage.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #296: Hat For A Girl
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,200 Gil.
    ~~ Available: After finishing Mission #020.
    ~~ Location : Unknown. Gone for thirty days.
    ~~ Reward(s): 10,800 Gil, White Hat, two random Law Cards, one random item.
    
    ~~ Required Items : White Thread, Magic Cloth.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #297: Armor & Turtle
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #016.
    ~~ Location : Unknown. Gone for two battles.
    ~~ Reward(s): 9,000 Gil, Adaman Armor, two random Law Cards, one random item.
    
    ~~ Required Items : Adaman Alloy, Rat Tail.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #298: Dark Armor
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 2,700 Gil.
    ~~ Available: After finishing Mission #016.
    ~~ Location : Unknown. Returns after defeating ten enemies.
    ~~ Reward(s): Materia Armor, two random Law Cards, one random item.
    
    ~~ Required Items : Materite, Materite.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #299: Fashion World
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 600 Gil.
    ~~ Available: After finishing Mission #150.
    ~~ Location : Unknown. Gone for ten days.
    ~~ Reward(s): 4,600 Gil, Brint Set, two random Law Cards, one random item.
    
    ~~ Required Items : Chocobo Skin, Magic Cotton.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mission #300: Fashion Hoopla
    
    ~~ Type     : Dispatch.
    ~~ Info Cost: 1,000 Gil.
    ~~ Available: After finishing Mission #299.
    ~~ Location : Unknown. Gone for five days.
    ~~ Reward(s): 11,800 Gil, Galmia Set, two random Law Cards, one random item.
    
    ~~ Required Items : Chocobo Skin, Magic Cotton.
    ~~ Required Skills: None.
    ~~ Required Jobs  : None.
    
    Opponents: None.
    
    Strategy/Notes: None.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    
    6. Races' Data (Generalized)********************************FFTA6************
    
    O===========================================================================O
    |                                   Human                                   |
    O===========================================================================O
    
       O-------------------------------O---------------------------------------O
       |         Job Title             |         Job Requirement               |
       O-------------------------------O---------------------------------------O
       |  Soldier			   |  No skills needed.    		   |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Paladin			   |  Soldier A-Ability x2.    		   |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Fighter			   |  Soldier A-Ability x2.    		   |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Thief			   |  No skills needed.    		   |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Ninja			   |  Thief A-Ability x2.  	  	   |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  White Mage		   |  No skills needed.    		   |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Black Mage		   |  No skills needed.   		   |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Illusionist		   |  White Mage A-Ability x3.    	   |
       |                               |  Black Mage A-Ability x5.    	   |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Blue Mage			   |  White Mage A-Ability x1.    	   |
       |                               |  Black Mage A-Ability x1.    	   |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Archer			   |  No skills needed.    		   |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Hunter			   |  Archer A-Ability x2.    		   |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Judgemaster		   |  Restricted to Judgemaster Cid.       |
       O-------------------------------O---------------------------------------O
    
    Totema: Mateus. Does heavy HP damage to all enemies.
    
    
    O===========================================================================O
    |                                   Moogle                                  |
    O===========================================================================O
    
       O-------------------------------O---------------------------------------O
       |         Job Title             |         Job Requirement               |
       O-------------------------------O---------------------------------------O
       |  Animist			   |  No skills needed.                    |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Mog Knight		   |  Animist A-Ability x1.                |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Gunner			   |  Animist A-Ability x1.                |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Thief			   |  No skills needed.                    |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Juggler			   |  Thief A-Ability x2.                  |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Gadgeteer			   |  Thief A-Ability x2.                  |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Black Mage		   |  No skills needed.                    |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Time Mage			   |  Black Mage A-Ability x5.             |
       O-------------------------------O---------------------------------------O
    
    Totema: Famfrit. Deals heavy HP damage to all enemies.
    
    
    O===========================================================================O
    |                                   Bangaa                                  |
    O===========================================================================O
    
       O-------------------------------O---------------------------------------O
       |         Job Title             |         Job Requirement               |
       O-------------------------------O---------------------------------------O
       |  Warrior			   |  No skills needed.                    |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Dragoon			   |  Warrior A-Ability x2.                |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Defender			   |  Warrior A-Ability x2.                |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Gladiator			   |  Warrior A-Ability x2.                |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  White Monk		   |  No skills needed.                    |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Bishop			   |  White Monk A-Ability x2.             |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Templar			   |  White Monk A-Ability x2.             |
       O-------------------------------O---------------------------------------O
    
    Totema: Adrammelech. Deals heavy HP damage to all enemies.
    
    
    O===========================================================================O
    |                                   Nu Mou                                  |
    O===========================================================================O
    
       O-------------------------------O---------------------------------------O
       |         Job Title             |         Job Requirement               |
       O-------------------------------O---------------------------------------O
       |  White Mage		   |  No skills needed.                    |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Black Mage		   |  No skills needed.                    |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Time Mage		   	   |  Black Mage A-Ability x5.             |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Illusionist		   |  Black Mage A-Ability x5.             |
       |                               |  White Mage A-Ability x3.             |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Alchemist		   	   |  Black Mage A-Ability x5.             |
       |                               |  White Mage A-Ability x3.             |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Beastmaster		   |  No skills needed.                    |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Morpher		   	   |  Beastmaster A-Ability x5.            |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Sage		   	   |  Beastmaster A-Ability x2.            |
       |                               |  White Mage A-Ability x3.             |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Hermetic		   	   |  Restricted to Ezel Berbier.          |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Runeseeker		   |  Restricted to Babus.                 |
       O-------------------------------O---------------------------------------O
    
    Totema: Ultima. Deals MP damage to all enemies.
    
    
    O===========================================================================O
    |                                   Viera                                   |
    O===========================================================================O
    
       O-------------------------------O---------------------------------------O
       |         Job Title             |         Job Requirement               |
       O-------------------------------O---------------------------------------O
       |  Fencer			   |  No skills needed.                    |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Elementalist	           |  White Mage A-Ability x2.             |
       |                               |  Fencer A-Ability x1.                 |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Red Mage			   |  Fencer A-Ability x1.                 |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Summoner			   |  White Mage A-Ability x2.             |
       |                               |  Elementalist A-Ability x2.           |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Assassin			   |  Sniper A-Ability x1.                 |
       |                               |  Elementalist A-Ability x2.           |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Archer			   |  No skills needed.                    |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  Sniper			   |  Archer A-Ability x2.                 |
       O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
       |  White Mage                   |  No skills needed.                    |
       O-------------------------------O---------------------------------------O
    
    Totema: Exodus. Deals MP damage to all enemies.
    
    
    7. Job Data (Specific)********************************FFTA7******************
    
    O===========================================================================O
    |                               Human Job Data                              |
    O===========================================================================O
    
    [job title]
    
    Ability Nomenclature: [What is the ability set called?]
    
    Base Stats:
    ~~ Move : 
    ~~ Jump : 
    ~~ Evade: 
    
    Average Stat Growth Per Level:
    ~~ HP +/-              :
    ~~ MP +/-              :
    ~~ Weapon Attack +/-   :
    ~~ Weapon Defense +/-  :
    ~~ Magic Power +/-     :
    ~~ Magic Resistance +/-:
    ~~ Speed +/-           :
    
    
    Action Abilities (A-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Reaction Abilities (R-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Support Abilities (S-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Combo Abilities (C-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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    Soldier
    
    Ability Nomenclature: Battle Tech.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 2
    ~~ Evade: 50
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +8
    ~~ MP +/-              : +1
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +9
    ~~ Magic Power +/-     : +6
    ~~ Magic Resistance +/-: +7
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    First Aid: Heals HP and status.
    ~~ AP  : 100
    ~~ Item: Shortsword
    
    Speedbreak: Decreases target's Speed.
    ~~ AP  : 200
    ~~ Item: Silver Sword
    
    Mindbreak: Decreases target's Magic Power.
    ~~ AP  : 200
    ~~ Item: Buster Sword
    
    Powerbreak: Decreases target's Weapon Attack.
    ~~ AP  : 200
    ~~ Item: Barong
    
    Magicbreak: Damages the target's MP.
    ~~ AP  : 200
    ~~ Item: Ancient Sword
    
    Mug: Deals some damage and steals some Gil.
    ~~ AP  : 300
    ~~ Item: Diamond Sword
    
    Sensor: Detect hidden weapons.
    ~~ AP  : 300
    ~~ Item: Burglar Sword.
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Monkey Grip: Holds a two-handed weapon in one hand, allowing use of Shields,
                 and such.
    ~~ AP  : 300
    ~~ Item: Vigilante
    
    Shieldbearer: Allows using a Shield, regardless of job.
    ~~ AP  : 300
    ~~ Item: Bronze Shield
    
    
    Combo Abilities (C-Abilities):
    
    Combat Combo: Performs a combo with other clanners.
    ~~ AP  : 100
    ~~ Item: Mythril Sword
    
    
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    Paladin
    
    Ability Nomenclature: Chivalry.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 35
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +8
    ~~ MP +/-              : +2
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +9
    ~~ Magic Power +/-     : +7
    ~~ Magic Resistance +/-: +8
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Nurse: Heals HP and status of user and surrounding units.
    ~~ AP  : 100
    ~~ Item: Defender
    
    Defense: Puts Protect and Shell on user for a single turn.
    ~~ AP  : 200
    ~~ Item: Lionheart
    
    Drop Weapon: Knocks the target's weapon out of their hands.
    ~~ AP  : 200
    ~~ Item: Ragnarok
    
    Cover: Takes damage for an ally for a single turn.
    ~~ AP  : 200
    ~~ Item: SaveTheQueen
    
    Parley: Has weakened units leave the engagement.
    ~~ AP  : 200
    ~~ Item: Barong
    
    Subdue: Deals a small amount of damage to target.
    ~~ AP  : 200
    ~~ Item: Ancient Sword
    
    Saint Cross: Deals Holy damage to surrounding units.
    ~~ AP  : 300
    ~~ Item: Arch Sword
    
    Holy Blade: Deals heavy Holy damage to a single target.
    ~~ AP  : 300
    ~~ Item: Excalibur
    
    
    Reaction Abilities (R-Abilities):
    
    Reflex: Dodge all Fight moves aimed at you.
    ~~ AP  : 300
    ~~ Item: Genji Armor
    
    
    Support Abilities (S-Abilities):
    
    Weapon Def+: Increases the physical Weapon Defense stat.
    ~~ AP  : 300
    ~~ Item: Diamond Armor
    
    
    Combo Abilities (C-Abilities):
    
    Knight Combo: Perform combos with allied members.
    ~~ AP  : 100
    ~~ Item: Mythril Brand
    
    
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    Fighter
    
    Ability Nomenclature: Fighter Tech.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 2
    ~~ Evade: 45
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +8
    ~~ MP +/-              : +1
    ~~ Weapon Attack +/-   : +10
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +5
    ~~ Magic Resistance +/-: +7
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Rush: Damages target and pushes them back one tile.
    ~~ AP  : 100
    ~~ Item: Sweep Blade
    
    Beatdown: High-damage move that lacks accuracy.
    ~~ AP  : 200
    ~~ Item: Shadow Blade
    
    Blitz: High-accuracy move that lacks power.
    ~~ AP  : 200
    ~~ Item: Sun Blade
    
    Air Render: Deals damage from a distance.
    ~~ AP  : 200
    ~~ Item: Atmos Blade
    
    Far Fist: Deals splash-damage from a distance.
    ~~ AP  : 200
    ~~ Item: Kwigon Blade
    
    Wild Swing: Damages all surrounding units.
    ~~ AP  : 200
    ~~ Item: Ogun Blade
    
    Backdraft: Deals heavy Fire damage to target, but user takes some damage, too.
    ~~ AP  : 300
    ~~ Item: Flametongue
    
    Air Blast: Deals ranged damage.
    ~~ AP  : 300
    ~~ Item: Air Blade
    
    
    Reaction Abilities (R-Abilities):
    
    Bonecrusher: When attacked at close-range, counters with 150% the usual damage.
    ~~ AP  : 300
    ~~ Item: Ninja Gear
    
    Strikeback: When hit with Fight at close-range, stops move and counterattacks.
    ~~ AP  : 300
    ~~ Item: Wygar
    
    
    Support Abilities (S-Abilities):
    
    Doublehand: Holds one-hand weapons with two hands to increase damage.
    ~~ AP  : 300
    ~~ Item: Venus Blade
    
    
    Combo Abilities (C-Abilities):
    
    Fight Combo: Make combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Blade
    
    
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    Thief
    
    Ability Nomenclature: Steal.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 3
    ~~ Evade: 65
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +7
    ~~ MP +/-              : +1
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +7
    ~~ Magic Resistance +/-: +7
    ~~ Speed +/-           : +2
    
    
    Action Abilities (A-Abilities):
    
    Steal: Gil - Takes some Gil from target, if any.
    ~~ AP  : 100
    ~~ Item: Jack Knife
    
    Steal: EXP. - Takes some EXP. from target, if any.
    ~~ AP  : 100
    ~~ Item: Khukuri
    
    Steal: Shield - Takes shield from target, if any.
    ~~ AP  : 200
    ~~ Item: Scramasax
    
    Steal: JP - Takes JP from target, if any.
    ~~ AP  : 200
    ~~ Item: Orichalcum
    
    Steal: Helm - Takes helm or other head gear from target, if any.
    ~~ AP  : 300
    ~~ Item: Kard
    
    Steal: Armor - Takes armor or other torso wear, if any, from the target.
    ~~ AP  : 300
    ~~ Item: Rondell Dagger
    
    Steal: Access. - Takes accessory, if any, from the target.
    ~~ AP  : 300
    ~~ Item: Sword Breaker
    
    Steal: Ability - Steals ability from target for the battle's duration.
    ~~ AP  : 300
    ~~ Item: Cinquedea
    
    
    Reaction Abilities (R-Abilities):
    
    Counter: Counters when hit at own weapon's range.
    ~~ AP  : 300
    ~~ Item: Brigandine
    
    
    Support Abilities (S-Abilities):
    
    Maintenance: Ensures that holder's items cannot be destroyed or stolen.
    ~~ AP  : 300
    ~~ Item: Adaman Vest
    
    
    Combo Abilities (C-Abilities):
    
    Thief Combo: Performs combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Knife
    
    
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    Ninja
    
    Ability Nomenclature: Ninja Skill.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 3
    ~~ Evade: 60
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +5
    ~~ MP +/-              : +3
    ~~ Weapon Attack +/-   : +9
    ~~ Weapon Defense +/-  : +7
    ~~ Magic Power +/-     : +8
    ~~ Magic Resistance +/-: +8
    ~~ Speed +/-           : +3
    
    
    Action Abilities (A-Abilities):
    
    Throw: Throws a stocked weapon at a target.
    ~~ AP  : 100
    ~~ Item: Ninja Knife.
    
    Water Veil: Deals water damage and may Silence.
    ~~ AP  : 200
    ~~ Item: Murasame
    
    Fire Veil: Deals fire damage and may Confuse.
    ~~ AP  : 200
    ~~ Item: Ashura
    
    Earth Veil: Deals earth damage and may Slow.
    ~~ AP  : 200
    ~~ Item: Osafune
    
    Wood Veil: Deals damage and may Immobilize.
    ~~ AP  : 200
    ~~ Item: Kotetsu
    
    Metal Veil: Deals damage and may Blind.
    ~~ AP  : 200
    ~~ Item: Kikuichumonji
    
    Unspell: Causes Dispel.
    ~~ AP  : 300
    ~~ Item: Heaven's Cloud
    
    Oblivion: Addles target.
    ~~ AP  : 300
    ~~ Item: Masamune
    
    
    Reaction Abilities (R-Abilities):
    
    Last Haste: Speeds up unit when HP becomes critically low.
    ~~ AP  : 300
    ~~ Item: Ninja Gear
    
    
    Support Abilities (S-Abilities):
    
    Double Sword: Equip two weapons and you can attack two times!
    ~~ AP  : 999
    ~~ Item: Nosada
    
    
    Combo Abilities (C-Abilities):
    
    Ninja Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Epee
    
    
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    White Mage
    
    Ability Nomenclature: White Magic
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 40
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +6
    ~~ MP +/-              : +5
    ~~ Weapon Attack +/-   : +4
    ~~ Weapon Defense +/-  : +6
    ~~ Magic Power +/-     : +8
    ~~ Magic Resistance +/-: +8
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Cure: Heals some HP. Holy elemental.
    ~~ AP  : 100
    ~~ Item: White Staff
    
    Protect: Temporarily raises Weapon Defense of target.
    ~~ AP  : 100
    ~~ Item: Guard Staff
    
    Shell: Temporarily raises Magic Resistance of target.
    ~~ AP  : 100
    ~~ Item: Judge Staff
    
    Cura: Heals a fairly decent amount of HP. Holy elemental.
    ~~ AP  : 200
    ~~ Item: Cure Staff
    
    Esuna: Heals all statuses, save for KO.
    ~~ AP  : 200
    ~~ Item: Pure Staff
    
    Life: Restores the KO status and gives some HP.
    ~~ AP  : 200
    ~~ Item: Bless Staff
    
    Auto-Life: Casts the Auto-Life status to auto-revive on KO.
    ~~ AP  : 200
    ~~ Item: Cheer Staff
    
    Curaga: Heals a large amount of HP. Holy-elemental.
    ~~ AP  : 300
    ~~ Item: Spring Staff
    
    Full-Life: Revives KO'ed ally with full HP.
    ~~ AP  : 300
    ~~ Item: Nirvana Staff
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Turbo MP: Doubles MP usage in exchange for more Magic Power and accuracy.
    ~~ AP  : 300
    ~~ Item: White Robe
    
    
    Combo Abilities (C-Abilities):
    
    White Combo: Perform combos with other clanners.
    ~~ AP  : 100
    ~~ Item: Mythril Staff
    
    
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    Black Mage
    
    Ability Nomenclature: Black Magic
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 35
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +5
    ~~ MP +/-              : +5
    ~~ Weapon Attack +/-   : +5
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +8
    ~~ Magic Resistance +/-: +6
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Fire: Deals a small amount of Fire-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Thunder: Deals a small amount of Thunder-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Blizzard: Deals a small amount of Blizzard-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Fira: Deals a moderate amount of Fire-elemental damage.
    ~~ AP  : 200
    ~~ Item: Firewheel Rod
    
    Thundara: Deals a moderate amount of Thunder-elemental damage.
    ~~ AP  : 200
    ~~ Item: Thunder Rod
    
    Blizzara: Deals a moderate amount of Blizzard-elemental damage.
    ~~ AP  : 200
    ~~ Item: Sleet Rod
    
    Firaga: Deals a large amount of Fire-elemental damage.
    ~~ AP  : 300
    ~~ Item: Flame Rod
    
    Thundaga: Deals a large amount of Thunder-elemental damage.
    ~~ AP  : 300
    ~~ Item: Thor Rod
    
    Blizzaga: Deals a large amount of Blizzard-elemental damage.
    ~~ AP  : 300
    ~~ Item: Chill Rod
    
    
    Reaction Abilities (R-Abilities):
    
    Return Magic: When hit by magic, unit casts the same spell back to caster, if
                  unit has learned said spell.
    ~~ AP  : 300
    ~~ Item: Black Robe
    
    
    Support Abilities (S-Abilities):
    
    Geomancy: Increases the unit's Magic Power.
    ~~ AP  : 300
    ~~ Item: Sage Robe
    
    
    Combo Abilities (C-Abilities):
    
    Black Combo: Performs combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Rod
    
    
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    Illusionist
    
    Ability Nomenclature: Phantasm.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 30
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +5
    ~~ MP +/-              : +8
    ~~ Weapon Attack +/-   : +4
    ~~ Weapon Defense +/-  : +6
    ~~ Magic Power +/-     : +9
    ~~ Magic Resistance +/-: +9
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Prominence: Fire-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Firewheel Rod
    
    Tempest: Thunder-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Thunder Rod
    
    Freezeblink: Blizzard-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Sleet Rod
    
    Soil Evidence: Earth-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Terra Rod
    
    Wild Tornado: Aero-based damage to all enemies.
    ~~ AP  : 200
    ~~ Item: Thor Rod
    
    Deluge: Water-based damage to all enemies.
    ~~ AP  : 200
    ~~ Item: Chill Rod
    
    Stardust: Non-elemental damage to all enemies.
    ~~ AP  : 300
    ~~ Item: Stardust Rod
    
    Star Cross: Holy-based damage to all enemies.
    ~~ AP  : 300
    ~~ Item: Princess Rod
    
    
    Reaction Abilities (R-Abilities):
    
    Absorb MP: When hit by magic, earn MP equal to the spell's MP cost.
    ~~ AP  : 300
    ~~ Item: Lordly Robe
    
    
    Support Abilities (S-Abilities):
    
    Half MP: Halves the MP needed for MP-based abilities.
    ~~ AP  : 300
    ~~ Item: Light Robe
    
    
    Combo Abilities (C-Abilities):
    
    Spell Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Rod
    
    
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    Blue Mage
    
    Ability Nomenclature: Blue Magic.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 2
    ~~ Evade: 55
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +7
    ~~ MP +/-              : +4
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +9
    ~~ Magic Power +/-     : +7
    ~~ Magic Resistance +/-: +9
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Goblin Punch: Random damage.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Goblin.
    
    Magic Hammer: Deals MP damage.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Red Cap.
    
    Blowup: Self-KO move that heavily damages surrounding units.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Bomb, Grenade.
    
    Acid: Random status ailment inflicted upon target.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Jelly, Ice Flan, Cream.
    
    Mighty Guard: Increases Weapon Defense and Magic Resistance.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Icedrake.
    
    Guard-Off: Lowers target's Weapon Defense and Magic Resistance.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Firewyrm.
    
    Dragon Force: Increases Weapon Attack and Magic Power.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Thundrake.
    
    Night: Puts all targets to Sleep.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Lamia.
    
    Twister: Radius-based damage area, in which the targets lose 50% of their HP.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Lilith.
    
    LV3 Def-less: Lowers Weapon Defense and Magic Resistance of units whose levels
                  are divisible by three.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Antlion.
    
    Poison Claw: Damages and Poisons target.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Red Panther.
    
    Hastebreak: Lowers the Speed of the target.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Coeurl.
    
    Matra Magic: Switches the HP and MP of the target.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Toughskin.
    
    Stare: Confuses target.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Floateye.
    
    Roulette: Auto-KO's a random unit.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Ahriman.
    
    White Wind: Heals HP equal to caster's current HP.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Sprite.
    
    Angel Whisper: Heals target's HP and inflicts Auto-Life upon them.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Titania.
    
    Drain Touch: Takes enemy's HP to heal user.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Zombie.
    
    LV? S-Flare: Deals Dark damage to enemies of the same level.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Vampire.
    
    
    Reaction Abilities (R-Abilities):
    
    Damage > MP: Damage first inflicts the MP stat until it is emptied.
    ~~ AP  : 300
    ~~ Item: Judo Uniform
    
    
    Support Abilities (S-Abilities):
    
    Immunity: Allows user to resist some status ailments.
    ~~ AP  : 300
    ~~ Item: Survival Vest
    
    Learning: If the Blue Mage is hit with one of the attacks listed above with
              this ability active, the Blue Mage will learn this attack.
    ~~ AP  : 300
    ~~ Item: Blue Saber
    
    
    Combo Abilities (C-Abilities):
    
    Blue Combo: Perform combos with other allies.
    ~~ AP  : 100
    ~~ Item: Mythril Saber
    
    
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    Archer
    
    Ability Nomenclature: Aim.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 2
    ~~ Evade: 50
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +7
    ~~ MP +/-              : +2
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +7
    ~~ Magic Power +/-     : +7
    ~~ Magic Resistance +/-: +8
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Boost: Increases weapon stats.
    ~~ AP  : 100
    ~~ Item: Longbow
    
    Blackout: Blinds target.
    ~~ AP  : 200
    ~~ Item: Char Bow
    
    Aim: Legs - Immobilizes target.
    ~~ AP  : 200
    ~~ Item: Thorn Bow
    
    Aim: Arm - Disables target.
    ~~ AP  : 200
    ~~ Item: Nail Bow
    
    Cupid: Charms target.
    ~~ AP  : 200
    ~~ Item: Artemis Bow
    
    Burial: Removes the Undead from battle.
    ~~ AP  : 300
    ~~ Item: Silver Bow
    
    Take Aim: High-accuracy move with low power.
    ~~ AP  : 300
    ~~ Item: Yoichi Bow
    
    Faster: Damages despite R-ability.
    ~~ AP  : 300
    ~~ Item: Perseus Bow
    
    
    Reaction Abilities (R-Abilities):
    
    Block Arrows: Will not be hit with arrow-based attacks.
    ~~ AP  : 300
    ~~ Item: Green Beret
    
    
    Support Abilities (S-Abilities):
    
    Concentrate: Increases accuracy to high levels (usually 80% ~ 100%).
    ~~ AP  : 300
    ~~ Item: Target Bow
    
    
    Combo Abilities (C-Abilities):
    
    Bow Combo: Performs combos with other allies.
    ~~ AP  : 100
    ~~ Item: Mythril Bow
    
    
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    Hunter
    
    Ability Nomenclature: Hunt
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 2
    ~~ Evade: 55
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +7
    ~~ MP +/-              : +3
    ~~ Weapon Attack +/-   : +9
    ~~ Weapon Defense +/-  : +6
    ~~ Magic Power +/-     : +6
    ~~ Magic Resistance +/-: +7
    ~~ Speed +/-           : +2
    
    
    Action Abilities (A-Abilities):
    
    Advice: Increases the likelihood of an ally getting a critical hit.
    ~~ AP  : 100
    ~~ Item: Twin Bow
    
    Oust: Gets rid of weakened monsters.
    ~~ AP  : 200
    ~~ Item: Windslash Bow
    
    Capture: Sends weakened monster to Cyril's Monster Bank facility.
    ~~ AP  : 200
    ~~ Item: Ranger Bow
    
    Sonic Boom: Long-distance splash-radius damage.
    ~~ AP  : 200
    ~~ Item: Cranequin
    
    Addle: Addles A MONSTER. Remember - monster.
    ~~ AP  : 200
    ~~ Item: Master Bow.
    
    Hunting: Receive TEN JP upon KO'ing a unit.
    ~~ AP  : 300
    ~~ Item: Hunt Bow
    
    Aim: Vitals - Cause a random status.
    ~~ AP  : 300
    ~~ Item: Fey Bow
    
    Sidewinder: Deal approximately 200% of the normal damage to a monster.
    ~~ AP  : 300
    ~~ Item: Hades Bow
    
    Ultima Shot: EXTREMELY heavy damage.
    ~~ AP  : 999
    ~~ Item: Seventh Heaven
    
    
    Reaction Abilities (R-Abilities):
    
    Auto-Regen: Puts Regen on self for gradual HP restoration.
    ~~ AP  : 300
    ~~ Item: Gaia Gear
    
    
    Support Abilities (S-Abilities):
    
    Weapon Atk+: Increases the Weapon Attack statistic.
    ~~ AP  : 300
    ~~ Item: Nike Bow
    
    
    Combo Abilities (C-Abilities):
    
    Hunt Combo: Perform combos with others.
    ~~ AP  : 100
    ~~ Item: Mythril Shot
    
    
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    Judgemaster  <-- [Limited to Judgemaster Cid only!]
    
    Ability Nomenclature: Advanced Law.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 4
    ~~ Evade: 50
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +10
    ~~ MP +/-              : +4
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +6
    ~~ Magic Power +/-     : +8
    ~~ Magic Resistance +/-: +8
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Abate: Skip turn to be able to break a law without a punishment.
    ~~ AP  : Ability is learned from start.
    ~~ Item: Ability is learned from start.
    
    Judge Sword: Damage target and steal their JP.
    ~~ AP  : Ability is learned from start.
    ~~ Item: Ability is learned from start.
    
    Bind: Disable and Immobilize target.
    ~~ AP  : Ability is learned from start.
    ~~ Item: Ability is learned from start.
    
    JP Gift: Gives an ally JP.
    ~~ AP  : Ability is learned from start.
    ~~ Item: Ability is learned from start.
    
    Yellow Clip: Deletes a Yellow Card from target's record!!
    ~~ AP  : Ability is learned from start.
    ~~ Item: Ability is learned from start.
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities): None.
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    
    O===========================================================================O
    |                              Moogle Job Data                              |
    O===========================================================================O
    
    [job title]
    
    Ability Nomenclature: [What is the ability set called?]
    
    Base Stats:
    ~~ Move : 
    ~~ Jump : 
    ~~ Evade: 
    
    Average Stat Growth Per Level:
    ~~ HP +/-              :
    ~~ MP +/-              :
    ~~ Weapon Attack +/-   :
    ~~ Weapon Defense +/-  :
    ~~ Magic Power +/-     :
    ~~ Magic Resistance +/-:
    ~~ Speed +/-           :
    
    
    Action Abilities (A-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Reaction Abilities (R-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Support Abilities (S-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Combo Abilities (C-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
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    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Animist
    
    Ability Nomenclature: Call.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 2
    ~~ Evade: 55
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +7
    ~~ MP +/-              : +3
    ~~ Weapon Attack +/-   : +7
    ~~ Weapon Defense +/-  : +9
    ~~ Magic Power +/-     : +7
    ~~ Magic Resistance +/-: +10
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Sheep Count: Puts target to Sleep.
    ~~ AP  : 100
    ~~ Item: Glass Bell
    
    Catnip: Berserks a target.
    ~~ AP  : 100
    ~~ Item: War Trumpet
    
    100% Wool: Ups the Weapon Defense and Magic Resistance of user (Protect+Shell).
    ~~ AP  : 200
    ~~ Item: Earth Bell
    
    Tail Wag: Charms target.
    ~~ AP  : 200
    ~~ Item: Fairy Harp
    
    Frogsong: Transforms target into a Frog.
    ~~ AP  : 200
    ~~ Item: Aona Flute
    
    Chocobo Rush: Damages all units in a straight line in front and behind of the
                  caster.
    ~~ AP  : 300
    ~~ Item: Satyr Flute
    
    Cuisine: Heals HP to max.
    ~~ AP  : 300
    ~~ Item: Heal Chime
    
    Friend: Summons a completely random monster.
    ~~ AP  : 300
    ~~ Item: Blood Strings
    
    
    Reaction Abilities (R-Abilities):
    
    Block Arrows: Arrows will never damage the user of this ability.
    ~~ AP  : 300
    ~~ Item: Green Beret
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Animal Combo: Perform a combo with other clan members.
    ~~ AP  : 100
    ~~ Item: Mythril Bell
    
    
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    Mog Knight
    
    Ability Nomenclature: Charge.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 45
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +7
    ~~ MP +/-              : +2
    ~~ Weapon Attack +/-   : +9
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +7
    ~~ Magic Resistance +/-: +8
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Mog Attack: Push target back a tile and damage.
    ~~ AP  : 100
    ~~ Item: Flametongue
    
    Mog Rush: High-power, low-accuracy strike.
    ~~ AP  : 200
    ~~ Item: Atmos Blade
    
    Mog Guard: Cast Protect and Shell on user for a single turn.
    ~~ AP  : 200
    ~~ Item: Kwigon Blade
    
    Mog Aid: Heals HP and restores status.
    ~~ AP  : 300
    ~~ Item: Icebrand
    
    Mog Shield: Nullifies the next status inflicted upon user.
    ~~ AP  : 300
    ~~ Item: Pearl Blade
    
    Mog Peek: Detects hidden items.
    ~~ AP  : 300
    ~~ Item: Paraiba Blade
    
    Ultima Charge: Deals very heavy damage.
    ~~ AP  : 999
    ~~ Item: Materia Blade
    
    
    Reaction Abilities (R-Abilities):
    
    Last Haste: Ups Speed when HP hits the critical state.
    ~~ AP  : 300
    ~~ Item: Gold Armor
    
    
    Support Abilities (S-Abilities):
    
    Shieldbearer: Allows wielding of Shields, regardless of job.
    ~~ AP  : 300
    ~~ Item: Opal Shield
    
    
    Combo Abilities (C-Abilities):
    
    Charge Combo: Performs combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Blade
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Gunner
    
    Ability Nomenclature: Gunmanship.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 65
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +8
    ~~ MP +/-              : +1
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +9
    ~~ Magic Power +/-     : +5
    ~~ Magic Resistance +/-: +7
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Fireshot: Deals Fire-elemental damage.
    ~~ AP  : 100
    ~~ Item: Aiot
    
    Blindshot: Damages and Blinds.
    ~~ AP  : 100
    ~~ Item: Silver Cannon
    
    Boltshot: Deals Thunder-elemental damage.
    ~~ AP  : 100
    ~~ Item: Riot Hun
    
    Iceshot: Deals Blizzard-elemental damage.
    ~~ AP  : 100
    ~~ Item: Giot Gun
    
    Confushot: Damages and confuses.
    ~~ AP  : 200
    ~~ Item: Chaos Rifle
    
    Silenshot: Damages and Silences.
    ~~ AP  : 200
    ~~ Item: Lost Gun
    
    Charmshot: Damages and Charms.
    ~~ AP  : 300
    ~~ Item: Peacemaker
    
    Stopshot: Damages and Stops.
    ~~ AP  : 300
    ~~ Item: Outsider
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Concentrate: Increases accuracy to extremely high levels.
    ~~ AP  : 300
    ~~ Item: Longbarrel.
    
    
    Combo Abilities (C-Abilities):
    
    Gun Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Gun
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Thief
    
    Ability Nomenclature: Steal.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 3
    ~~ Evade: 65
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +7
    ~~ MP +/-              : +1
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +7
    ~~ Magic Resistance +/-: +7
    ~~ Speed +/-           : +2
    
    
    Action Abilities (A-Abilities):
    
    Steal: Gil - Takes some Gil from target, if any.
    ~~ AP  : 100
    ~~ Item: Jack Knife
    
    Steal: EXP. - Takes some EXP. from target, if any.
    ~~ AP  : 100
    ~~ Item: Khukuri
    
    Steal: Shield - Takes shield from target, if any.
    ~~ AP  : 200
    ~~ Item: Scramasax
    
    Steal: JP - Takes JP from target, if any.
    ~~ AP  : 200
    ~~ Item: Orichalcum
    
    Steal: Helm - Takes helm or other head gear from target, if any.
    ~~ AP  : 300
    ~~ Item: Kard
    
    Steal: Armor - Takes armor or other torso wear, if any, from the target.
    ~~ AP  : 300
    ~~ Item: Rondell Dagger
    
    Steal: Access. - Takes accessory, if any, from the target.
    ~~ AP  : 300
    ~~ Item: Jambiya
    
    Steal: Weapon - Takes weapon, if any, from the target.
    ~~ AP  : 300
    ~~ Item: Sword Breaker
    
    Steal: Ability - Steals ability from target for the battle's duration.
    ~~ AP  : 300
    ~~ Item: Cinquedea
    
    
    Reaction Abilities (R-Abilities):
    
    Counter: Counters when hit at own weapon's range.
    ~~ AP  : 300
    ~~ Item: Brigandine
    
    
    Support Abilities (S-Abilities):
    
    Maintenance: Ensures that holder's items cannot be destroyed or stolen.
    ~~ AP  : 300
    ~~ Item: Adaman Vest
    
    
    Combo Abilities (C-Abilities):
    
    Thief Combo: Performs combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Knife
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Juggler
    
    Ability Nomenclature: Stunt.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 2
    ~~ Evade: 40
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +7
    ~~ MP +/-              : +1
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +9
    ~~ Magic Power +/-     : +6
    ~~ Magic Resistance +/-: +6
    ~~ Speed +/-           : +2
    
    
    Action Abilities (A-Abilities):
    
    Gil Toss: Throw 30 Gil to deal 30 damage.
    ~~ AP  : 100
    ~~ Item: Jack Knife
    
    Hurl: Throws a stocked item to cause damage.
    ~~ AP  : 100
    ~~ Item: Kris Knife
    
    Ball: Confuses.
    ~~ AP  : 200
    ~~ Item: Scramasax
    
    Ring: Stops.
    ~~ AP  : 200
    ~~ Item: Rondell Dagger
    
    Firebomb: Damages and Berserks.
    ~~ AP  : 300
    ~~ Item: Khukuri
    
    Dagger: Damages and Disables.
    ~~ AP  : 300
    ~~ Item: Jambiya
    
    Smile: Gives ally the next turn.
    ~~ AP  : 300
    ~~ Item: Orichalcum
    
    
    Reaction Abilities (R-Abilities):
    
    Catch: Avoid Throw and Hurl to obtain the items thrown.
    ~~ AP  : 300
    ~~ Item: Chain Plate
    
    Return Fire: Catch arrows and fire one back.
    ~~ AP  : 300
    ~~ Item: Power Sash
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Juggle Combo: Perform combos with other clanners.
    ~~ AP  : 100
    ~~ Item: Mythril Knife.
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Gadgeteer
    
    Ability Nomenclature: Pandora.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 50
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +6
    ~~ MP +/-              : +2
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +10
    ~~ Magic Power +/-     : +7
    ~~ Magic Resistance +/-: +9
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Silver Disc: Flips a coin to randomly Blind an entire team.
    ~~ AP  : 200
    ~~ Item: Hard Knuckles
    
    Red Spring: Flips a coin to randomly Haste an entire team.
    ~~ AP  : 200
    ~~ Item: Rising Sun
    
    Green Gear: Flips a coin to randomly Poison an entire team.
    ~~ AP  : 200
    ~~ Item: Sick Knuckles
    
    Chroma Gem: Flips a coin to randomly Sleep an entire team.
    ~~ AP  : 200
    ~~ Item: Dream Claws
    
    Gold Battery: Flips a coin to randomly cast Cure to an entire team.
    ~~ AP  : 200
    ~~ Item: Cat Claws
    
    Blue Screw: Flips a coin to randomly Dispel an entire team.
    ~~ AP  : 200
    ~~ Item: White Fangs
    
    Black Ingot: Flips a coin to randomly Doom an entire team.
    ~~ AP  : 200
    ~~ Item: Death Claws
    
    Yellow Spring: Flips a coin to randomly cast Barrier onto an entire team.
    ~~ AP  : 200
    ~~ Item: Survivor
    
    
    Reaction Abilities (R-Abilities):
    
    Damage > MP: All damage is MP damage until MP runs out.
    ~~ AP  : 300
    ~~ Item: Judo Uniform
    
    Auto-Regen: Slowly heal HP.
    ~~ AP  : 300
    ~~ Item: Gaia Gear
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Gadget Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Claws
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Black Mage
    
    Ability Nomenclature: Black Magic
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 35
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +5
    ~~ MP +/-              : +5
    ~~ Weapon Attack +/-   : +5
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +8
    ~~ Magic Resistance +/-: +6
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Fire: Deals a small amount of Fire-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Thunder: Deals a small amount of Thunder-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Blizzard: Deals a small amount of Blizzard-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Fira: Deals a moderate amount of Fire-elemental damage.
    ~~ AP  : 200
    ~~ Item: Firewheel Rod
    
    Thundara: Deals a moderate amount of Thunder-elemental damage.
    ~~ AP  : 200
    ~~ Item: Thunder Rod
    
    Blizzara: Deals a moderate amount of Blizzard-elemental damage.
    ~~ AP  : 200
    ~~ Item: Sleet Rod
    
    Firaga: Deals a large amount of Fire-elemental damage.
    ~~ AP  : 300
    ~~ Item: Flame Rod
    
    Thundaga: Deals a large amount of Thunder-elemental damage.
    ~~ AP  : 300
    ~~ Item: Thor Rod
    
    Blizzaga: Deals a large amount of Blizzard-elemental damage.
    ~~ AP  : 300
    ~~ Item: Chill Rod
    
    
    Reaction Abilities (R-Abilities):
    
    Return Magic: When hit by magic, unit casts the same spell back to caster, if
                  unit has learned said spell.
    ~~ AP  : 300
    ~~ Item: Black Robe
    
    
    Support Abilities (S-Abilities):
    
    Geomancy: Increases the unit's Magic Power.
    ~~ AP  : 300
    ~~ Item: Sage Robe
    
    
    Combo Abilities (C-Abilities):
    
    Black Combo: Performs combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Rod
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Time Mage
    
    Ability Nomenclature: Time Magic.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 30
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +6
    ~~ MP +/-              : +3
    ~~ Weapon Attack +/-   : +6
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +9
    ~~ Magic Resistance +/-: +9
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Haste: Ups Speed of target.
    ~~ AP  : 200
    ~~ Item: Firewheel Rod
    
    Silence: Silences target.
    ~~ AP  : 200
    ~~ Item: Sleet Rod
    
    Slow: Lowers target's Speed.
    ~~ AP  : 200
    ~~ Item: Terre Rod
    
    Quarter: Cuts target's HP by 25%.
    ~~ AP  : 200
    ~~ Item: Force Rod
    
    Reflect: Creates a magic-reflecting barrier that sends spells back to the
             caster.
    ~~ AP  : 300
    ~~ Item: Thunder Rod
    
    Quicken: Gives an ally the next turn.
    ~~ AP  : 300
    ~~ Item: Thor Rod
    
    Stop: Stops an enemy.
    ~~ AP  : 300
    ~~ Item: Chill Rod
    
    Demi: Cuts HP by 50%.
    ~~ AP  : 300
    ~~ Item: Stardust Rod
    
    
    Reaction Abilities (R-Abilities):
    
    Last Quicken: Gain next turn when HP reaches critical.
    ~~ AP  : 300
    ~~ Item: Lordly Robe
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Time Combo: Perform combos with other clan members.
    ~~ AP  : 100
    ~~ Item: Mythril Rod
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    
    O===========================================================================O
    |                              Bangaa Job Data                              |
    O===========================================================================O
    
    [job title]
    
    Ability Nomenclature: [What is the ability set called?]
    
    Base Stats:
    ~~ Move : 
    ~~ Jump : 
    ~~ Evade: 
    
    Average Stat Growth Per Level:
    ~~ HP +/-              :
    ~~ MP +/-              :
    ~~ Weapon Attack +/-   :
    ~~ Weapon Defense +/-  :
    ~~ Magic Power +/-     :
    ~~ Magic Resistance +/-:
    ~~ Speed +/-           :
    
    
    Action Abilities (A-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Reaction Abilities (R-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Support Abilities (S-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Combo Abilities (C-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Warrior
    
    Ability Nomenclature: Battle Tech.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 2
    ~~ Evade: 50
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +9
    ~~ MP +/-              : +1
    ~~ Weapon Attack +/-   : +9
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +5
    ~~ Magic Resistance +/-: +5
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    First Aid: Heals HP and restores status.
    ~~ AP  : 100
    ~~ Item: Shortsword
    
    Speedbreak: Lowers target's Speed.
    ~~ AP  : 200
    ~~ Item: Silver Sword
    
    Mindbreak: Lowers target's Magic Power.
    ~~ AP  : 200
    ~~ Item: Buster Sword
    
    Powerbreak: Lowers target's Weapon Attack.
    ~~ AP  : 200
    ~~ Item: Samson Sword
    
    Magicbreak: Damages target's MP.
    ~~ AP  : 200
    ~~ Item: Falchion
    
    Greased Bolt: Damages without triggering the target's R-Ability.
    ~~ AP  : 300
    ~~ Item: Gale Sword
    
    Downsize: Cuts target's HP by 50%.
    ~~ AP  : 300
    ~~ Item: Restorer. (Irony.)
    
    Body Slam: Heavily damages target, but user takes some damage, too.
    ~~ AP  : 300
    ~~ Item: Striborg
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Monkey Grip: Holds two-handed weapons in one to permit Shield/etc. equipping.
    ~~ AP  : 300
    ~~ Item: Claymore
    
    Shieldbearer: Allows user to use Shields, regardless of job.
    ~~ AP  : 300
    ~~ Item: Bronze Shield
    
    
    Combo Abilities (C-Abilities):
    
    Combat Combo: Perform combos with other clan members.
    ~~ AP  : 100
    ~~ Item: Mythril Sword
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Dragoon
    
    Ability Nomenclature: Dragon Tech.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 3
    ~~ Evade: 40
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +8
    ~~ MP +/-              : +1
    ~~ Weapon Attack +/-   : +10
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +6
    ~~ Magic Resistance +/-: +6
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Jump: Ranged jumping strike. SPEAR REQUIRED.
    ~~ AP  : 100
    ~~ Item: Javelin
    
    Wyrmtamer: Convinces a weak Dragon monster to leave battle.
    ~~ AP  : 200
    ~~ Item: Buster Sword
    
    Bangaa Cry: Damages.
    ~~ AP  : 200
    ~~ Item: Dragon Whisker
    
    Wyrmkiller: Damages. Doubly-effective against Dragons.
    ~~ AP  : 300
    ~~ Item: Blood Sword
    
    Lancet: Damages and steals HP.
    ~~ AP  : 300
    ~~ Item: Restorer
    
    Fire Breath: Fire-elemental multi-target attack.
    ~~ AP  : 300
    ~~ Item: Lava Spear
    
    Bolt Breath: Thunder-elemental multi-target attack.
    ~~ AP  : 300
    ~~ Item: Gae Bolg
    
    Ice Breath: Blizzard-elemental multi-target attack.
    ~~ AP  : 300
    ~~ Item: Ice Lance
    
    
    Reaction Abilities (R-Abilities):
    
    Dragonheart: Cast Auto-Life upon self when hit with a weapon.
    ~~ AP  : 300
    ~~ Item: Vitanova
    
    
    Support Abilities (S-Abilities): None
    
    
    Combo Abilities (C-Abilities):
    
    Dragon Combo: Perform combos with other allies.
    ~~ AP  : 100
    ~~ Item: Mythril Spear
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Defender
    
    Ability Nomenclature: Defend.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 35
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +9
    ~~ MP +/-              : +1
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +10
    ~~ Magic Power +/-     : +5
    ~~ Magic Resistance +/-: +6
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Hibernate: Heal HP and status; however, one turn is lost.
    ~~ AP  : 100
    ~~ Item: Defender.
    
    Tremor: Deals damage and pushes back all surrounding units.
    ~~ AP  : 100
    ~~ Item: El Cid Sword
    
    Defense: Casts Protect and Shell upon the user for a single turn.
    ~~ AP  : 200
    ~~ Item: Lionheart
    
    Drop Weapon: Knocks the target's weapon out of their hands.
    ~~ AP  : 200
    ~~ Item: Ragnarok
    
    Mow Down: Heavily damages all surrounding units, but the user's Speed lowers.
    ~~ AP  : 200
    ~~ Item: Striborg
    
    Meltdown: KO's user but damage equal to the user's previously-remaining HP is
              dealt to all surrounding units.
    ~~ AP  : 200
    ~~ Item: Vajra
    
    Aura: Casts Auto-Regen (gradual HP restoration) and Auto-Life on user.
    ~~ AP  : 300
    ~~ Item: Lohengrin
    
    Expert Guard: All HP/MP damage is nullified for a turn.
    ~~ AP  : 300
    ~~ Item: SaveTheQueen
    
    
    Reaction Abilities (R-Abilities):
    
    Last Berserk: User is Berserked when HP gets into a critical state.
    ~~ AP  : 300
    ~~ Item: Predator
    
    
    Support Abilities (S-Abilities):
    
    Weapon Def+: Ups Weapon Defense.
    ~~ AP  : 300
    ~~ Item: Diamond Armor
    
    
    Combo Abilities (C-Abilities):
    
    Defend Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Brand
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Gladiator
    
    Ability Nomenclature: Spellblade Tech.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 2
    ~~ Evade: 45
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +8
    ~~ MP +/-              : +3
    ~~ Weapon Attack +/-   : +9
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +5
    ~~ Magic Resistance +/-: +6
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Rushes: Damages and pushes back target.
    ~~ AP  : 100
    ~~ Item: Sweep Blade
    
    Beatdown: High-power, low-accuracy attack.
    ~~ AP  : 200
    ~~ Item: Shadow Blade
    
    Blitz: High-accuracy, low-power attack.
    ~~ AP  : 200
    ~~ Item: Sun Blade
    
    Fire Sword: Fire-elemental attack.
    ~~ AP  : 200
    ~~ Item: Flametongue
    
    Bolt Sword: Thunder-elemental attack.
    ~~ AP  : 200
    ~~ Item: Air Blade
    
    Ice Sword: Blizzard-elemental attack.
    ~~ AP  : 200
    ~~ Item: Icebrand
    
    Wild Swing: Damages all surrounding units.
    ~~ AP  : 200
    ~~ Item: Ogun Blade
    
    Ultima Sword: Heavily damages target.
    ~~ AP  : 999
    ~~ Item: Materia Blade
    
    
    Reaction Abilities (R-Abilities):
    
    Strikeback: Stops close-range Fight moves and counterattacks.
    ~~ AP  : 300
    ~~ Item: Wygar
    
    
    Support Abilities (S-Abilities):
    
    Doublehand: Holds one-hand weapons in two hands to increase Weapon Attack.
    ~~ AP  : 300
    ~~ Item: Venus Blade
    
    
    Combo Abilities (C-Abilities):
    
    Sword Combo: Perform combos with other clan members.
    ~~ AP  : 100
    ~~ Item: Mythril Blade
    
    
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    White Monk
    
    Ability Nomenclature: Monk Tech.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 3
    ~~ Evade: 60
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +6
    ~~ MP +/-              : +1
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +8
    ~~ Magic Resistance +/-: +8
    ~~ Speed +/-           : +2
    
    
    Action Abilities (A-Abilities):
    
    Whirlwind: Damages all surrounding units.
    ~~ AP  : 100
    ~~ Item: Hard Knuckles
    
    Aur Render: Distance damage.
    ~~ AP  : 200
    ~~ Item: Kaiser Knuckles
    
    Chakra: Heals user's HP and restores status.
    ~~ AP  : 200
    ~~ Item: Cat Claws
    
    Holy Sign: Uses Dispel on target.
    ~~ AP  : 200
    ~~ Item: White Fangs
    
    Far Fist: Ranged splash-radius damage.
    ~~ AP  : 200
    ~~ Item: Godhand
    
    Earth Render: Damages all units in the user's line of sight.
    ~~ AP  : 200
    ~~ Item: Tiger Fangs
    
    Exorcise: Immediately rids you of the Undead.
    ~~ AP  : 300
    ~~ Item: Rising Sun
    
    Revive: Raises a KO'ed unit and heals some HP.
    ~~ AP  : 300
    ~~ Item: Survivor
    
    
    Reaction Abilities (R-Abilities):
    
    Reflex: Dodge all normal Fight moves.
    ~~ AP  : 300
    ~~ Item: Mirage Vest
    
    Counter: Counterattacks when attacked within own weapon's range.
    ~~ AP  : 300
    ~~ Item: Brigandine
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Monk Combo: Perform combos with other clanners.
    ~~ AP  : 100
    ~~ Item: Mythril Claws
    
    
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    Bishop
    
    Ability Nomenclature: Prayer.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 30
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +7
    ~~ MP +/-              : +5
    ~~ Weapon Attack +/-   : +7
    ~~ Weapon Defense +/-  : +4
    ~~ Magic Power +/-     : +9
    ~~ Magic Resistance +/-: +8
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Aero: Radius wind-based damage.
    ~~ AP  : 200
    ~~ Item: Judge Staff
    
    Cura: Heals moderate amount of HP. Holy-based.
    ~~ AP  : 200
    ~~ Item: Cure Staff
    
    Dispel: Gets rid of target's status enhancements (ie. Haste).
    ~~ AP  : 200
    ~~ Item: Bless Staff
    
    Water: Water-based radius damage.
    ~~ AP  : 200
    ~~ Item: Spring Staff
    
    Break: Petrifies target.
    ~~ AP  : 200
    ~~ Item: Snake Staff
    
    Barrier: Casts Protect and Shell on target.
    ~~ AP  : 300
    ~~ Item: Garnet Staff
    
    Judge: Steals target's JP.
    ~~ AP  : 300
    ~~ Item: Cheer Staff
    
    Holy: Radius holy-based damage.
    ~~ AP  : 300
    ~~ Item: Nirvana Staff
    
    
    Reaction Abilities (R-Abilities):
    
    Return Magic: When hit by magic, casts that same spell at caster, if user knows
                  this spell.
    ~~ AP  : 300
    ~~ Item: Black Robe
    
    
    Support Abilities (S-Abilities):
    
    Half MP: MP usage is halved.
    ~~ AP  : 300
    ~~ Item: Light Robe
    
    
    Combo Abilities (C-Abilities):
    
    Pray Combo: Perform combos with other clanners.
    ~~ AP  : 100
    ~~ Item: Mythril Staff
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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    Templar
    
    Ability Nomenclature: Sacred Tech.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 40
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +7
    ~~ MP +/-              : +3
    ~~ Weapon Attack +/-   : +7
    ~~ Weapon Defense +/-  : +10
    ~~ Magic Power +/-     : +8
    ~~ Magic Resistance +/-: +7
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Rasp: Deals MP damage.
    ~~ AP  : 100
    ~~ Item: Apocalypse
    
    Astra: Nullifies the first status inflicted upon the target.
    ~~ AP  : 100
    ~~ Item: SaveTheQueen
    
    Cheer: Improves weaponry stats.
    ~~ AP  : 100
    ~~ Item: Partisan
    
    Silence: Silences target.
    ~~ AP  : 200
    ~~ Item: Ragnarok
    
    Haste: Ups the target's Speed.
    ~~ AP  : 200
    ~~ Item: Lohengrin
    
    Soul Sphere: Deals MP damage.
    ~~ AP  : 300
    ~~ Item: Arch Sword
    
    Warcry: Decreases the Speed of all surrounding units.
    ~~ AP  : 300
    ~~ Item: Javelin
    
    Lifebreak: Deals damage equal to the amount of HP lost by the user.
    ~~ AP  : 300
    ~~ Item: Kain's Lance
    
    
    Reaction Abilities (R-Abilities):
    
    Bonecrusher: When hit at close-range, counters with 150% of the normal power.
    ~~ AP  : 300
    ~~ Item: Carabini Mail
    
    
    Support Abilities (S-Abilities):
    
    Weapon Atk+: Increases Weapon Attack.
    ~~ AP  : 300
    ~~ Item: Trident
    
    
    Combo Abilities (C-Abilities):
    
    Sacred Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Brand
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    
    O===========================================================================O
    |                              Nu Mou Job Data                              |
    O===========================================================================O
    
    [job title]
    
    Ability Nomenclature: [What is the ability set called?]
    
    Base Stats:
    ~~ Move : 
    ~~ Jump : 
    ~~ Evade: 
    
    Average Stat Growth Per Level:
    ~~ HP +/-              :
    ~~ MP +/-              :
    ~~ Weapon Attack +/-   :
    ~~ Weapon Defense +/-  :
    ~~ Magic Power +/-     :
    ~~ Magic Resistance +/-:
    ~~ Speed +/-           :
    
    
    Action Abilities (A-Abilities):
    
    [name] - [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Reaction Abilities (R-Abilities):
    
    [name] - [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Support Abilities (S-Abilities):
    
    [name] - [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Combo Abilities (C-Abilities):
    
    [name] - [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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    White Mage
    
    Ability Nomenclature: White Magic
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 40
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +6
    ~~ MP +/-              : +5
    ~~ Weapon Attack +/-   : +4
    ~~ Weapon Defense +/-  : +6
    ~~ Magic Power +/-     : +8
    ~~ Magic Resistance +/-: +8
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Cure: Heals some HP. Holy elemental.
    ~~ AP  : 100
    ~~ Item: White Staff
    
    Protect: Temporarily raises Weapon Defense of target.
    ~~ AP  : 100
    ~~ Item: Guard Staff
    
    Shell: Temporarily raises Magic Resistance of target.
    ~~ AP  : 100
    ~~ Item: Judge Staff
    
    Cura: Heals a fairly decent amount of HP. Holy elemental.
    ~~ AP  : 200
    ~~ Item: Cure Staff
    
    Esuna: Heals all statuses, save for KO.
    ~~ AP  : 200
    ~~ Item: Pure Staff
    
    Life: Restores the KO status and gives some HP.
    ~~ AP  : 200
    ~~ Item: Bless Staff
    
    Auto-Life: Casts the Auto-Life status to auto-revive on KO.
    ~~ AP  : 200
    ~~ Item: Cheer Staff
    
    Curaga: Heals a large amount of HP. Holy-elemental.
    ~~ AP  : 300
    ~~ Item: Spring Staff
    
    Full-Life: Revives KO'ed ally with full HP.
    ~~ AP  : 300
    ~~ Item: Nirvana Staff
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Turbo MP: Doubles MP usage in exchange for more Magic Power and accuracy.
    ~~ AP  : 300
    ~~ Item: White Robe
    
    
    Combo Abilities (C-Abilities):
    
    White Combo: Perform combos with other clanners.
    ~~ AP  : 100
    ~~ Item: Mythril Staff
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Black Mage
    
    Ability Nomenclature: Black Magic
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 35
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +5
    ~~ MP +/-              : +5
    ~~ Weapon Attack +/-   : +5
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +8
    ~~ Magic Resistance +/-: +6
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Fire: Deals a small amount of Fire-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Thunder: Deals a small amount of Thunder-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Blizzard: Deals a small amount of Blizzard-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Fira: Deals a moderate amount of Fire-elemental damage.
    ~~ AP  : 200
    ~~ Item: Firewheel Rod
    
    Thundara: Deals a moderate amount of Thunder-elemental damage.
    ~~ AP  : 200
    ~~ Item: Thunder Rod
    
    Blizzara: Deals a moderate amount of Blizzard-elemental damage.
    ~~ AP  : 200
    ~~ Item: Sleet Rod
    
    Firaga: Deals a large amount of Fire-elemental damage.
    ~~ AP  : 300
    ~~ Item: Flame Rod
    
    Thundaga: Deals a large amount of Thunder-elemental damage.
    ~~ AP  : 300
    ~~ Item: Thor Rod
    
    Blizzaga: Deals a large amount of Blizzard-elemental damage.
    ~~ AP  : 300
    ~~ Item: Chill Rod
    
    
    Reaction Abilities (R-Abilities):
    
    Return Magic: When hit by magic, unit casts the same spell back to caster, if
                  unit has learned said spell.
    ~~ AP  : 300
    ~~ Item: Black Robe
    
    
    Support Abilities (S-Abilities):
    
    Geomancy: Increases the unit's Magic Power.
    ~~ AP  : 300
    ~~ Item: Sage Robe
    
    
    Combo Abilities (C-Abilities):
    
    Black Combo: Performs combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Rod
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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    Time Mage
    
    Ability Nomenclature: Time Magic.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 30
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +6
    ~~ MP +/-              : +3
    ~~ Weapon Attack +/-   : +6
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +9
    ~~ Magic Resistance +/-: +9
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Haste: Ups Speed of target.
    ~~ AP  : 200
    ~~ Item: Firewheel Rod
    
    Silence: Silences target.
    ~~ AP  : 200
    ~~ Item: Sleet Rod
    
    Slow: Lowers target's Speed.
    ~~ AP  : 200
    ~~ Item: Terre Rod
    
    Quarter: Cuts target's HP by 25%.
    ~~ AP  : 200
    ~~ Item: Force Rod
    
    Reflect: Creates a magic-reflecting barrier that sends spells back to the
             caster.
    ~~ AP  : 300
    ~~ Item: Thunder Rod
    
    Quicken: Gives an ally the next turn.
    ~~ AP  : 300
    ~~ Item: Thor Rod
    
    Stop: Stops an enemy.
    ~~ AP  : 300
    ~~ Item: Chill Rod
    
    Demi: Cuts HP by 50%.
    ~~ AP  : 300
    ~~ Item: Stardust Rod
    
    
    Reaction Abilities (R-Abilities):
    
    Last Quicken: Gain next turn when HP reaches critical.
    ~~ AP  : 300
    ~~ Item: Lordly Robe
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Time Combo: Perform combos with other clan members.
    ~~ AP  : 100
    ~~ Item: Mythril Rod
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Illusionist
    
    Ability Nomenclature: Phantasm.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 30
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +5
    ~~ MP +/-              : +8
    ~~ Weapon Attack +/-   : +4
    ~~ Weapon Defense +/-  : +6
    ~~ Magic Power +/-     : +9
    ~~ Magic Resistance +/-: +9
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Prominence: Fire-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Firewheel Rod
    
    Tempest: Thunder-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Thunder Rod
    
    Freezeblink: Blizzard-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Sleet Rod
    
    Soil Evidence: Earth-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Terra Rod
    
    Wild Tornado: Aero-based damage to all enemies.
    ~~ AP  : 200
    ~~ Item: Thor Rod
    
    Deluge: Water-based damage to all enemies.
    ~~ AP  : 200
    ~~ Item: Chill Rod
    
    Stardust: Non-elemental damage to all enemies.
    ~~ AP  : 300
    ~~ Item: Stardust Rod
    
    Star Cross: Holy-based damage to all enemies.
    ~~ AP  : 300
    ~~ Item: Princess Rod
    
    
    Reaction Abilities (R-Abilities):
    
    Absorb MP: When hit by magic, earn MP equal to the spell's MP cost.
    ~~ AP  : 300
    ~~ Item: Lordly Robe
    
    
    Support Abilities (S-Abilities):
    
    Half MP: Halves the MP needed for MP-based abilities.
    ~~ AP  : 300
    ~~ Item: Light Robe
    
    
    Combo Abilities (C-Abilities):
    
    Spell Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Rod
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Alchemist
    
    Ability Nomenclature: Alchemy.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 3
    ~~ Evade: 35
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +6
    ~~ MP +/-              : +9
    ~~ Weapon Attack +/-   : +5
    ~~ Weapon Defense +/-  : +6
    ~~ Magic Power +/-     : +9
    ~~ Magic Resistance +/-: +10
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Poison: Poisons target.
    ~~ AP  : 100
    ~~ Item: Druid Mace
    
    Rasp: Deals MP damage.
    ~~ AP  : 100
    ~~ Item: Energy Mace
    
    Astra: Nullifies the first status ailment inflicted onto the target of Astra.
    ~~ AP  : 200
    ~~ Item: Sage Croiser
    
    Toad: Turns an enemy into a Frog.
    ~~ AP  : 200
    ~~ Item: Mandragora
    
    Death: Instantly KO's target.
    ~~ AP  : 200
    ~~ Item: Life Crosier
    
    Flare: Deals extremely high damage to target.
    ~~ AP  : 300
    ~~ Item: Lotus Mace
    
    Meteor: Deals extremely high damage to target.
    ~~ AP  : 300
    ~~ Item: Scorpion Tail
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Maintenance: Prevents user's equipment from being stolen or destroyed.
    ~~ AP  : 300
    ~~ Item: Adaman Vest
    
    Magic Pow+: Increases the Magic Power stat.
    ~~ AP  : 300
    ~~ Item: Morning Star
    
    
    Combo Abilities (C-Abilities):
    
    Gold Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Mace
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Beastmaster
    
    Ability Nomenclature: Control.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 3
    ~~ Evade: 55
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +7
    ~~ MP +/-              : +2
    ~~ Weapon Attack +/-   : +9
    ~~ Weapon Defense +/-  : +9
    ~~ Magic Power +/-     : +7
    ~~ Magic Resistance +/-: +9
    ~~ Speed +/-           : +2
    
    
    Action Abilities (A-Abilities):
    
    Goblin: Controls Goblins and Red Caps.
    ~~ AP  : 200
    ~~ Item: Demon Bell, War Trumpet
    
    Flan: Control Jellies, Creams, and Ice Flans.
    ~~ AP  : 200
    ~~ Item: Demon Bell, Glass Bell
    
    Bomb: Control Bombs and Grenades.
    ~~ AP  : 200
    ~~ Item: Demon Bell, Aona Flute
    
    Dragon: Controls Firewyrms, Icedrakes, and Thundrakes.
    ~~ AP  : 200
    ~~ Item: Earth Bell
    
    Lamia: Controls Lamias and Liliths.
    ~~ AP  : 200
    ~~ Item: Glass Bell
    
    Panther: Controls Red Panthers and Coeurls.
    ~~ AP  : 200
    ~~ Item: War Trumpet
    
    Rockbeast: Controls Toughskins and Blade Biters.
    ~~ AP  : 200
    ~~ Item: Conch Shell
    
    Floateye: Controls Floateyes and Ahrimans.
    ~~ AP  : 200
    ~~ Item: Black Quena
    
    Undead: Controls Zombies and Vampires.
    ~~ AP  : 200
    ~~ Item: Black Quena
    
    Fairy: Controls Sprites and Titanias.
    ~~ AP  : 200
    ~~ Item: Fairy Harp
    
    Bug: Control Antlions and Jawbreakers.
    ~~ AP  : 200
    ~~ Item: Fairy Harp
    
    Malboro: Controls Malboros and Big Malboros.
    ~~ AP  : 200
    ~~ Item: Aona Flute
    
    Tonberry: Controls Tonberries and Masterberries.
    ~~ AP  : 200
    ~~ Item: Blood Strings
    
    
    Reaction Abilities (R-Abilities):
    
    Last Haste: Ups Speed when HP reaches a critical state.
    ~~ AP  : 300
    ~~ Item: Ninja Gear
    
    
    Support Abilities (S-Abilities):
    
    Immunity: Allows resistance of some statuses.
    ~~ AP  : 300
    ~~ Item: Survival Vest
    
    
    Combo Abilities (C-Abilities):
    
    Beast Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Bell
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Morpher 
    
    Ability Nomenclature: Morph.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 3
    ~~ Evade: 30
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +6
    ~~ MP +/-              : +3
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +7
    ~~ Magic Resistance +/-: +8
    ~~ Speed +/-           : +2
    
    
    Action Abilities (A-Abilities):
    
    Goblin: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Goblin Soul
    
    Flan: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Flan Soul
    
    Bomb: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Bomb Soul
    
    Dragon: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Dragon Soul
    
    Lamia: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Lamia Soul
    
    Bug: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Bug Soul
    
    Panther: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Panther Soul
    
    Malboro: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Malboro Soul
    
    Floateye: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Eye Soul
    
    
    Reaction Abilities (R-Abilities):
    
    Damage > MP: All damage is MP-based until MP is emptied.
    ~~ AP  : 300
    ~~ Item: Judo Uniform
    
    
    Support Abilities (S-Abilities): None
    
    
    Combo Abilities (C-Abilities):
    
    Morph Combo: Perform combos with other allies.
    ~~ AP  : 100
    ~~ Item: Mythril Soul
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Sage
    
    Ability Nomenclature: Sagacity Skill.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 3
    ~~ Evade: 40
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +6
    ~~ MP +/-              : +9
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +7
    ~~ Magic Power +/-     : +8
    ~~ Magic Resistance +/-: +7
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Drain: Damages and takes the HP of the target.
    ~~ AP  : 100
    ~~ Item: Energy Mace
    
    Blind: Blinds target.
    ~~ AP  : 100
    ~~ Item: Druid Mace
    
    Water: Deals water-based radius damage.
    ~~ AP  : 200
    ~~ Item: Battle Mace
    
    Aero: Deals radius wind-based damage.
    ~~ AP  : 200
    ~~ Item: Battle Mace
    
    Bio: Damages and Poisons target.
    ~~ AP  : 300
    ~~ Item: Mandragora
    
    Raise: Revives and/or heals HP of the units in a certain radius.
    ~~ AP  : 300
    ~~ Item: Life Crosier
    
    Giga Flare: High damage to target.
    ~~ AP  : 300
    ~~ Item: Lotus Mace
    
    Ultima Blow: Extremely high damage to target.
    ~~ AP  : 999
    ~~ Item: Zeus Mace
    
    
    Reaction Abilities (R-Abilities):
    
    Reflex: Dodges any normal Fight moves.
    ~~ AP  : 300
    ~~ Item: Mirage Vest
    
    
    Support Abilities (S-Abilities):
    
    Weapon Def+: Increases Weapon Defense.
    ~~ AP  : 300
    ~~ Item: Dark Gear
    
    Shieldbearer: Allows user to wield Shields, regardless of job.
    ~~ AP  : 300
    ~~ Item: Round Shield
    
    
    Combo Abilities (C-Abilities):
    
    Wise Combo: Perform a combo with another clan member.
    ~~ AP  : 100
    ~~ Item: Mythril Mace
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Hermetic  <--  [Restricted solely to Ezel Berbier!]
    
    Ability Nomenclature: Hermetics.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 35
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +8
    ~~ MP +/-              : +3
    ~~ Weapon Attack +/-   : +7
    ~~ Weapon Defense +/-  : +8
    ~~ Magic Power +/-     : +8
    ~~ Magic Resistance +/-: +9
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Azoth: Puts all enemies to Sleep.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    Astra: Nullifies the next status inflicted on the target of Astra.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    
    Reaction Abilities (R-Abilities):
    
    Block Arrows: Arrow-based projectiles will not hurt you.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    
    Support Abilities (S-Abilities):
    
    Weapon Atk+: Increases Weapon Attack.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    
    Combo Abilities (C-Abilities): None.
    
    
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    Runeseeker  <--  [Restricted solely to Babus!]
    
    Ability Nomenclature: Rune.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 2
    ~~ Evade: 50
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +9
    ~~ MP +/-              : +4
    ~~ Weapon Attack +/-   : +9
    ~~ Weapon Defense +/-  : +9
    ~~ Magic Power +/-     : +10
    ~~ Magic Resistance +/-: +8
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Explode: Deals heavy Fire-based damage.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    Stillness: Inflicts Stop.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    Quarter: Cuts HP by 25%.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    Demi: Cuts HP by 50%.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    
    Reaction Abilities (R-Abilities):
    
    Counter: When attacked within own weapon range, you will counterattack.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    
    Support Abilities (S-Abilities):
    
    Weapon Def+: Increases Weapon Defense.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    
    Combo Abilities (C-Abilities): None.
    
    
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    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    
    O===========================================================================O
    |                               Viera Job Data                              |
    O===========================================================================O
    
    [job title]
    
    Ability Nomenclature: [What is the ability set called?]
    
    Base Stats:
    ~~ Move : 
    ~~ Jump : 
    ~~ Evade: 
    
    Average Stat Growth Per Level:
    ~~ HP +/-              :
    ~~ MP +/-              :
    ~~ Weapon Attack +/-   :
    ~~ Weapon Defense +/-  :
    ~~ Magic Power +/-     :
    ~~ Magic Resistance +/-:
    ~~ Speed +/-           :
    
    
    Action Abilities (A-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Reaction Abilities (R-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Support Abilities (S-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Combo Abilities (C-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
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    Fencer
    
    Ability Nomenclature: Lunge Tech.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 2
    ~~ Evade: 60
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +8
    ~~ MP +/-              : +1
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +7
    ~~ Magic Power +/-     : +7
    ~~ Magic Resistance +/-: +7
    ~~ Speed +/-           : +2
    
    
    Action Abilities (A-Abilities):
    
    Swarmstrike: Low damage, but Poisons.
    ~~ AP  : 100
    ~~ Item: Stinger
    
    Featherblow: High-accuracy, low-damage attack.
    ~~ AP  : 200
    ~~ Item: Estoc
    
    Piercethrough: Deals damage to two squares in front of user.
    ~~ AP  : 200
    ~~ Item: Flamberge
    
    Shadowstick: Lowers target's Speed.
    ~~ AP  : 200
    ~~ Item: Silver Rapier
    
    Nighthawk: Deals damage at a small distance.
    ~~ AP  : 200
    ~~ Item: Joyeuse 
    
    Swallowtail: Hits all surrounding units.
    ~~ AP  : 300
    ~~ Item: Djinn Flyssa
    
    Manastrike: Heavily damages target's MP.
    ~~ AP  : 300
    ~~ Item: Mage Masher
    
    Checkmate: Dooms target.
    ~~ AP  : 300
    ~~ Item: Gupti Aga
    
    
    Reaction Abilities (R-Abilities):
    
    Reflex: Dodge all normal Fight moves.
    ~~ AP  : 300
    ~~ Item: Mirage Vest
    
    
    Support Abilities (S-Abilities):
    
    Shieldbearer: Wield a shield, regardless of job.
    ~~ AP  : 300
    ~~ Item: Round Shield
    
    
    Combo Abilities (C-Abilities):
    
    Lunge Combo: Perform a combo with allied members.
    ~~ AP  : 100
    ~~ Item: Mythril Rapier
    
    
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    Elementalist
    
    Ability Nomenclature: Spirit Magic.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 50
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +7
    ~~ MP +/-              : +2
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +7
    ~~ Magic Power +/-     : +7
    ~~ Magic Resistance +/-: +8
    ~~ Speed +/-           : +2
    
    
    Action Abilities (A-Abilities):
    
    Fire Whip: Fire-based damage that may Disable.
    ~~ AP  : 100
    ~~ Item: Scarlette
    
    White Flame: Heals HP.
    ~~ AP  : 100
    ~~ Item: Flamberge
    
    Heavy Dust: Earth-based damage that may Immobilize.
    ~~ AP  : 200
    ~~ Item: Estoc
    
    Earth Heal: Heals HP.
    ~~ AP  : 200
    ~~ Item: Fleuret
    
    Sliprain: Water-based damage that may Slow.
    ~~ AP  : 200
    ~~ Item: Silver Rapier
    
    Shining Air: Wind-based damage that may Blind.
    ~~ AP  : 200
    ~~ Item: Djinn Flyssa
    
    Evil Gaze: Dark-based damage that may Confuse.
    ~~ AP  : 300
    ~~ Item: Joyeuse
    
    Elementalshift: Changes the target's elemental resistances and weaknesses.
    ~~ AP  : 300
    ~~ Item: Epeprism
    
    
    Reaction Abilities (R-Abilities):
    
    Absorb MP: When a spell hits you, you absorb MP equal to the cost of the spell.
    ~~ AP  : 300
    ~~ Item: Lordly Robe
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Spirit Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Rapier
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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    Red Mage
    
    Ability Nomenclature: Red Magic.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 2
    ~~ Evade: 50
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +6
    ~~ MP +/-              : +3
    ~~ Weapon Attack +/-   : +7
    ~~ Weapon Defense +/-  : +7
    ~~ Magic Power +/-     : +9
    ~~ Magic Resistance +/-: +7
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Thunder: Deals Thunder-based damage.
    ~~ AP  : 100
    ~~ Item: Stinger.
    
    Cure: Heals some HP. Holy-based.
    ~~ AP  : 100
    ~~ Item: Fleuret
    
    Fire: Deals Fire-based damage.
    ~~ AP  : 100
    ~~ Item: Scarlette
    
    Blizzard: Deals Blizzard-based damage.
    ~~ AP  : 100
    ~~ Item: Flamberge
    
    Poison: Poisons target.
    ~~ AP  : 100
    ~~ Item: Silver Rapier
    
    Sleep: Puts target to Sleep.
    ~~ AP  : 200
    ~~ Item: Estoc
    
    Barrier: Casts Protect and Shell simultaneously.
    ~~ AP  : 300
    ~~ Item: Mage Masher
    
    Doublecast: Allows the casting of two spells in a single turn.
    ~~ AP  : 999
    ~~ Item: Madu
    
    
    Reaction Abilities (R-Abilities):
    
    Catch: Avoids Hurl/Throw attack to obtain the thrown items.
    ~~ AP  : 300
    ~~ Item: Chain Plate
    
    
    Support Abilities (S-Abilities):
    
    Magic Pow+: Increases Magic Power.
    ~~ AP  : 300
    ~~ Item: Colichemarde
    
    
    Combo Abilities (C-Abilities):
    
    Red Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Rapier
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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    Summoner
    
    Ability Nomenclature: Summon Magic.
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 30
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +6
    ~~ MP +/-              : +6
    ~~ Weapon Attack +/-   : +5
    ~~ Weapon Defense +/-  : +6
    ~~ Magic Power +/-     : +10
    ~~ Magic Resistance +/-: +9
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Ifrit: Fire summon.
    ~~ AP  : 200
    ~~ Item: Guard Staff
    
    Ramuh: Thunder summon.
    ~~ AP  : 200
    ~~ Item: Judge Staff
    
    Kirin: Auto-Regen summon.
    ~~ AP  : 200
    ~~ Item: Cure Staff
    
    Unicorn: HP-restorative summon.
    ~~ AP  : 200
    ~~ Item: Pure Staff
    
    Shiva: Blizzard summon.
    ~~ AP  : 200
    ~~ Item: Snake Staff
    
    Carbuncle: Reflect-casting summon.
    ~~ AP  : 300
    ~~ Item: Garnet Staff
    
    Madeen: Holy summon.
    ~~ AP  : 300
    ~~ Item: Cheer Staff
    
    Phoenix: Revive-casting summon.
    ~~ AP  : 300
    ~~ Item: Nirvana
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Half MP: Required MP for magic-casting is halved.
    ~~ AP  : 300
    ~~ Item: Light Robe
    
    
    Combo Abilities (C-Abilities):
    
    Summon Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Staff
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Assassin
    
    Ability Nomenclature: Corner.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 4
    ~~ Evade: 65
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +6
    ~~ MP +/-              : +5
    ~~ Weapon Attack +/-   : +9
    ~~ Weapon Defense +/-  : +7
    ~~ Magic Power +/-     : +8
    ~~ Magic Resistance +/-: +6
    ~~ Speed +/-           : +3
    
    
    Action Abilities (A-Abilities):
    
    Aphonia: Silences.
    ~~ AP  : 200
    ~~ Item: Murasame
    
    Ague: Slows.
    ~~ AP  : 200
    ~~ Item: Ranger Bow
    
    Shadowbind: Stops.
    ~~ AP  : 200
    ~~ Item: Fey Bow
    
    Last Breath: Auto-KO.
    ~~ AP  : 300
    ~~ Item: Petalchaser
    
    Rockseal: Petrifies.
    ~~ AP  : 300
    ~~ Item: Kotetsu
    
    Nightmare: Sleeps and Dooms.
    ~~ AP  : 300
    ~~ Item: Kikuichimonji
    
    Oblivion: Addles.
    ~~ AP  : 300
    ~~ Item: Masamune
    
    Ultima Masher: Deals heavy damage.
    ~~ AP  : 999
    ~~ Item: Zanmato
    
    
    Reaction Abilities (R-Abilities):
    
    Return Fire: Sends back any arrows shot at you.
    ~~ AP  : 300
    ~~ Item: Power Sash
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Killer Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Epee
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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    Archer
    
    Ability Nomenclature: Aim.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 2
    ~~ Evade: 50
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +7
    ~~ MP +/-              : +2
    ~~ Weapon Attack +/-   : +8
    ~~ Weapon Defense +/-  : +7
    ~~ Magic Power +/-     : +7
    ~~ Magic Resistance +/-: +8
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Boost: Increases weapon stats.
    ~~ AP  : 100
    ~~ Item: Longbow
    
    Blackout: Blinds target.
    ~~ AP  : 200
    ~~ Item: Char Bow
    
    Aim: Legs - Immobilizes target.
    ~~ AP  : 200
    ~~ Item: Thorn Bow
    
    Aim: Arm - Disables target.
    ~~ AP  : 200
    ~~ Item: Nail Bow
    
    Cupid: Charms target.
    ~~ AP  : 200
    ~~ Item: Artemis Bow
    
    Burial: Removes the Undead from battle.
    ~~ AP  : 300
    ~~ Item: Silver Bow
    
    Take Aim: High-accuracy move with low power.
    ~~ AP  : 300
    ~~ Item: Yoichi Bow
    
    Faster: Damages despite R-ability.
    ~~ AP  : 300
    ~~ Item: Perseus Bow
    
    
    Reaction Abilities (R-Abilities):
    
    Block Arrows: Will not be hit with arrow-based attacks.
    ~~ AP  : 300
    ~~ Item: Green Beret
    
    
    Support Abilities (S-Abilities):
    
    Concentrate: Increases accuracy to high levels (usually 80% ~ 100%).
    ~~ AP  : 300
    ~~ Item: Target Bow
    
    
    Combo Abilities (C-Abilities):
    
    Bow Combo: Performs combos with other allies.
    ~~ AP  : 100
    ~~ Item: Mythril Bow
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Sniper
    
    Ability Nomenclature: Sharpshoot.
    
    Base Stats:
    ~~ Move : 4
    ~~ Jump : 3
    ~~ Evade: 60
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +7
    ~~ MP +/-              : +2
    ~~ Weapon Attack +/-   : +9
    ~~ Weapon Defense +/-  : +7
    ~~ Magic Power +/-     : +6
    ~~ Magic Resistance +/-: +7
    ~~ Speed +/-           : +2
    
    
    Action Abilities (A-Abilities):
    
    Conceal: Makes user invisible.
    ~~ AP  : 100
    ~~ Item: Windslash Bow
    
    Beso Toxico: Damages and Poisons.
    ~~ AP  : 200
    ~~ Item: Cranequin
    
    Aim: Wallet - Causes target to lose some Gil.
    ~~ AP  : 200
    ~~ Item: Hunt Bow
    
    Doubleshot: Shoot two shots. Individually, they're weaker; combined, stronger.
    ~~ AP  : 300
    ~~ Item: Twin Bow
    
    Aim: Armor - May destroy target's armor.
    ~~ AP  : 300
    ~~ Item: Few Bow
    
    Death Sickle: Dooms target.
    ~~ AP  : 300
    ~~ Item: Hades Bow
    
    Aim: Weapon - May destroy target's weapon.
    ~~ AP  : 300
    ~~ Item: Master Bow
    
    Doom Archer: Deals damage equal to HP and MP of user to HP and MP of target.
    ~~ AP  : 300 
    ~~ Item: Max's Oathbow
    
    
    Reaction Abilities (R-Abilities):
    
    Auto-Regen: Slowly regenerate HP.
    ~~ AP  : 300
    ~~ Item: Gaia Gear
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Sniper Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Shot
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    White Mage
    
    Ability Nomenclature: White Magic
    
    Base Stats:
    ~~ Move : 3
    ~~ Jump : 2
    ~~ Evade: 40
    
    Average Stat Growth Per Level:
    ~~ HP +/-              : +6
    ~~ MP +/-              : +5
    ~~ Weapon Attack +/-   : +4
    ~~ Weapon Defense +/-  : +6
    ~~ Magic Power +/-     : +8
    ~~ Magic Resistance +/-: +8
    ~~ Speed +/-           : +1
    
    
    Action Abilities (A-Abilities):
    
    Cure: Heals some HP. Holy elemental.
    ~~ AP  : 100
    ~~ Item: White Staff
    
    Protect: Temporarily raises Weapon Defense of target.
    ~~ AP  : 100
    ~~ Item: Guard Staff
    
    Shell: Temporarily raises Magic Resistance of target.
    ~~ AP  : 100
    ~~ Item: Judge Staff
    
    Cura: Heals a fairly decent amount of HP. Holy elemental.
    ~~ AP  : 200
    ~~ Item: Cure Staff
    
    Esuna: Heals all statuses, save for KO.
    ~~ AP  : 200
    ~~ Item: Pure Staff
    
    Life: Restores the KO status and gives some HP.
    ~~ AP  : 200
    ~~ Item: Bless Staff
    
    Auto-Life: Casts the Auto-Life status to auto-revive on KO.
    ~~ AP  : 200
    ~~ Item: Cheer Staff
    
    Curaga: Heals a large amount of HP. Holy-elemental.
    ~~ AP  : 300
    ~~ Item: Spring Staff
    
    Full-Life: Revives KO'ed ally with full HP.
    ~~ AP  : 300
    ~~ Item: Nirvana Staff
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Turbo MP: Doubles MP usage in exchange for more Magic Power and accuracy.
    ~~ AP  : 300
    ~~ Item: White Robe
    
    
    Combo Abilities (C-Abilities):
    
    White Combo: Perform combos with other clanners.
    ~~ AP  : 100
    ~~ Item: Mythril Staff
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    
    8. Ability Stuff********************************FFTA8************************
    This section will the abilities of each job and race in the game. It will also
    list the effect of this ability, the typing of it, the AP needed for mastery,
    and the item(s) you receive the ability from. The jobs and races are listed in
    the same manner and section six and section seven.
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    O===========================================================================O
    |                              Human Abilities                              |
    O===========================================================================O
    
    [job title]
    
    Ability Nomenclature: [What is the ability set called?]
    
    
    Action Abilities (A-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Reaction Abilities (R-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Support Abilities (S-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Combo Abilities (C-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Soldier
    
    Ability Nomenclature: Battle Tech.
    
    
    Action Abilities (A-Abilities):
    
    First Aid: Heals HP and status.
    ~~ AP  : 100
    ~~ Item: Shortsword
    
    Speedbreak: Decreases target's Speed.
    ~~ AP  : 200
    ~~ Item: Silver Sword
    
    Mindbreak: Decreases target's Magic Power.
    ~~ AP  : 200
    ~~ Item: Buster Sword
    
    Powerbreak: Decreases target's Weapon Attack.
    ~~ AP  : 200
    ~~ Item: Barong
    
    Magicbreak: Damages the target's MP.
    ~~ AP  : 200
    ~~ Item: Ancient Sword
    
    Mug: Deals some damage and steals some Gil.
    ~~ AP  : 300
    ~~ Item: Diamond Sword
    
    Sensor: Detect hidden weapons.
    ~~ AP  : 300
    ~~ Item: Burglar Sword.
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Monkey Grip: Holds a two-handed weapon in one hand, allowing use of Shields,
                 and such.
    ~~ AP  : 300
    ~~ Item: Vigilante
    
    Shieldbearer: Allows using a Shield, regardless of job.
    ~~ AP  : 300
    ~~ Item: Bronze Shield
    
    
    Combo Abilities (C-Abilities):
    
    Combat Combo: Performs a combo with other clanners.
    ~~ AP  : 100
    ~~ Item: Mythril Sword
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Paladin
    
    Ability Nomenclature: Chivalry.
    
    
    Action Abilities (A-Abilities):
    
    Nurse: Heals HP and status of user and surrounding units.
    ~~ AP  : 100
    ~~ Item: Defender
    
    Defense: Puts Protect and Shell on user for a single turn.
    ~~ AP  : 200
    ~~ Item: Lionheart
    
    Drop Weapon: Knocks the target's weapon out of their hands.
    ~~ AP  : 200
    ~~ Item: Ragnarok
    
    Cover: Takes damage for an ally for a single turn.
    ~~ AP  : 200
    ~~ Item: SaveTheQueen
    
    Parley: Has weakened units leave the engagement.
    ~~ AP  : 200
    ~~ Item: Barong
    
    Subdue: Deals a small amount of damage to target.
    ~~ AP  : 200
    ~~ Item: Ancient Sword
    
    Saint Cross: Deals Holy damage to surrounding units.
    ~~ AP  : 300
    ~~ Item: Arch Sword
    
    Holy Blade: Deals heavy Holy damage to a single target.
    ~~ AP  : 300
    ~~ Item: Excalibur
    
    
    Reaction Abilities (R-Abilities):
    
    Reflex: Dodge all Fight moves aimed at you.
    ~~ AP  : 300
    ~~ Item: Genji Armor
    
    
    Support Abilities (S-Abilities):
    
    Weapon Def+: Increases the physical Weapon Defense stat.
    ~~ AP  : 300
    ~~ Item: Diamond Armor
    
    
    Combo Abilities (C-Abilities):
    
    Knight Combo: Perform combos with allied members.
    ~~ AP  : 100
    ~~ Item: Mythril Brand
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Fighter
    
    Ability Nomenclature: Fighter Tech.
    
    
    Action Abilities (A-Abilities):
    
    Rush: Damages target and pushes them back one tile.
    ~~ AP  : 100
    ~~ Item: Sweep Blade
    
    Beatdown: High-damage move that lacks accuracy.
    ~~ AP  : 200
    ~~ Item: Shadow Blade
    
    Blitz: High-accuracy move that lacks power.
    ~~ AP  : 200
    ~~ Item: Sun Blade
    
    Air Render: Deals damage from a distance.
    ~~ AP  : 200
    ~~ Item: Atmos Blade
    
    Far Fist: Deals splash-damage from a distance.
    ~~ AP  : 200
    ~~ Item: Kwigon Blade
    
    Wild Swing: Damages all surrounding units.
    ~~ AP  : 200
    ~~ Item: Ogun Blade
    
    Backdraft: Deals heavy Fire damage to target, but user takes some damage, too.
    ~~ AP  : 300
    ~~ Item: Flametongue
    
    Air Blast: Deals ranged damage.
    ~~ AP  : 300
    ~~ Item: Air Blade
    
    
    Reaction Abilities (R-Abilities):
    
    Bonecrusher: When attacked at close-range, counters with 150% the usual damage.
    ~~ AP  : 300
    ~~ Item: Ninja Gear
    
    Strikeback: When hit with Fight at close-range, stops move and counterattacks.
    ~~ AP  : 300
    ~~ Item: Wygar
    
    
    Support Abilities (S-Abilities):
    
    Doublehand: Holds one-hand weapons with two hands to increase damage.
    ~~ AP  : 300
    ~~ Item: Venus Blade
    
    
    Combo Abilities (C-Abilities):
    
    Fight Combo: Make combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Blade
    
    
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    Thief
    
    Ability Nomenclature: Steal.
    
    
    Action Abilities (A-Abilities):
    
    Steal: Gil - Takes some Gil from target, if any.
    ~~ AP  : 100
    ~~ Item: Jack Knife
    
    Steal: EXP. - Takes some EXP. from target, if any.
    ~~ AP  : 100
    ~~ Item: Khukuri
    
    Steal: Shield - Takes shield from target, if any.
    ~~ AP  : 200
    ~~ Item: Scramasax
    
    Steal: JP - Takes JP from target, if any.
    ~~ AP  : 200
    ~~ Item: Orichalcum
    
    Steal: Helm - Takes helm or other head gear from target, if any.
    ~~ AP  : 300
    ~~ Item: Kard
    
    Steal: Armor - Takes armor or other torso wear, if any, from the target.
    ~~ AP  : 300
    ~~ Item: Rondell Dagger
    
    Steal: Access. - Takes accessory, if any, from the target.
    ~~ AP  : 300
    ~~ Item: Sword Breaker
    
    Steal: Ability - Steals ability from target for the battle's duration.
    ~~ AP  : 300
    ~~ Item: Cinquedea
    
    
    Reaction Abilities (R-Abilities):
    
    Counter: Counters when hit at own weapon's range.
    ~~ AP  : 300
    ~~ Item: Brigandine
    
    
    Support Abilities (S-Abilities):
    
    Maintenance: Ensures that holder's items cannot be destroyed or stolen.
    ~~ AP  : 300
    ~~ Item: Adaman Vest
    
    
    Combo Abilities (C-Abilities):
    
    Thief Combo: Performs combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Knife
    
    
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    Ninja
    
    Ability Nomenclature: Ninja Skill.
    
    
    Action Abilities (A-Abilities):
    
    Throw: Throws a stocked weapon at a target.
    ~~ AP  : 100
    ~~ Item: Ninja Knife.
    
    Water Veil: Deals water damage and may Silence.
    ~~ AP  : 200
    ~~ Item: Murasame
    
    Fire Veil: Deals fire damage and may Confuse.
    ~~ AP  : 200
    ~~ Item: Ashura
    
    Earth Veil: Deals earth damage and may Slow.
    ~~ AP  : 200
    ~~ Item: Osafune
    
    Wood Veil: Deals damage and may Immobilize.
    ~~ AP  : 200
    ~~ Item: Kotetsu
    
    Metal Veil: Deals damage and may Blind.
    ~~ AP  : 200
    ~~ Item: Kikuichumonji
    
    Unspell: Causes Dispel.
    ~~ AP  : 300
    ~~ Item: Heaven's Cloud
    
    Oblivion: Addles target.
    ~~ AP  : 300
    ~~ Item: Masamune
    
    
    Reaction Abilities (R-Abilities):
    
    Last Haste: Speeds up unit when HP becomes critically low.
    ~~ AP  : 300
    ~~ Item: Ninja Gear
    
    
    Support Abilities (S-Abilities):
    
    Double Sword: Equip two weapons and you can attack two times!
    ~~ AP  : 999
    ~~ Item: Nosada
    
    
    Combo Abilities (C-Abilities):
    
    Ninja Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Epee
    
    
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    White Mage
    
    Ability Nomenclature: White Magic.
    
    
    Action Abilities (A-Abilities):
    
    Cure: Heals some HP. Holy elemental.
    ~~ AP  : 100
    ~~ Item: White Staff
    
    Protect: Temporarily raises Weapon Defense of target.
    ~~ AP  : 100
    ~~ Item: Guard Staff
    
    Shell: Temporarily raises Magic Resistance of target.
    ~~ AP  : 100
    ~~ Item: Judge Staff
    
    Cura: Heals a fairly decent amount of HP. Holy elemental.
    ~~ AP  : 200
    ~~ Item: Cure Staff
    
    Esuna: Heals all statuses, save for KO.
    ~~ AP  : 200
    ~~ Item: Pure Staff
    
    Life: Restores the KO status and gives some HP.
    ~~ AP  : 200
    ~~ Item: Bless Staff
    
    Auto-Life: Casts the Auto-Life status to auto-revive on KO.
    ~~ AP  : 200
    ~~ Item: Cheer Staff
    
    Curaga: Heals a large amount of HP. Holy-elemental.
    ~~ AP  : 300
    ~~ Item: Spring Staff
    
    Full-Life: Revives KO'ed ally with full HP.
    ~~ AP  : 300
    ~~ Item: Nirvana Staff
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Turbo MP: Doubles MP usage in exchange for more Magic Power and accuracy.
    ~~ AP  : 300
    ~~ Item: White Robe
    
    
    Combo Abilities (C-Abilities):
    
    White Combo: Perform combos with other clanners.
    ~~ AP  : 100
    ~~ Item: Mythril Staff
    
    
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    Black Mage
    
    Ability Nomenclature: Black Magic.
    
    
    Action Abilities (A-Abilities):
    
    Fire: Deals a small amount of Fire-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Thunder: Deals a small amount of Thunder-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Blizzard: Deals a small amount of Blizzard-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Fira: Deals a moderate amount of Fire-elemental damage.
    ~~ AP  : 200
    ~~ Item: Firewheel Rod
    
    Thundara: Deals a moderate amount of Thunder-elemental damage.
    ~~ AP  : 200
    ~~ Item: Thunder Rod
    
    Blizzara: Deals a moderate amount of Blizzard-elemental damage.
    ~~ AP  : 200
    ~~ Item: Sleet Rod
    
    Firaga: Deals a large amount of Fire-elemental damage.
    ~~ AP  : 300
    ~~ Item: Flame Rod
    
    Thundaga: Deals a large amount of Thunder-elemental damage.
    ~~ AP  : 300
    ~~ Item: Thor Rod
    
    Blizzaga: Deals a large amount of Blizzard-elemental damage.
    ~~ AP  : 300
    ~~ Item: Chill Rod
    
    
    Reaction Abilities (R-Abilities):
    
    Return Magic: When hit by magic, unit casts the same spell back to caster, if
                  unit has learned said spell.
    ~~ AP  : 300
    ~~ Item: Black Robe
    
    
    Support Abilities (S-Abilities):
    
    Geomancy: Increases the unit's Magic Power.
    ~~ AP  : 300
    ~~ Item: Sage Robe
    
    
    Combo Abilities (C-Abilities):
    
    Black Combo: Performs combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Rod
    
    
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    Illusionist
    
    Ability Nomenclature: Phantasm.
    
    
    Action Abilities (A-Abilities):
    
    Prominence: Fire-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Firewheel Rod
    
    Tempest: Thunder-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Thunder Rod
    
    Freezeblink: Blizzard-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Sleet Rod
    
    Soil Evidence: Earth-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Terra Rod
    
    Wild Tornado: Aero-based damage to all enemies.
    ~~ AP  : 200
    ~~ Item: Thor Rod
    
    Deluge: Water-based damage to all enemies.
    ~~ AP  : 200
    ~~ Item: Chill Rod
    
    Stardust: Non-elemental damage to all enemies.
    ~~ AP  : 300
    ~~ Item: Stardust Rod
    
    Star Cross: Holy-based damage to all enemies.
    ~~ AP  : 300
    ~~ Item: Princess Rod
    
    
    Reaction Abilities (R-Abilities):
    
    Absorb MP: When hit by magic, earn MP equal to the spell's MP cost.
    ~~ AP  : 300
    ~~ Item: Lordly Robe
    
    
    Support Abilities (S-Abilities):
    
    Half MP: Halves the MP needed for MP-based abilities.
    ~~ AP  : 300
    ~~ Item: Light Robe
    
    
    Combo Abilities (C-Abilities):
    
    Spell Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Rod
    
    
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    Blue Mage
    
    Ability Nomenclature: Blue Magic.
    
    
    Action Abilities (A-Abilities):
    
    Goblin Punch: Random damage.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Goblin.
    
    Magic Hammer: Deals MP damage.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Red Cap.
    
    Blowup: Self-KO move that heavily damages surrounding units.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Bomb, Grenade.
    
    Acid: Random status ailment inflicted upon target.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Jelly, Ice Flan, Cream.
    
    Mighty Guard: Increases Weapon Defense and Magic Resistance.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Icedrake.
    
    Guard-Off: Lowers target's Weapon Defense and Magic Resistance.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Firewyrm.
    
    Dragon Force: Increases Weapon Attack and Magic Power.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Thundrake.
    
    Night: Puts all targets to Sleep.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Lamia.
    
    Twister: Radius-based damage area, in which the targets lose 50% of their HP.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Lilith.
    
    LV3 Def-less: Lowers Weapon Defense and Magic Resistance of units whose levels
                  are divisible by three.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Antlion.
    
    Poison Claw: Damages and Poisons target.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Red Panther.
    
    Hastebreak: Lowers the Speed of the target.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Coeurl.
    
    Matra Magic: Switches the HP and MP of the target.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Toughskin.
    
    Stare: Confuses target.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Floateye.
    
    Roulette: Auto-KO's a random unit.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Ahriman.
    
    White Wind: Heals HP equal to caster's current HP.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Sprite.
    
    Angel Whisper: Heals target's HP and inflicts Auto-Life upon them.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Titania.
    
    Drain Touch: Takes enemy's HP to heal user.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Zombie.
    
    LV? S-Flare: Deals Dark damage to enemies of the same level.
    ~~ AP                     : 0
    ~~ Monster(s) Learned From: Vampire.
    
    
    Reaction Abilities (R-Abilities):
    
    Damage > MP: Damage first inflicts the MP stat until it is emptied.
    ~~ AP  : 300
    ~~ Item: Judo Uniform
    
    
    Support Abilities (S-Abilities):
    
    Immunity: Allows user to resist some status ailments.
    ~~ AP  : 300
    ~~ Item: Survival Vest
    
    Learning: If the Blue Mage is hit with one of the attacks listed above with
              this ability active, the Blue Mage will learn this attack.
    ~~ AP  : 300
    ~~ Item: Blue Saber
    
    
    Combo Abilities (C-Abilities):
    
    Blue Combo: Perform combos with other allies.
    ~~ AP  : 100
    ~~ Item: Mythril Saber
    
    
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    Archer
    
    Ability Nomenclature: Aim.
    
    
    Action Abilities (A-Abilities):
    
    Boost: Increases weapon stats.
    ~~ AP  : 100
    ~~ Item: Longbow
    
    Blackout: Blinds target.
    ~~ AP  : 200
    ~~ Item: Char Bow
    
    Aim: Legs - Immobilizes target.
    ~~ AP  : 200
    ~~ Item: Thorn Bow
    
    Aim: Arm - Disables target.
    ~~ AP  : 200
    ~~ Item: Nail Bow
    
    Cupid: Charms target.
    ~~ AP  : 200
    ~~ Item: Artemis Bow
    
    Burial: Removes the Undead from battle.
    ~~ AP  : 300
    ~~ Item: Silver Bow
    
    Take Aim: High-accuracy move with low power.
    ~~ AP  : 300
    ~~ Item: Yoichi Bow
    
    Faster: Damages despite R-ability.
    ~~ AP  : 300
    ~~ Item: Perseus Bow
    
    
    Reaction Abilities (R-Abilities):
    
    Block Arrows: Will not be hit with arrow-based attacks.
    ~~ AP  : 300
    ~~ Item: Green Beret
    
    
    Support Abilities (S-Abilities):
    
    Concentrate: Increases accuracy to high levels (usually 80% ~ 100%).
    ~~ AP  : 300
    ~~ Item: Target Bow
    
    
    Combo Abilities (C-Abilities):
    
    Bow Combo: Performs combos with other allies.
    ~~ AP  : 100
    ~~ Item: Mythril Bow
    
    
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    Hunter
    
    Ability Nomenclature: Hunt.
    
    
    Action Abilities (A-Abilities):
    
    Advice: Increases the likelihood of an ally getting a critical hit.
    ~~ AP  : 100
    ~~ Item: Twin Bow
    
    Oust: Gets rid of weakened monsters.
    ~~ AP  : 200
    ~~ Item: Windslash Bow
    
    Capture: Sends weakened monster to Cyril's Monster Bank facility.
    ~~ AP  : 200
    ~~ Item: Ranger Bow
    
    Sonic Boom: Long-distance splash-radius damage.
    ~~ AP  : 200
    ~~ Item: Cranequin
    
    Addle: Addles A MONSTER. Remember - monster.
    ~~ AP  : 200
    ~~ Item: Master Bow.
    
    Hunting: Receive TEN JP upon KO'ing a unit.
    ~~ AP  : 300
    ~~ Item: Hunt Bow
    
    Aim: Vitals - Cause a random status.
    ~~ AP  : 300
    ~~ Item: Fey Bow
    
    Sidewinder: Deal approximately 200% of the normal damage to a monster.
    ~~ AP  : 300
    ~~ Item: Hades Bow
    
    Ultima Shot: EXTREMELY heavy damage.
    ~~ AP  : 999
    ~~ Item: Seventh Heaven
    
    
    Reaction Abilities (R-Abilities):
    
    Auto-Regen: Puts Regen on self for gradual HP restoration.
    ~~ AP  : 300
    ~~ Item: Gaia Gear
    
    
    Support Abilities (S-Abilities):
    
    Weapon Atk+: Increases the Weapon Attack statistic.
    ~~ AP  : 300
    ~~ Item: Nike Bow
    
    
    Combo Abilities (C-Abilities):
    
    Hunt Combo: Perform combos with others.
    ~~ AP  : 100
    ~~ Item: Mythril Shot
    
    
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    Judgemaster  <--  [Limited to Judgemaster Cid only!]
    
    Ability Nomenclature: Advanced Law.
    
    
    Action Abilities (A-Abilities):
    
    Abate: Skip turn to be able to break a law without a punishment.
    ~~ AP  : Ability is learned from start.
    ~~ Item: Ability is learned from start.
    
    Judge Sword: Damage target and steal their JP.
    ~~ AP  : Ability is learned from start.
    ~~ Item: Ability is learned from start.
    
    Bind: Disable and Immobilize target.
    ~~ AP  : Ability is learned from start.
    ~~ Item: Ability is learned from start.
    
    JP Gift: Gives an ally JP.
    ~~ AP  : Ability is learned from start.
    ~~ Item: Ability is learned from start.
    
    Yellow Clip: Deletes a Yellow Card from target's record!!
    ~~ AP  : Ability is learned from start.
    ~~ Item: Ability is learned from start.
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities): None.
    
    
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    O===========================================================================O
    |                              Moogle Abilities                             |
    O===========================================================================O
    
    [job title]
    
    Ability Nomenclature: [What is the ability set called?]
    
    
    Action Abilities (A-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Reaction Abilities (R-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Support Abilities (S-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Combo Abilities (C-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
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    Animist
    
    Ability Nomenclature: Call.
    
    
    Action Abilities (A-Abilities):
    
    Sheep Count: Puts target to Sleep.
    ~~ AP  : 100
    ~~ Item: Glass Bell
    
    Catnip: Berserks a target.
    ~~ AP  : 100
    ~~ Item: War Trumpet
    
    100% Wool: Ups the Weapon Defense and Magic Resistance of user (Protect+Shell).
    ~~ AP  : 200
    ~~ Item: Earth Bell
    
    Tail Wag: Charms target.
    ~~ AP  : 200
    ~~ Item: Fairy Harp
    
    Frogsong: Transforms target into a Frog.
    ~~ AP  : 200
    ~~ Item: Aona Flute
    
    Chocobo Rush: Damages all units in a straight line in front and behind of the
                  caster.
    ~~ AP  : 300
    ~~ Item: Satyr Flute
    
    Cuisine: Heals HP to max.
    ~~ AP  : 300
    ~~ Item: Heal Chime
    
    Friend: Summons a completely random monster.
    ~~ AP  : 300
    ~~ Item: Blood Strings
    
    
    Reaction Abilities (R-Abilities):
    
    Block Arrows: Arrows will never damage the user of this ability.
    ~~ AP  : 300
    ~~ Item: Green Beret
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Animal Combo: Perform a combo with other clan members.
    ~~ AP  : 100
    ~~ Item: Mythril Bell
    
    
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    Mog Knight
    
    Ability Nomenclature: Charge.
    
    
    Action Abilities (A-Abilities):
    
    Mog Attack: Push target back a tile and damage.
    ~~ AP  : 100
    ~~ Item: Flametongue
    
    Mog Rush: High-power, low-accuracy strike.
    ~~ AP  : 200
    ~~ Item: Atmos Blade
    
    Mog Guard: Cast Protect and Shell on user for a single turn.
    ~~ AP  : 200
    ~~ Item: Kwigon Blade
    
    Mog Aid: Heals HP and restores status.
    ~~ AP  : 300
    ~~ Item: Icebrand
    
    Mog Shield: Nullifies the next status inflicted upon user.
    ~~ AP  : 300
    ~~ Item: Pearl Blade
    
    Mog Peek: Detects hidden items.
    ~~ AP  : 300
    ~~ Item: Paraiba Blade
    
    Ultima Charge: Deals very heavy damage.
    ~~ AP  : 999
    ~~ Item: Materia Blade
    
    
    Reaction Abilities (R-Abilities):
    
    Last Haste: Ups Speed when HP hits the critical state.
    ~~ AP  : 300
    ~~ Item: Gold Armor
    
    
    Support Abilities (S-Abilities):
    
    Shieldbearer: Allows wielding of Shields, regardless of job.
    ~~ AP  : 300
    ~~ Item: Opal Shield
    
    
    Combo Abilities (C-Abilities):
    
    Charge Combo: Performs combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Blade
    
    
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    Gunner
    
    Ability Nomenclature: Gunmanship.
    
    
    Action Abilities (A-Abilities):
    
    Fireshot: Deals Fire-elemental damage.
    ~~ AP  : 100
    ~~ Item: Aiot
    
    Blindshot: Damages and Blinds.
    ~~ AP  : 100
    ~~ Item: Silver Cannon
    
    Boltshot: Deals Thunder-elemental damage.
    ~~ AP  : 100
    ~~ Item: Riot Hun
    
    Iceshot: Deals Blizzard-elemental damage.
    ~~ AP  : 100
    ~~ Item: Giot Gun
    
    Confushot: Damages and confuses.
    ~~ AP  : 200
    ~~ Item: Chaos Rifle
    
    Silenshot: Damages and Silences.
    ~~ AP  : 200
    ~~ Item: Lost Gun
    
    Charmshot: Damages and Charms.
    ~~ AP  : 300
    ~~ Item: Peacemaker
    
    Stopshot: Damages and Stops.
    ~~ AP  : 300
    ~~ Item: Outsider
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Concentrate: Increases accuracy to extremely high levels.
    ~~ AP  : 300
    ~~ Item: Longbarrel.
    
    
    Combo Abilities (C-Abilities):
    
    Gun Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Gun
    
    
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    Thief
    
    Ability Nomenclature: Steal.
    
    
    Action Abilities (A-Abilities):
    
    Steal: Gil - Takes some Gil from target, if any.
    ~~ AP  : 100
    ~~ Item: Jack Knife
    
    Steal: EXP. - Takes some EXP. from target, if any.
    ~~ AP  : 100
    ~~ Item: Khukuri
    
    Steal: Shield - Takes shield from target, if any.
    ~~ AP  : 200
    ~~ Item: Scramasax
    
    Steal: JP - Takes JP from target, if any.
    ~~ AP  : 200
    ~~ Item: Orichalcum
    
    Steal: Helm - Takes helm or other head gear from target, if any.
    ~~ AP  : 300
    ~~ Item: Kard
    
    Steal: Armor - Takes armor or other torso wear, if any, from the target.
    ~~ AP  : 300
    ~~ Item: Rondell Dagger
    
    Steal: Access. - Takes accessory, if any, from the target.
    ~~ AP  : 300
    ~~ Item: Jambiya
    
    Steal: Weapon - Takes weapon, if any, from the target.
    ~~ AP  : 300
    ~~ Item: Sword Breaker
    
    Steal: Ability - Steals ability from target for the battle's duration.
    ~~ AP  : 300
    ~~ Item: Cinquedea
    
    
    Reaction Abilities (R-Abilities):
    
    Counter: Counters when hit at own weapon's range.
    ~~ AP  : 300
    ~~ Item: Brigandine
    
    
    Support Abilities (S-Abilities):
    
    Maintenance: Ensures that holder's items cannot be destroyed or stolen.
    ~~ AP  : 300
    ~~ Item: Adaman Vest
    
    
    Combo Abilities (C-Abilities):
    
    Thief Combo: Performs combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Knife
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Juggler
    
    Ability Nomenclature: Stunt.
    
    
    Action Abilities (A-Abilities):
    
    Gil Toss: Throw 30 Gil to deal 30 damage.
    ~~ AP  : 100
    ~~ Item: Jack Knife
    
    Hurl: Throws a stocked item to cause damage.
    ~~ AP  : 100
    ~~ Item: Kris Knife
    
    Ball: Confuses.
    ~~ AP  : 200
    ~~ Item: Scramasax
    
    Ring: Stops.
    ~~ AP  : 200
    ~~ Item: Rondell Dagger
    
    Firebomb: Damages and Berserks.
    ~~ AP  : 300
    ~~ Item: Khukuri
    
    Dagger: Damages and Disables.
    ~~ AP  : 300
    ~~ Item: Jambiya
    
    Smile: Gives ally the next turn.
    ~~ AP  : 300
    ~~ Item: Orichalcum
    
    
    Reaction Abilities (R-Abilities):
    
    Catch: Avoid Throw and Hurl to obtain the items thrown.
    ~~ AP  : 300
    ~~ Item: Chain Plate
    
    Return Fire: Catch arrows and fire one back.
    ~~ AP  : 300
    ~~ Item: Power Sash
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Juggle Combo: Perform combos with other clanners.
    ~~ AP  : 100
    ~~ Item: Mythril Knife.
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Gadgeteer
    
    Ability Nomenclature: Pandora.
    
    
    Action Abilities (A-Abilities):
    
    Silver Disc: Flips a coin to randomly Blind an entire team.
    ~~ AP  : 200
    ~~ Item: Hard Knuckles
    
    Red Spring: Flips a coin to randomly Haste an entire team.
    ~~ AP  : 200
    ~~ Item: Rising Sun
    
    Green Gear: Flips a coin to randomly Poison an entire team.
    ~~ AP  : 200
    ~~ Item: Sick Knuckles
    
    Chroma Gem: Flips a coin to randomly Sleep an entire team.
    ~~ AP  : 200
    ~~ Item: Dream Claws
    
    Gold Battery: Flips a coin to randomly cast Cure to an entire team.
    ~~ AP  : 200
    ~~ Item: Cat Claws
    
    Blue Screw: Flips a coin to randomly Dispel an entire team.
    ~~ AP  : 200
    ~~ Item: White Fangs
    
    Black Ingot: Flips a coin to randomly Doom an entire team.
    ~~ AP  : 200
    ~~ Item: Death Claws
    
    Yellow Spring: Flips a coin to randomly cast Barrier onto an entire team.
    ~~ AP  : 200
    ~~ Item: Survivor
    
    
    Reaction Abilities (R-Abilities):
    
    Damage > MP: All damage is MP damage until MP runs out.
    ~~ AP  : 300
    ~~ Item: Judo Uniform
    
    Auto-Regen: Slowly heal HP.
    ~~ AP  : 300
    ~~ Item: Gaia Gear
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Gadget Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Claws
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Black Mage
    
    Ability Nomenclature: Black Magic.
    
    
    Action Abilities (A-Abilities):
    
    Fire: Deals a small amount of Fire-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Thunder: Deals a small amount of Thunder-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Blizzard: Deals a small amount of Blizzard-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Fira: Deals a moderate amount of Fire-elemental damage.
    ~~ AP  : 200
    ~~ Item: Firewheel Rod
    
    Thundara: Deals a moderate amount of Thunder-elemental damage.
    ~~ AP  : 200
    ~~ Item: Thunder Rod
    
    Blizzara: Deals a moderate amount of Blizzard-elemental damage.
    ~~ AP  : 200
    ~~ Item: Sleet Rod
    
    Firaga: Deals a large amount of Fire-elemental damage.
    ~~ AP  : 300
    ~~ Item: Flame Rod
    
    Thundaga: Deals a large amount of Thunder-elemental damage.
    ~~ AP  : 300
    ~~ Item: Thor Rod
    
    Blizzaga: Deals a large amount of Blizzard-elemental damage.
    ~~ AP  : 300
    ~~ Item: Chill Rod
    
    
    Reaction Abilities (R-Abilities):
    
    Return Magic: When hit by magic, unit casts the same spell back to caster, if
                  unit has learned said spell.
    ~~ AP  : 300
    ~~ Item: Black Robe
    
    
    Support Abilities (S-Abilities):
    
    Geomancy: Increases the unit's Magic Power.
    ~~ AP  : 300
    ~~ Item: Sage Robe
    
    
    Combo Abilities (C-Abilities):
    
    Black Combo: Performs combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Rod
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Time Mage
    
    Ability Nomenclature: Time Magic.
    
    
    Action Abilities (A-Abilities):
    
    Haste: Ups Speed of target.
    ~~ AP  : 200
    ~~ Item: Firewheel Rod
    
    Silence: Silences target.
    ~~ AP  : 200
    ~~ Item: Sleet Rod
    
    Slow: Lowers target's Speed.
    ~~ AP  : 200
    ~~ Item: Terre Rod
    
    Quarter: Cuts target's HP by 25%.
    ~~ AP  : 200
    ~~ Item: Force Rod
    
    Reflect: Creates a magic-reflecting barrier that sends spells back to the
             caster.
    ~~ AP  : 300
    ~~ Item: Thunder Rod
    
    Quicken: Gives an ally the next turn.
    ~~ AP  : 300
    ~~ Item: Thor Rod
    
    Stop: Stops an enemy.
    ~~ AP  : 300
    ~~ Item: Chill Rod
    
    Demi: Cuts HP by 50%.
    ~~ AP  : 300
    ~~ Item: Stardust Rod
    
    
    Reaction Abilities (R-Abilities):
    
    Last Quicken: Gain next turn when HP reaches critical.
    ~~ AP  : 300
    ~~ Item: Lordly Robe
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Time Combo: Perform combos with other clan members.
    ~~ AP  : 100
    ~~ Item: Mythril Rod
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    
    O===========================================================================O
    |                              Bangaa Abilities                             |
    O===========================================================================O
    
    [job title]
    
    Ability Nomenclature: [What is the ability set called?]
    
    
    Action Abilities (A-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Reaction Abilities (R-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Support Abilities (S-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Combo Abilities (C-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Warrior
    
    Ability Nomenclature: Battle Tech.
    
    
    Action Abilities (A-Abilities):
    
    First Aid: Heals HP and restores status.
    ~~ AP  : 100
    ~~ Item: Shortsword
    
    Speedbreak: Lowers target's Speed.
    ~~ AP  : 200
    ~~ Item: Silver Sword
    
    Mindbreak: Lowers target's Magic Power.
    ~~ AP  : 200
    ~~ Item: Buster Sword
    
    Powerbreak: Lowers target's Weapon Attack.
    ~~ AP  : 200
    ~~ Item: Samson Sword
    
    Magicbreak: Damages target's MP.
    ~~ AP  : 200
    ~~ Item: Falchion
    
    Greased Bolt: Damages without triggering the target's R-Ability.
    ~~ AP  : 300
    ~~ Item: Gale Sword
    
    Downsize: Cuts target's HP by 50%.
    ~~ AP  : 300
    ~~ Item: Restorer. (Irony.)
    
    Body Slam: Heavily damages target, but user takes some damage, too.
    ~~ AP  : 300
    ~~ Item: Striborg
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Monkey Grip: Holds two-handed weapons in one to permit Shield/etc. equipping.
    ~~ AP  : 300
    ~~ Item: Claymore
    
    Shieldbearer: Allows user to use Shields, regardless of job.
    ~~ AP  : 300
    ~~ Item: Bronze Shield
    
    
    Combo Abilities (C-Abilities):
    
    Combat Combo: Perform combos with other clan members.
    ~~ AP  : 100
    ~~ Item: Mythril Sword
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Dragoon
    
    Ability Nomenclature: Dragon Tech.
    
    
    Action Abilities (A-Abilities):
    
    Jump: Ranged jumping strike. SPEAR REQUIRED.
    ~~ AP  : 100
    ~~ Item: Javelin
    
    Wyrmtamer: Convinces a weak Dragon monster to leave battle.
    ~~ AP  : 200
    ~~ Item: Buster Sword
    
    Bangaa Cry: Damages.
    ~~ AP  : 200
    ~~ Item: Dragon Whisker
    
    Wyrmkiller: Damages. Doubly-effective against Dragons.
    ~~ AP  : 300
    ~~ Item: Blood Sword
    
    Lancet: Damages and steals HP.
    ~~ AP  : 300
    ~~ Item: Restorer
    
    Fire Breath: Fire-elemental multi-target attack.
    ~~ AP  : 300
    ~~ Item: Lava Spear
    
    Bolt Breath: Thunder-elemental multi-target attack.
    ~~ AP  : 300
    ~~ Item: Gae Bolg
    
    Ice Breath: Blizzard-elemental multi-target attack.
    ~~ AP  : 300
    ~~ Item: Ice Lance
    
    
    Reaction Abilities (R-Abilities):
    
    Dragonheart: Cast Auto-Life upon self when hit with a weapon.
    ~~ AP  : 300
    ~~ Item: Vitanova
    
    
    Support Abilities (S-Abilities): None
    
    
    Combo Abilities (C-Abilities):
    
    Dragon Combo: Perform combos with other allies.
    ~~ AP  : 100
    ~~ Item: Mythril Spear
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Defender
    
    Ability Nomenclature: Defend.
    
    
    Action Abilities (A-Abilities):
    
    Hibernate: Heal HP and status; however, one turn is lost.
    ~~ AP  : 100
    ~~ Item: Defender.
    
    Tremor: Deals damage and pushes back all surrounding units.
    ~~ AP  : 100
    ~~ Item: El Cid Sword
    
    Defense: Casts Protect and Shell upon the user for a single turn.
    ~~ AP  : 200
    ~~ Item: Lionheart
    
    Drop Weapon: Knocks the target's weapon out of their hands.
    ~~ AP  : 200
    ~~ Item: Ragnarok
    
    Mow Down: Heavily damages all surrounding units, but the user's Speed lowers.
    ~~ AP  : 200
    ~~ Item: Striborg
    
    Meltdown: KO's user but damage equal to the user's previously-remaining HP is
              dealt to all surrounding units.
    ~~ AP  : 200
    ~~ Item: Vajra
    
    Aura: Casts Auto-Regen (gradual HP restoration) and Auto-Life on user.
    ~~ AP  : 300
    ~~ Item: Lohengrin
    
    Expert Guard: All HP/MP damage is nullified for a turn.
    ~~ AP  : 300
    ~~ Item: SaveTheQueen
    
    
    Reaction Abilities (R-Abilities):
    
    Last Berserk: User is Berserked when HP gets into a critical state.
    ~~ AP  : 300
    ~~ Item: Predator
    
    
    Support Abilities (S-Abilities):
    
    Weapon Def+: Ups Weapon Defense.
    ~~ AP  : 300
    ~~ Item: Diamond Armor
    
    
    Combo Abilities (C-Abilities):
    
    Defend Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Brand
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Gladiator
    
    Ability Nomenclature: Spellblade Tech.
    
    
    Action Abilities (A-Abilities):
    
    Rushes: Damages and pushes back target.
    ~~ AP  : 100
    ~~ Item: Sweep Blade
    
    Beatdown: High-power, low-accuracy attack.
    ~~ AP  : 200
    ~~ Item: Shadow Blade
    
    Blitz: High-accuracy, low-power attack.
    ~~ AP  : 200
    ~~ Item: Sun Blade
    
    Fire Sword: Fire-elemental attack.
    ~~ AP  : 200
    ~~ Item: Flametongue
    
    Bolt Sword: Thunder-elemental attack.
    ~~ AP  : 200
    ~~ Item: Air Blade
    
    Ice Sword: Blizzard-elemental attack.
    ~~ AP  : 200
    ~~ Item: Icebrand
    
    Wild Swing: Damages all surrounding units.
    ~~ AP  : 200
    ~~ Item: Ogun Blade
    
    Ultima Sword: Heavily damages target.
    ~~ AP  : 999
    ~~ Item: Materia Blade
    
    
    Reaction Abilities (R-Abilities):
    
    Strikeback: Stops close-range Fight moves and counterattacks.
    ~~ AP  : 300
    ~~ Item: Wygar
    
    
    Support Abilities (S-Abilities):
    
    Doublehand: Holds one-hand weapons in two hands to increase Weapon Attack.
    ~~ AP  : 300
    ~~ Item: Venus Blade
    
    
    Combo Abilities (C-Abilities):
    
    Sword Combo: Perform combos with other clan members.
    ~~ AP  : 100
    ~~ Item: Mythril Blade
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    White Monk
    
    Ability Nomenclature: Monk Tech.
    
    
    Action Abilities (A-Abilities):
    
    Whirlwind: Damages all surrounding units.
    ~~ AP  : 100
    ~~ Item: Hard Knuckles
    
    Aur Render: Distance damage.
    ~~ AP  : 200
    ~~ Item: Kaiser Knuckles
    
    Chakra: Heals user's HP and restores status.
    ~~ AP  : 200
    ~~ Item: Cat Claws
    
    Holy Sign: Uses Dispel on target.
    ~~ AP  : 200
    ~~ Item: White Fangs
    
    Far Fist: Ranged splash-radius damage.
    ~~ AP  : 200
    ~~ Item: Godhand
    
    Earth Render: Damages all units in the user's line of sight.
    ~~ AP  : 200
    ~~ Item: Tiger Fangs
    
    Exorcise: Immediately rids you of the Undead.
    ~~ AP  : 300
    ~~ Item: Rising Sun
    
    Revive: Raises a KO'ed unit and heals some HP.
    ~~ AP  : 300
    ~~ Item: Survivor
    
    
    Reaction Abilities (R-Abilities):
    
    Reflex: Dodge all normal Fight moves.
    ~~ AP  : 300
    ~~ Item: Mirage Vest
    
    Counter: Counterattacks when attacked within own weapon's range.
    ~~ AP  : 300
    ~~ Item: Brigandine
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Monk Combo: Perform combos with other clanners.
    ~~ AP  : 100
    ~~ Item: Mythril Claws
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Bishop
    
    Ability Nomenclature: Prayer.
    
    
    Action Abilities (A-Abilities):
    
    Aero: Radius wind-based damage.
    ~~ AP  : 200
    ~~ Item: Judge Staff
    
    Cura: Heals moderate amount of HP. Holy-based.
    ~~ AP  : 200
    ~~ Item: Cure Staff
    
    Dispel: Gets rid of target's status enhancements (ie. Haste).
    ~~ AP  : 200
    ~~ Item: Bless Staff
    
    Water: Water-based radius damage.
    ~~ AP  : 200
    ~~ Item: Spring Staff
    
    Break: Petrifies target.
    ~~ AP  : 200
    ~~ Item: Snake Staff
    
    Barrier: Casts Protect and Shell on target.
    ~~ AP  : 300
    ~~ Item: Garnet Staff
    
    Judge: Steals target's JP.
    ~~ AP  : 300
    ~~ Item: Cheer Staff
    
    Holy: Radius holy-based damage.
    ~~ AP  : 300
    ~~ Item: Nirvana Staff
    
    
    Reaction Abilities (R-Abilities):
    
    Return Magic: When hit by magic, casts that same spell at caster, if user knows
                  this spell.
    ~~ AP  : 300
    ~~ Item: Black Robe
    
    
    Support Abilities (S-Abilities):
    
    Half MP: MP usage is halved.
    ~~ AP  : 300
    ~~ Item: Light Robe
    
    
    Combo Abilities (C-Abilities):
    
    Pray Combo: Perform combos with other clanners.
    ~~ AP  : 100
    ~~ Item: Mythril Staff
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Templar
    
    Ability Nomenclature: Sacred Tech.
    
    
    Action Abilities (A-Abilities):
    
    Rasp: Deals MP damage.
    ~~ AP  : 100
    ~~ Item: Apocalypse
    
    Astra: Nullifies the first status inflicted upon the target.
    ~~ AP  : 100
    ~~ Item: SaveTheQueen
    
    Cheer: Improves weaponry stats.
    ~~ AP  : 100
    ~~ Item: Partisan
    
    Silence: Silences target.
    ~~ AP  : 200
    ~~ Item: Ragnarok
    
    Haste: Ups the target's Speed.
    ~~ AP  : 200
    ~~ Item: Lohengrin
    
    Soul Sphere: Deals MP damage.
    ~~ AP  : 300
    ~~ Item: Arch Sword
    
    Warcry: Decreases the Speed of all surrounding units.
    ~~ AP  : 300
    ~~ Item: Javelin
    
    Lifebreak: Deals damage equal to the amount of HP lost by the user.
    ~~ AP  : 300
    ~~ Item: Kain's Lance
    
    
    Reaction Abilities (R-Abilities):
    
    Bonecrusher: When hit at close-range, counters with 150% of the normal power.
    ~~ AP  : 300
    ~~ Item: Carabini Mail
    
    
    Support Abilities (S-Abilities):
    
    Weapon Atk+: Increases Weapon Attack.
    ~~ AP  : 300
    ~~ Item: Trident
    
    
    Combo Abilities (C-Abilities):
    
    Sacred Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Brand
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    
    O===========================================================================O
    |                              Nu Mou Abilities                             |
    O===========================================================================O
    
    [job title]
    
    Ability Nomenclature: [What is the ability set called?]
    
    
    Action Abilities (A-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Reaction Abilities (R-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Support Abilities (S-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Combo Abilities (C-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    White Mage
    
    Ability Nomenclature: White Magic.
    
    
    Action Abilities (A-Abilities):
    
    Cure: Heals some HP. Holy elemental.
    ~~ AP  : 100
    ~~ Item: White Staff
    
    Protect: Temporarily raises Weapon Defense of target.
    ~~ AP  : 100
    ~~ Item: Guard Staff
    
    Shell: Temporarily raises Magic Resistance of target.
    ~~ AP  : 100
    ~~ Item: Judge Staff
    
    Cura: Heals a fairly decent amount of HP. Holy elemental.
    ~~ AP  : 200
    ~~ Item: Cure Staff
    
    Esuna: Heals all statuses, save for KO.
    ~~ AP  : 200
    ~~ Item: Pure Staff
    
    Life: Restores the KO status and gives some HP.
    ~~ AP  : 200
    ~~ Item: Bless Staff
    
    Auto-Life: Casts the Auto-Life status to auto-revive on KO.
    ~~ AP  : 200
    ~~ Item: Cheer Staff
    
    Curaga: Heals a large amount of HP. Holy-elemental.
    ~~ AP  : 300
    ~~ Item: Spring Staff
    
    Full-Life: Revives KO'ed ally with full HP.
    ~~ AP  : 300
    ~~ Item: Nirvana Staff
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Turbo MP: Doubles MP usage in exchange for more Magic Power and accuracy.
    ~~ AP  : 300
    ~~ Item: White Robe
    
    
    Combo Abilities (C-Abilities):
    
    White Combo: Perform combos with other clanners.
    ~~ AP  : 100
    ~~ Item: Mythril Staff
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Black Mage
    
    Ability Nomenclature: Black Magic.
    
    
    Action Abilities (A-Abilities):
    
    Fire: Deals a small amount of Fire-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Thunder: Deals a small amount of Thunder-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Blizzard: Deals a small amount of Blizzard-elemental damage.
    ~~ AP  : 100
    ~~ Item: Rod
    
    Fira: Deals a moderate amount of Fire-elemental damage.
    ~~ AP  : 200
    ~~ Item: Firewheel Rod
    
    Thundara: Deals a moderate amount of Thunder-elemental damage.
    ~~ AP  : 200
    ~~ Item: Thunder Rod
    
    Blizzara: Deals a moderate amount of Blizzard-elemental damage.
    ~~ AP  : 200
    ~~ Item: Sleet Rod
    
    Firaga: Deals a large amount of Fire-elemental damage.
    ~~ AP  : 300
    ~~ Item: Flame Rod
    
    Thundaga: Deals a large amount of Thunder-elemental damage.
    ~~ AP  : 300
    ~~ Item: Thor Rod
    
    Blizzaga: Deals a large amount of Blizzard-elemental damage.
    ~~ AP  : 300
    ~~ Item: Chill Rod
    
    
    Reaction Abilities (R-Abilities):
    
    Return Magic: When hit by magic, unit casts the same spell back to caster, if
                  unit has learned said spell.
    ~~ AP  : 300
    ~~ Item: Black Robe
    
    
    Support Abilities (S-Abilities):
    
    Geomancy: Increases the unit's Magic Power.
    ~~ AP  : 300
    ~~ Item: Sage Robe
    
    
    Combo Abilities (C-Abilities):
    
    Black Combo: Performs combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Rod
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Time Mage
    
    Ability Nomenclature: Time Magic.
    
    
    Action Abilities (A-Abilities):
    
    Haste: Ups Speed of target.
    ~~ AP  : 200
    ~~ Item: Firewheel Rod
    
    Silence: Silences target.
    ~~ AP  : 200
    ~~ Item: Sleet Rod
    
    Slow: Lowers target's Speed.
    ~~ AP  : 200
    ~~ Item: Terre Rod
    
    Quarter: Cuts target's HP by 25%.
    ~~ AP  : 200
    ~~ Item: Force Rod
    
    Reflect: Creates a magic-reflecting barrier that sends spells back to the
             caster.
    ~~ AP  : 300
    ~~ Item: Thunder Rod
    
    Quicken: Gives an ally the next turn.
    ~~ AP  : 300
    ~~ Item: Thor Rod
    
    Stop: Stops an enemy.
    ~~ AP  : 300
    ~~ Item: Chill Rod
    
    Demi: Cuts HP by 50%.
    ~~ AP  : 300
    ~~ Item: Stardust Rod
    
    
    Reaction Abilities (R-Abilities):
    
    Last Quicken: Gain next turn when HP reaches critical.
    ~~ AP  : 300
    ~~ Item: Lordly Robe
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Time Combo: Perform combos with other clan members.
    ~~ AP  : 100
    ~~ Item: Mythril Rod
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Illusionist
    
    Ability Nomenclature: Phantasm.
    
    
    Action Abilities (A-Abilities):
    
    Prominence: Fire-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Firewheel Rod
    
    Tempest: Thunder-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Thunder Rod
    
    Freezeblink: Blizzard-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Sleet Rod
    
    Soil Evidence: Earth-based damage to all enemies.
    ~~ AP  : 100
    ~~ Item: Terra Rod
    
    Wild Tornado: Aero-based damage to all enemies.
    ~~ AP  : 200
    ~~ Item: Thor Rod
    
    Deluge: Water-based damage to all enemies.
    ~~ AP  : 200
    ~~ Item: Chill Rod
    
    Stardust: Non-elemental damage to all enemies.
    ~~ AP  : 300
    ~~ Item: Stardust Rod
    
    Star Cross: Holy-based damage to all enemies.
    ~~ AP  : 300
    ~~ Item: Princess Rod
    
    
    Reaction Abilities (R-Abilities):
    
    Absorb MP: When hit by magic, earn MP equal to the spell's MP cost.
    ~~ AP  : 300
    ~~ Item: Lordly Robe
    
    
    Support Abilities (S-Abilities):
    
    Half MP: Halves the MP needed for MP-based abilities.
    ~~ AP  : 300
    ~~ Item: Light Robe
    
    
    Combo Abilities (C-Abilities):
    
    Spell Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Rod
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Alchemist
    
    Ability Nomenclature: Alchemy.
    
    
    Action Abilities (A-Abilities):
    
    Poison: Poisons target.
    ~~ AP  : 100
    ~~ Item: Druid Mace
    
    Rasp: Deals MP damage.
    ~~ AP  : 100
    ~~ Item: Energy Mace
    
    Astra: Nullifies the first status ailment inflicted onto the target of Astra.
    ~~ AP  : 200
    ~~ Item: Sage Croiser
    
    Toad: Turns an enemy into a Frog.
    ~~ AP  : 200
    ~~ Item: Mandragora
    
    Death: Instantly KO's target.
    ~~ AP  : 200
    ~~ Item: Life Crosier
    
    Flare: Deals extremely high damage to target.
    ~~ AP  : 300
    ~~ Item: Lotus Mace
    
    Meteor: Deals extremely high damage to target.
    ~~ AP  : 300
    ~~ Item: Scorpion Tail
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Maintenance: Prevents user's equipment from being stolen or destroyed.
    ~~ AP  : 300
    ~~ Item: Adaman Vest
    
    Magic Pow+: Increases the Magic Power stat.
    ~~ AP  : 300
    ~~ Item: Morning Star
    
    
    Combo Abilities (C-Abilities):
    
    Gold Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Mace
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Beastmaster
    
    Ability Nomenclature: Control.
    
    
    Action Abilities (A-Abilities):
    
    Goblin: Controls Goblins and Red Caps.
    ~~ AP  : 200
    ~~ Item: Demon Bell, War Trumpet
    
    Flan: Control Jellies, Creams, and Ice Flans.
    ~~ AP  : 200
    ~~ Item: Demon Bell, Glass Bell
    
    Bomb: Control Bombs and Grenades.
    ~~ AP  : 200
    ~~ Item: Demon Bell, Aona Flute
    
    Dragon: Controls Firewyrms, Icedrakes, and Thundrakes.
    ~~ AP  : 200
    ~~ Item: Earth Bell
    
    Lamia: Controls Lamias and Liliths.
    ~~ AP  : 200
    ~~ Item: Glass Bell
    
    Panther: Controls Red Panthers and Coeurls.
    ~~ AP  : 200
    ~~ Item: War Trumpet
    
    Rockbeast: Controls Toughskins and Blade Biters.
    ~~ AP  : 200
    ~~ Item: Conch Shell
    
    Floateye: Controls Floateyes and Ahrimans.
    ~~ AP  : 200
    ~~ Item: Black Quena
    
    Undead: Controls Zombies and Vampires.
    ~~ AP  : 200
    ~~ Item: Black Quena
    
    Fairy: Controls Sprites and Titanias.
    ~~ AP  : 200
    ~~ Item: Fairy Harp
    
    Bug: Control Antlions and Jawbreakers.
    ~~ AP  : 200
    ~~ Item: Fairy Harp
    
    Malboro: Controls Malboros and Big Malboros.
    ~~ AP  : 200
    ~~ Item: Aona Flute
    
    Tonberry: Controls Tonberries and Masterberries.
    ~~ AP  : 200
    ~~ Item: Blood Strings
    
    
    Reaction Abilities (R-Abilities):
    
    Last Haste: Ups Speed when HP reaches a critical state.
    ~~ AP  : 300
    ~~ Item: Ninja Gear
    
    
    Support Abilities (S-Abilities):
    
    Immunity: Allows resistance of some statuses.
    ~~ AP  : 300
    ~~ Item: Survival Vest
    
    
    Combo Abilities (C-Abilities):
    
    Beast Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Bell
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Morpher 
    
    Ability Nomenclature: Morph.
    
    
    Action Abilities (A-Abilities):
    
    Goblin: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Goblin Soul
    
    Flan: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Flan Soul
    
    Bomb: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Bomb Soul
    
    Dragon: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Dragon Soul
    
    Lamia: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Lamia Soul
    
    Bug: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Bug Soul
    
    Panther: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Panther Soul
    
    Malboro: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Malboro Soul
    
    Floateye: Morph into an enemy of this class.
    ~~ AP  : 200
    ~~ Item: Eye Soul
    
    
    Reaction Abilities (R-Abilities):
    
    Damage > MP: All damage is MP-based until MP is emptied.
    ~~ AP  : 300
    ~~ Item: Judo Uniform
    
    
    Support Abilities (S-Abilities): None
    
    
    Combo Abilities (C-Abilities):
    
    Morph Combo: Perform combos with other allies.
    ~~ AP  : 100
    ~~ Item: Mythril Soul
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Sage
    
    Ability Nomenclature: Sagacity Skill.
    
    
    Action Abilities (A-Abilities):
    
    Drain: Damages and takes the HP of the target.
    ~~ AP  : 100
    ~~ Item: Energy Mace
    
    Blind: Blinds target.
    ~~ AP  : 100
    ~~ Item: Druid Mace
    
    Water: Deals water-based radius damage.
    ~~ AP  : 200
    ~~ Item: Battle Mace
    
    Aero: Deals radius wind-based damage.
    ~~ AP  : 200
    ~~ Item: Battle Mace
    
    Bio: Damages and Poisons target.
    ~~ AP  : 300
    ~~ Item: Mandragora
    
    Raise: Revives and/or heals HP of the units in a certain radius.
    ~~ AP  : 300
    ~~ Item: Life Crosier
    
    Giga Flare: High damage to target.
    ~~ AP  : 300
    ~~ Item: Lotus Mace
    
    Ultima Blow: Extremely high damage to target.
    ~~ AP  : 999
    ~~ Item: Zeus Mace
    
    
    Reaction Abilities (R-Abilities):
    
    Reflex: Dodges any normal Fight moves.
    ~~ AP  : 300
    ~~ Item: Mirage Vest
    
    
    Support Abilities (S-Abilities):
    
    Weapon Def+: Increases Weapon Defense.
    ~~ AP  : 300
    ~~ Item: Dark Gear
    
    Shieldbearer: Allows user to wield Shields, regardless of job.
    ~~ AP  : 300
    ~~ Item: Round Shield
    
    
    Combo Abilities (C-Abilities):
    
    Wise Combo: Perform a combo with another clan member.
    ~~ AP  : 100
    ~~ Item: Mythril Mace
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Hermetic  <--  [Restricted solely to Ezel Berbier!]
    
    Ability Nomenclature: Hermetics.
    
    
    Action Abilities (A-Abilities):
    
    Azoth: Puts all enemies to Sleep.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    Astra: Nullifies the next status inflicted on the target of Astra.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    
    Reaction Abilities (R-Abilities):
    
    Block Arrows: Arrow-based projectiles will not hurt you.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    
    Support Abilities (S-Abilities):
    
    Weapon Atk+: Increases Weapon Attack.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    
    Combo Abilities (C-Abilities): None.
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Runeseeker  <--  [Restricted solely to Babus!]
    
    Ability Nomenclature: Rune.
    
    
    Action Abilities (A-Abilities):
    
    Explode: Deals heavy Fire-based damage.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    Stillness: Inflicts Stop.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    Quarter: Cuts HP by 25%.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    Demi: Cuts HP by 50%.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    
    Reaction Abilities (R-Abilities):
    
    Counter: When attacked within own weapon range, you will counterattack.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    
    Support Abilities (S-Abilities):
    
    Weapon Def+: Increases Weapon Defense.
    ~~ AP  : Learned from recruitment.
    ~~ Item: Learned from recruitment.
    
    
    Combo Abilities (C-Abilities): None.
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    
    O===========================================================================O
    |                              Viera Abilities                              |
    O===========================================================================O
    
    [job title]
    
    Ability Nomenclature: [What is the ability set called?]
    
    
    Action Abilities (A-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Reaction Abilities (R-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Support Abilities (S-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    Combo Abilities (C-Abilities):
    
    [name]: [effect]
    ~~ AP  : [How much AP must be earned to master this ability?]
    ~~ Item: [Item the ability is learned from.]
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Fencer
    
    Ability Nomenclature: Lunge Tech.
    
    
    Action Abilities (A-Abilities):
    
    Swarmstrike: Low damage, but Poisons.
    ~~ AP  : 100
    ~~ Item: Stinger
    
    Featherblow: High-accuracy, low-damage attack.
    ~~ AP  : 200
    ~~ Item: Estoc
    
    Piercethrough: Deals damage to two squares in front of user.
    ~~ AP  : 200
    ~~ Item: Flamberge
    
    Shadowstick: Lowers target's Speed.
    ~~ AP  : 200
    ~~ Item: Silver Rapier
    
    Nighthawk: Deals damage at a small distance.
    ~~ AP  : 200
    ~~ Item: Joyeuse 
    
    Swallowtail: Hits all surrounding units.
    ~~ AP  : 300
    ~~ Item: Djinn Flyssa
    
    Manastrike: Heavily damages target's MP.
    ~~ AP  : 300
    ~~ Item: Mage Masher
    
    Checkmate: Dooms target.
    ~~ AP  : 300
    ~~ Item: Gupti Aga
    
    
    Reaction Abilities (R-Abilities):
    
    Reflex: Dodge all normal Fight moves.
    ~~ AP  : 300
    ~~ Item: Mirage Vest
    
    
    Support Abilities (S-Abilities):
    
    Shieldbearer: Wield a shield, regardless of job.
    ~~ AP  : 300
    ~~ Item: Round Shield
    
    
    Combo Abilities (C-Abilities):
    
    Lunge Combo: Perform a combo with allied members.
    ~~ AP  : 100
    ~~ Item: Mythril Rapier
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Elementalist
    
    Ability Nomenclature: Spirit Magic.
    
    
    Action Abilities (A-Abilities):
    
    Fire Whip: Fire-based damage that may Disable.
    ~~ AP  : 100
    ~~ Item: Scarlette
    
    White Flame: Heals HP.
    ~~ AP  : 100
    ~~ Item: Flamberge
    
    Heavy Dust: Earth-based damage that may Immobilize.
    ~~ AP  : 200
    ~~ Item: Estoc
    
    Earth Heal: Heals HP.
    ~~ AP  : 200
    ~~ Item: Fleuret
    
    Sliprain: Water-based damage that may Slow.
    ~~ AP  : 200
    ~~ Item: Silver Rapier
    
    Shining Air: Wind-based damage that may Blind.
    ~~ AP  : 200
    ~~ Item: Djinn Flyssa
    
    Evil Gaze: Dark-based damage that may Confuse.
    ~~ AP  : 300
    ~~ Item: Joyeuse
    
    Elementalshift: Changes the target's elemental resistances and weaknesses.
    ~~ AP  : 300
    ~~ Item: Epeprism
    
    
    Reaction Abilities (R-Abilities):
    
    Absorb MP: When a spell hits you, you absorb MP equal to the cost of the spell.
    ~~ AP  : 300
    ~~ Item: Lordly Robe
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Spirit Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Rapier
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Red Mage
    
    Ability Nomenclature: Red Magic.
    
    
    Action Abilities (A-Abilities):
    
    Thunder: Deals Thunder-based damage.
    ~~ AP  : 100
    ~~ Item: Stinger.
    
    Cure: Heals some HP. Holy-based.
    ~~ AP  : 100
    ~~ Item: Fleuret
    
    Fire: Deals Fire-based damage.
    ~~ AP  : 100
    ~~ Item: Scarlette
    
    Blizzard: Deals Blizzard-based damage.
    ~~ AP  : 100
    ~~ Item: Flamberge
    
    Poison: Poisons target.
    ~~ AP  : 100
    ~~ Item: Silver Rapier
    
    Sleep: Puts target to Sleep.
    ~~ AP  : 200
    ~~ Item: Estoc
    
    Barrier: Casts Protect and Shell simultaneously.
    ~~ AP  : 300
    ~~ Item: Mage Masher
    
    Doublecast: Allows the casting of two spells in a single turn.
    ~~ AP  : 999
    ~~ Item: Madu
    
    
    Reaction Abilities (R-Abilities):
    
    Catch: Avoids Hurl/Throw attack to obtain the thrown items.
    ~~ AP  : 300
    ~~ Item: Chain Plate
    
    
    Support Abilities (S-Abilities):
    
    Magic Pow+: Increases Magic Power.
    ~~ AP  : 300
    ~~ Item: Colichemarde
    
    
    Combo Abilities (C-Abilities):
    
    Red Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Rapier
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Summoner
    
    Ability Nomenclature: Summon Magic.
    
    
    Action Abilities (A-Abilities):
    
    Ifrit: Fire summon.
    ~~ AP  : 200
    ~~ Item: Guard Staff
    
    Ramuh: Thunder summon.
    ~~ AP  : 200
    ~~ Item: Judge Staff
    
    Kirin: Auto-Regen summon.
    ~~ AP  : 200
    ~~ Item: Cure Staff
    
    Unicorn: HP-restorative summon.
    ~~ AP  : 200
    ~~ Item: Pure Staff
    
    Shiva: Blizzard summon.
    ~~ AP  : 200
    ~~ Item: Snake Staff
    
    Carbuncle: Reflect-casting summon.
    ~~ AP  : 300
    ~~ Item: Garnet Staff
    
    Madeen: Holy summon.
    ~~ AP  : 300
    ~~ Item: Cheer Staff
    
    Phoenix: Revive-casting summon.
    ~~ AP  : 300
    ~~ Item: Nirvana
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Half MP: Required MP for magic-casting is halved.
    ~~ AP  : 300
    ~~ Item: Light Robe
    
    
    Combo Abilities (C-Abilities):
    
    Summon Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Staff
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Assassin
    
    Ability Nomenclature: Corner.
    
    
    Action Abilities (A-Abilities):
    
    Aphonia: Silences.
    ~~ AP  : 200
    ~~ Item: Murasame
    
    Ague: Slows.
    ~~ AP  : 200
    ~~ Item: Ranger Bow
    
    Shadowbind: Stops.
    ~~ AP  : 200
    ~~ Item: Fey Bow
    
    Last Breath: Auto-KO.
    ~~ AP  : 300
    ~~ Item: Petalchaser
    
    Rockseal: Petrifies.
    ~~ AP  : 300
    ~~ Item: Kotetsu
    
    Nightmare: Sleeps and Dooms.
    ~~ AP  : 300
    ~~ Item: Kikuichimonji
    
    Oblivion: Addles.
    ~~ AP  : 300
    ~~ Item: Masamune
    
    Ultima Masher: Deals heavy damage.
    ~~ AP  : 999
    ~~ Item: Zanmato
    
    
    Reaction Abilities (R-Abilities):
    
    Return Fire: Sends back any arrows shot at you.
    ~~ AP  : 300
    ~~ Item: Power Sash
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Killer Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Epee
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Archer
    
    Ability Nomenclature: Aim.
    
    
    Action Abilities (A-Abilities):
    
    Boost: Increases weapon stats.
    ~~ AP  : 100
    ~~ Item: Longbow
    
    Blackout: Blinds target.
    ~~ AP  : 200
    ~~ Item: Char Bow
    
    Aim: Legs - Immobilizes target.
    ~~ AP  : 200
    ~~ Item: Thorn Bow
    
    Aim: Arm - Disables target.
    ~~ AP  : 200
    ~~ Item: Nail Bow
    
    Cupid: Charms target.
    ~~ AP  : 200
    ~~ Item: Artemis Bow
    
    Burial: Removes the Undead from battle.
    ~~ AP  : 300
    ~~ Item: Silver Bow
    
    Take Aim: High-accuracy move with low power.
    ~~ AP  : 300
    ~~ Item: Yoichi Bow
    
    Faster: Damages despite R-ability.
    ~~ AP  : 300
    ~~ Item: Perseus Bow
    
    
    Reaction Abilities (R-Abilities):
    
    Block Arrows: Will not be hit with arrow-based attacks.
    ~~ AP  : 300
    ~~ Item: Green Beret
    
    
    Support Abilities (S-Abilities):
    
    Concentrate: Increases accuracy to high levels (usually 80% ~ 100%).
    ~~ AP  : 300
    ~~ Item: Target Bow
    
    
    Combo Abilities (C-Abilities):
    
    Bow Combo: Performs combos with other allies.
    ~~ AP  : 100
    ~~ Item: Mythril Bow
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    Sniper
    
    Ability Nomenclature: Sharpshoot.
    
    
    Action Abilities (A-Abilities):
    
    Conceal: Makes user invisible.
    ~~ AP  : 100
    ~~ Item: Windslash Bow
    
    Beso Toxico: Damages and Poisons.
    ~~ AP  : 200
    ~~ Item: Cranequin
    
    Aim: Wallet - Causes target to lose some Gil.
    ~~ AP  : 200
    ~~ Item: Hunt Bow
    
    Doubleshot: Shoot two shots. Individually, they're weaker; combined, stronger.
    ~~ AP  : 300
    ~~ Item: Twin Bow
    
    Aim: Armor - May destroy target's armor.
    ~~ AP  : 300
    ~~ Item: Few Bow
    
    Death Sickle: Dooms target.
    ~~ AP  : 300
    ~~ Item: Hades Bow
    
    Aim: Weapon - May destroy target's weapon.
    ~~ AP  : 300
    ~~ Item: Master Bow
    
    Doom Archer: Deals damage equal to HP and MP of user to HP and MP of target.
    ~~ AP  : 300 
    ~~ Item: Max's Oathbow
    
    
    Reaction Abilities (R-Abilities):
    
    Auto-Regen: Slowly regenerate HP.
    ~~ AP  : 300
    ~~ Item: Gaia Gear
    
    
    Support Abilities (S-Abilities): None.
    
    
    Combo Abilities (C-Abilities):
    
    Sniper Combo: Perform combos with allies.
    ~~ AP  : 100
    ~~ Item: Mythril Shot
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    White Mage
    
    Ability Nomenclature: White Magic
    
    
    Action Abilities (A-Abilities):
    
    Cure: Heals some HP. Holy elemental.
    ~~ AP  : 100
    ~~ Item: White Staff
    
    Protect: Temporarily raises Weapon Defense of target.
    ~~ AP  : 100
    ~~ Item: Guard Staff
    
    Shell: Temporarily raises Magic Resistance of target.
    ~~ AP  : 100
    ~~ Item: Judge Staff
    
    Cura: Heals a fairly decent amount of HP. Holy elemental.
    ~~ AP  : 200
    ~~ Item: Cure Staff
    
    Esuna: Heals all statuses, save for KO.
    ~~ AP  : 200
    ~~ Item: Pure Staff
    
    Life: Restores the KO status and gives some HP.
    ~~ AP  : 200
    ~~ Item: Bless Staff
    
    Auto-Life: Casts the Auto-Life status to auto-revive on KO.
    ~~ AP  : 200
    ~~ Item: Cheer Staff
    
    Curaga: Heals a large amount of HP. Holy-elemental.
    ~~ AP  : 300
    ~~ Item: Spring Staff
    
    Full-Life: Revives KO'ed ally with full HP.
    ~~ AP  : 300
    ~~ Item: Nirvana Staff
    
    
    Reaction Abilities (R-Abilities): None.
    
    
    Support Abilities (S-Abilities):
    
    Turbo MP: Doubles MP usage in exchange for more Magic Power and accuracy.
    ~~ AP  : 300
    ~~ Item: White Robe
    
    
    Combo Abilities (C-Abilities):
    
    White Combo: Perform combos with other clanners.
    ~~ AP  : 100
    ~~ Item: Mythril Staff
    
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    
    9. Clans' Data********************************FFTA9**************************
    Before getting too deep into this, I would like to highly thank Austin Self,
    the writer of the Random Battles FAQ on GameFAQs, for his immense aid in
    completing this section. I never could've done it without you. Thanks!
    
    Anyhow, for the record, the listing is alphabetical. The word "Clan" IS
    included in the titles, so take that into account if you are CTRL+F'ing.
    
    And, if you read the walkthroughs, you'll notice that I did not put in a
    strategy. Why? Mainly because all of the clans can be encountered at varying
    points in the games, and it gets tough to try to make an all-encompassing
    strategy. I did list the enemies' abilities, however, which may help enough in
    making your own strategy.
    
    Below is the sectional formatting.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: [group name]
    
    Unit: [name of a unit]
    ~~ A-Ability: [job-based A-Ability set]
    ~~ A-Ability: [auxillary A-ability set]
    ~~ R-Ability: [reaction ability]
    ~~ S-Ability: [support ability]
    ~~ Items    : [weapons, armor, etc.]
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Aisen Ghosts
    
    Unit: Floateye
    ~~ A-Ability: Gaze
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Weapon Def+
    ~~ Items    : (none)
    
    Unit: Jawbreaker
    ~~ A-Ability: Adhere
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Tonberry
    ~~ A-Ability: Grudge
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Zombie
    ~~ A-Ability: Rot
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Zombie
    ~~ A-Ability: Rot
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Antlions
    
    Unit: Antlion
    ~~ A-Ability: Sandstorm
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Antlion
    ~~ A-Ability: Sandstorm
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Jawbreaker
    ~~ A-Ability: Adhere
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Weapon Atk+
    ~~ Items    : (none)
    
    Unit: Bomb
    ~~ A-Ability: Blaze
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Toughskin
    ~~ A-Ability: Debilitate
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Bloodthirsters
    
    Unit: Masterberry
    ~~ A-Ability: Malice
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Ahriman
    ~~ A-Ability: Glare
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Vampire
    ~~ A-Ability: Illude
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Weapon Atk+
    ~~ Items    : (none)
    
    Unit: Vampire
    ~~ A-Ability: Illude
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Assassin
    ~~ A-Ability: Corner
    ~~ A-Ability: (none)
    ~~ R-Ability: Return Fire
    ~~ S-Ability: (none)
    ~~ Items    : Heaven's Cloud (Weapon/Katana), Dark Gear (armor)
    
    Unit: Juggler
    ~~ A-Ability: Stunt
    ~~ A-Ability: Item
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Rondell Dagger (Weapon/Knife), Wygar (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Brass Dragoons
    
    Unit: Defender
    ~~ A-Ability: Defender
    ~~ A-Ability: (none)
    ~~ R-Ability: Last Berserk
    ~~ S-Ability: (none)
    ~~ Items    : Vajra (Weapon/Broadsword), Maximillian (armor)
    
    Unit: Dragoon
    ~~ A-Ability: Dragon Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Strikeback
    ~~ S-Ability: (none)
    ~~ Items    : Partisan (Weapon/Spear), Platemail (armor)
    
    Unit: Dragoon
    ~~ A-Ability: Dragon Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Ice Lance (Weapon/Spear), Gold Armor (armor)
    
    Unit: Paladin
    ~~ A-Ability: Chivalry
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Weapon Def+
    ~~ Items    : Lohengrin (Weapon/Knightsword), Platemail (armor)
    
    Unit: Templar
    ~~ A-Ability: Sacred Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Bonecrusher
    ~~ S-Ability: (none)
    ~~ Items    : Lionheart (Weapon/Knightsword), Dragon Mail (armor), Cross
                  Helm (helmet)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Clan Banisa
    
    Unit: Fighter
    ~~ A-Ability: Fighter Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Strikeback
    ~~ S-Ability: (none)
    ~~ Items    : Sun Blade (Weapon/Blade), Survival Vest (armor)
    
    Unit: Gladiator
    ~~ A-Ability: Spellblade Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Doublehand
    ~~ Items    : Atmos Blade (Weapon/Blade), Power Sash (armor)
    
    Unit: Warrior
    ~~ A-Ability: Battle Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Monkey Grip
    ~~ Items    : Predator (Weapon/Broadsword), Adaman Vest (armor), Round Shield
                  (shield)
    
    Unit: White Monk
    ~~ A-Ability: Monk Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : Dream Claws (Weapon/Knuckles), Survival Vest (armor)
    
    Unit: Animist
    ~~ A-Ability: Call
    ~~ A-Ability: (none)
    ~~ R-Ability: Block Arrows
    ~~ S-Ability: (none)
    ~~ Items    : War Trumpet (Weapon/Instrument), Adaman Vest (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Clan Belmia
    
    Unit: Assassin
    ~~ A-Ability: Corner
    ~~ A-Ability: (none)
    ~~ R-Ability: Return Fire
    ~~ S-Ability: (none)
    ~~ Items    : Zanmato (Weapon/Katana), Judo Uniform (armor)
    
    Unit: Gunner
    ~~ A-Ability: Gunmanship
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Concentrate
    ~~ Items    : Chaos Rifle (Weapon/Gun), Brigandine (armor)
    
    Unit: Ninja
    ~~ A-Ability: Ninja Skill
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Double Sword
    ~~ Items    : Ashura (Weapon/Katana), Petalchaser (Weapon/Katana),
                  Ninja Gear (armor)
    
    Unit: Sniper
    ~~ A-Ability: Sharpshoot
    ~~ A-Ability: Item
    ~~ R-Ability: Auto-Regen
    ~~ S-Ability: (none)
    ~~ Items    : Twin Bow (Weapon/Greatbow), Gaia Gear (armor)
    
    Unit: Thief
    ~~ A-Ability: Steal
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: Maintenance
    ~~ Items    : Rondell Dagger (Weapon/Knife), Survival Vest (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Clan Clatz
    
    Unit: 
    ~~ A-Ability: Call
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Maintenance
    ~~ Items    : Satyr Flute (Weapon/Instrument), Power Sash (armor)
    
    Unit: Gadgeteer
    ~~ A-Ability: Pandora
    ~~ A-Ability: (none)
    ~~ R-Ability: Auto-Regen
    ~~ S-Ability: (none)
    ~~ Items    : Dream Claws (Weapon/Knuckles), Gaia Gear (armor)
    
    Unit: Juggler
    ~~ A-Ability: Stunt
    ~~ A-Ability: (none)
    ~~ R-Ability: Catch
    ~~ S-Ability: (none)
    ~~ Items    : Khukuri (Weapon/Knife), Power Sash (armor)
    
    Unit: Thief
    ~~ A-Ability: Steal
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: Maintenace
    ~~ Items    : Kard (Weapon/Knife), Wygar (armor)
    
    Unit: Time Mage
    ~~ A-Ability: Time Magic
    ~~ A-Ability: (none)
    ~~ R-Ability: Return Fire
    ~~ S-Ability: (none)
    ~~ Items    : Terre Rod (Weapon/Rod), Magus Robe (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Clan Dip
    
    Unit: Archer
    ~~ A-Ability: Aim
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Concentrate
    ~~ Items    : Longbow (Weapon/Bow), Leather Garb (armor)
    
    Unit: Archer
    ~~ A-Ability: Aim
    ~~ A-Ability: (none)
    ~~ R-Ability: Block Arrows
    ~~ S-Ability: (none)
    ~~ Items    : Char Bow (Weapon/Bow), Feather Cap (helmet), Leather Garb (armor)
    
    Unit: Solider
    ~~ A-Ability: Battle Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Shortsword (Weapon/Sword), Cuirass (armor)
    
    Unit: Thief
    ~~ A-Ability: Steal
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : Jack Knife (Weapon/Knife), Leather Garb (armor)
    
    Unit: White Mage
    ~~ A-Ability: White Mage
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : White Staff (Weapon/Staff), Hempen Robe (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Clan Hounds
    
    Unit: Blue Mage
    ~~ A-Ability: Blue Magic
    ~~ A-Ability: Item
    ~~ R-Ability: Damage > MP
    ~~ S-Ability: (none)
    ~~ Items    : Aqua Saber (Weapon/Saber), Brigandine (armor)
    
    Unit: Elementalist
    ~~ A-Ability: Spirit Magic
    ~~ A-Ability: (none)
    ~~ R-Ability: Abosrb MP
    ~~ S-Ability: (none)
    ~~ Items    : Colichmarde (Weapon/Rapier), Survival Vest (armor)
    
    Unit: Gunner
    ~~ A-Ability: Gunmanship
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Lost Gun (Weapon/Gun), Survival Vest (armor)
    
    Unit: Coeurl
    ~~ A-Ability: Scratch
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Reveal
    ~~ Items    : (none)
    
    Unit: Lamia
    ~~ A-Ability: Song
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Red Cap
    ~~ A-Ability: Hit
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Weapon Atk+
    ~~ Items    : (none)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Clan Marble
    
    Unit: Animist
    ~~ A-Ability: Call
    ~~ A-Ability: (none)
    ~~ R-Ability: Block Arrows
    ~~ S-Ability: (none)
    ~~ Items    : Glass Bell (Weapon/Instrument), Leather Garb (armor)
    
    Unit: Archer
    ~~ A-Ability: Aim
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Longbow (Weapon/Bow), Leather Garb (armor)
    
    Unit: Fencer
    ~~ A-Ability: Lunge Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Reflex
    ~~ S-Ability: (none)
    ~~ Items    : Stinger (Weapon/Rapier), Chain Plate (armor)
    
    Unit: Soldier
    ~~ A-Ability: Battle Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Silver Sword (Weapon/Sword), Bronze Armor (armor)
    
    Unit: Warrior
    ~~ A-Ability: Battle Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Samson Sword (Weapon/Broadsword), Bronze Armor (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Clan Shalo
    
    Unit: Warrior
    ~~ A-Ability: Battle Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Shortsword (Weapon/Sword), Bronze Armor (armor),
                  Feather Boots (accessory)
    
    Unit: Defender
    ~~ A-Ability: Defend
    ~~ A-Ability: (none)
    ~~ R-Ability: Last Berserk
    ~~ S-Ability: (none)
    ~~ Items    : Defender (Weapon/Knightsword), Bronze Armor (armor),
                  Feather Boots (accessory)
    
    Unit: White Monk
    ~~ A-Ability: Monk Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : Hard Knuckles (Weapon/Knuckles), Chain Plate (armor),
                  Feather Boots (accessory)
    
    Unit: White Mage
    ~~ A-Ability: White Magic
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Guard Staff (Weapon/Staff), Magus Robe (armor),
                  Feather Boots (accessory)
    
    Unit: Animist
    ~~ A-Ability: Call
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Demon Bell (Weapon/Instrument), Leather Garb (armor),
                  Feather Boots (accessory)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Cyril Band
    
    Unit: Archer
    ~~ A-Ability: Aim
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Longbow (Weapon/Bow), Chain Plate (armor)
    
    Unit: Soldier
    ~~ A-Ability: Battle Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Shortsword (Weapon/Sword), Bronze Armor (armor)
    
    Unit: Thief
    ~~ A-Ability: Steal
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Kris Knife (Weapon/Knife), Leather Garb (armor)
    
    Unit: Thief
    ~~ A-Ability: Steal
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : Jack Knife (Weapon/Knife), Leather Garb (armor)
    
    Unit: White Monk
    ~~ A-Ability: Monk Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : Rising Sun (Weapon/Knuckles), Survival Vest (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Doned Faction
    
    Unit: Dragoon
    ~~ A-Ability: Dragon Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : Dragon Whisper (Weapon/Spear), Gold Armor (armor)
    
    Unit: Fighter
    ~~ A-Ability: Fighter Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Bonecrusher
    ~~ S-Ability: (none)
    ~~ Items    : Venus Blade (Weapon/Blade), Wygar (armor)
    
    Unit: Sage
    ~~ A-Ability: Sagacity Skill
    ~~ A-Ability: (none)
    ~~ R-Ability: Reflex
    ~~ S-Ability: (none)
    ~~ Items    : Lotus Mace (Weapon/Mace), Gaia Gear (armor)
    
    Unit: Sniper
    ~~ A-Ability: Sharpshoot
    ~~ A-Ability: (none)
    ~~ R-Ability: Auto-Regen
    ~~ S-Ability: (none)
    ~~ Items    : Nike Bow (Weapon/Greatbow), Dark Gear (armor)
    
    Unit: Time Mage
    ~~ A-Ability: Time Magic
    ~~ A-Ability: (none)
    ~~ R-Ability: Last Quicken
    ~~ S-Ability: (none)
    ~~ Items    : Sleet Rod (Weapon/Rod), White Robe (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Gaja Band
    
    Unit: Dragoon
    ~~ A-Ability: Dragon Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Gae Bolg (Weapon/Spear), Platemail (armor)
    
    Unit: Gunner
    ~~ A-Ability: Gunmanship
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Riot Gun (Weapon/Gun), Survival Vest (armor)
    
    Unit: Hunter
    ~~ A-Ability: Hunt
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Weapon Atk+
    ~~ Items    : Cranequin (Weapon/Greatbow), Brigandine (armor)
    
    Unit: Ninja
    ~~ A-Ability: Ninja Skill
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Double Sword
    ~~ Items    : Petalchaser (Weapon/Katana), Osafune (Weapon/Katana),
                  Ninja Gear (armor)
    
    Unit: Red Mage
    ~~ A-Ability: Red Magic
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Magic Pow+
    ~~ Items    : Fleuret (Weapon/Rapier), Survival Vest (armor), Circlet (helmet)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Gertai Band
    
    Unit: Assassin
    ~~ A-Ability: Corner
    ~~ A-Ability: (none)
    ~~ R-Ability: Return Fire
    ~~ S-Ability: (none)
    ~~ Items    : Hades Bow (Weapon/Greatbow), Dark Gear (armor)
    
    Unit: Blue Mage
    ~~ A-Ability: Blue Magic
    ~~ A-Ability: (none)
    ~~ R-Ability: Damage > MP
    ~~ S-Ability: Immunity
    ~~ Items    : Manganese (Weapon/Saber), Brigandine (armor)
    
    Unit: Juggler
    ~~ A-Ability: Stunt
    ~~ A-Ability: (none)
    ~~ R-Ability: Return Fire
    ~~ S-Ability: (none)
    ~~ Items    : Jambiya (Weapon/Knife), Power Sash (armor)
    
    Unit: Ninja
    ~~ A-Ability: Ninja Skill
    ~~ A-Ability: Item
    ~~ R-Ability: Last Haste
    ~~ S-Ability: Double Sword
    ~~ Items    : Kotetsu (Weapon/Katana), Heaven's Cloud (Weapon/Katana),
                  Ninja Gear (armor)
    
    Unit: Sniper
    ~~ A-Ability: Sharpshoot
    ~~ A-Ability: (none)
    ~~ R-Ability: Auto-Regen
    ~~ S-Ability: (none)
    ~~ Items    : Hunt Bow (Weapon/Greatbow), Survival Vest (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Guard Patrol
    
    Unit: Bishop
    ~~ A-Ability: Prayer
    ~~ A-Ability: (none)
    ~~ R-Ability: Return Magic
    ~~ S-Ability: (none)
    ~~ Items    : Judge Staff (Weapon/Staff), Survival Vest (armor)
    
    Unit: Defender
    ~~ A-Ability: Defend
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Weapon Def+
    ~~ Items    : Lionheart (Weapon/Knightsword), Gold Armor (armor),
                  Bracers (accessory)
    
    Unit: Mog Knight
    ~~ A-Ability: Charge
    ~~ A-Ability: (none)
    ~~ R-Ability: Last Haste
    ~~ S-Ability: (none)
    ~~ Items    : Flametongue (Weapon/Blade), Platemail (armor)
    
    Unit: Paladin
    ~~ A-Ability: Chivalry
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Monkey Grip
    ~~ Items    : Vigilante (Weapon/Greatsword), Iron Armor (armor),
                  Round Shield (shield)
    
    Unit: Sage
    ~~ A-Ability: Sagacity Skill
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Shieldbearer
    ~~ Items    : Druid Mace (Weapon/Mace), Blaze Robe (armor)
    
    Unit: Templar
    ~~ A-Ability: Sacred Tech
    ~~ A-Ability: Item
    ~~ R-Ability: Bonecrusher
    ~~ S-Ability: (none)
    ~~ Items    : Gae Bolg (Weapon/Speae), Platemail (armor), Cross Helm (helmet)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Jagd Emissaries
    
    Unit: Ahriman
    ~~ A-Ability: Glare
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Weapon Atk+
    ~~ Items    : (none)
    
    Unit: Lamia
    ~~ A-Ability: Song
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Gladiator
    ~~ A-Ability: Spellblade Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Strikeback
    ~~ S-Ability: Doublehand
    ~~ Items    : Flametongue (Weapon/Blade), Brigandine (armor)
    
    Unit: Ninja
    ~~ A-Ability: Ninja Skill
    ~~ A-Ability: (none)
    ~~ R-Ability: Last Haste
    ~~ S-Ability: Double Sword
    ~~ Items    : Kikuichimonji (Weapon/Katana), Kotetsu (Weapon/Katana),
                  Ninja Gear (armor)
    
    Unit: Sniper
    ~~ A-Ability: Sharpshoot
    ~~ A-Ability: (none)
    ~~ R-Ability: Auto-Regen
    ~~ S-Ability: (none)
    ~~ Items    : Master Bow (Weapon/Greatbow), Survival Vest (armor)
    
    Unit: Summoner
    ~~ A-Ability: Summon Magic
    ~~ A-Ability: (none)
    ~~ R-Ability: Return Fire
    ~~ S-Ability: Half MP
    ~~ Items    : Pure Staff (Weapon/Staff), Black Robe (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Koring Band
    
    Unit: Animist
    ~~ A-Ability: Call
    ~~ A-Ability: Item
    ~~ R-Ability: Block Arrows
    ~~ S-Ability: (none)
    ~~ Items    : Glass Bell (Weapon/Instrument), Adaman Vest (armor)
    
    Unit: Archer
    ~~ A-Ability: Aim
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Concentrate
    ~~ Items    : Char Bow (Weapon/Bow), Chain Plate (armor)
    
    Unit: Bishop
    ~~ A-Ability: Prayer
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Guard Staff (Weapon/Staff), Chain Plate (armor)
    
    Unit: White Mage
    ~~ A-Ability: White Magic
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Cure Staff (Weapon/Staff), Silken Robe (armor)
    
    Unit: White Monk
    ~~ A-Ability: Monk Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : Rising Sun (Weapon/Knuckles), Survival Vest (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Kudik Beasts
    
    Unit: Antlion
    ~~ A-Ability: Sandstorm
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Weapon Def+
    ~~ Items    : (none)
    
    Unit: Red Panther
    ~~ A-Ability: Rake
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: Reveal
    ~~ Items    : (none)
    
    Unit: Red Panther
    ~~ A-Ability: Rake
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: Reveal
    ~~ Items    : (none)
    
    Unit: Sprite
    ~~ A-Ability: Trick
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Toughskin
    ~~ A-Ability: Debilitate
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: Weapon Def+
    ~~ Items    : (none)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Ramble Band
    
    Unit: Alchemist
    ~~ A-Ability: Alchemy
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Magic Pow+
    ~~ Items    : Mandragora (Weapon/Mace), Gaia Gear (armor)
    
    Unit: Fighter
    ~~ A-Ability: Fighter Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Strikeback
    ~~ S-Ability: (none)
    ~~ Items    : Sun Blade (Weapon/Blade), Brigandine (armor)
    
    Unit: Ninja
    ~~ A-Ability: Ninja Skill
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Double Sword
    ~~ Items    : Heaven's Cloud (Weapon/Katana), Petalchaser (Weapon/Katana),
                  Ninja Gear (armor)
    
    Unit: Sniper
    ~~ A-Ability: Sharpshoot
    ~~ A-Ability: (none)
    ~~ R-Ability: Auto-Regen
    ~~ S-Ability: (none)
    ~~ Items    : Hades Bow (Weapon/Greatbow), Dark Gear (armor)
    
    Unit: Thief
    ~~ A-Ability: Steal
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : Zorlin Shape (Weapon/Knife), Power Sash (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Rangers
    
    Unit: Animist
    ~~ A-Ability: Call
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Demon Bell (Weapon/Instrument), Survival Vest (armor)
    
    Unit: Archer
    ~~ A-Ability: Aim
    ~~ A-Ability: (none)
    ~~ R-Ability: Block Arrows
    ~~ S-Ability: (none)
    ~~ Items    : Char Bow (Weapon/Bow), Leather Garb (armor)
    
    Unit: Elementalist
    ~~ A-Ability: Spirit Magic
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Fleuret (Weapon/Rapier), Adaman Vest (armor)
    
    Unit: Fencer
    ~~ A-Ability: Lunge Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Estoc (Weapon/Rapier), Chain Plate (armor)
    
    Unit: White Mage
    ~~ A-Ability: White Magic
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : White Staff (Weapon/Staff), Hempen Robe (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Roaming Naiads
    
    Unit: Icedrake
    ~~ A-Ability: Icewyrm
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Weapon Def+
    ~~ Items    : (none)
    
    Unit: Ice Flan
    ~~ A-Ability: Chill
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Lamia
    ~~ A-Ability: Song
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Lilith
    ~~ A-Ability: Poison Fang
    ~~ A-Ability: (none)
    ~~ R-Ability: Block Arrows
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Sprite
    ~~ A-Ability: Trick
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Roda Dragons
    
    Unit: Bomb
    ~~ A-Ability: Blaze
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Firewyrm
    ~~ A-Ability: Dragon Blaze
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Firewyrm
    ~~ A-Ability: Dragon Blaze
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Weapon Atk+
    ~~ Items    : (none)
    
    Unit: Jelly
    ~~ A-Ability: Melt
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Toughskin
    ~~ A-Ability: Debilitate
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Sprohmknights
    
    Unit: Fighter
    ~~ A-Ability: Fighter Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : Shadow Blade (Weapon/Blade), Chain Plate (armor)
    
    Unit: Soldier
    ~~ A-Ability: Battle Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Shortsword (Weapon/Sword), Bronze Armor (armor)
    
    Unit: White Mage
    ~~ A-Ability: White Magic
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : White Staff (Weapon/Staff), Hempen Robe (armor)
    
    Unit: White Monk
    ~~ A-Ability: Monk Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : Rising sun (Weapon/Knuck;es), Chain Plate (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Tribites
    
    Unit: Blade Biter
    ~~ A-Ability: Crush
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Weapon Atk+
    ~~ Items    : (none)
    
    Unit: Coeurl
    ~~ A-Ability: Scratch
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Reveal
    ~~ Items    : (none)
    
    Unit: Red Panther
    ~~ A-Ability: Rake
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: Reveal
    ~~ Items    : (none)
    
    Unit: Red Panther
    ~~ A-Ability: Rake
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: Reveal
    ~~ Items    : (none)
    
    Unit: Toughskin
    ~~ A-Ability: Debilitate
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Weapon Def+
    ~~ Items    : (none)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Tricky Spirits
    
    Unit: Cream
    ~~ A-Ability: Scorch
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Geomancy
    ~~ Items    : (none)
    
    Unit: Red Cap
    ~~ A-Ability: Hit
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Sprite
    ~~ A-Ability: Trick
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Sprite
    ~~ A-Ability: Trick
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Titania
    ~~ A-Ability: Flouresence
    ~~ A-Ability: (none)
    ~~ R-Ability: Block Arrows
    ~~ S-Ability: Weapon Atk+
    ~~ Items    : (none)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Tubola Bandits
    
    Unit: Blue Mage
    ~~ A-Ability: Blue Magic
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Shamshir (Weapon/Saber), Adaman Vest (armor)
    
    Unit: Hunter
    ~~ A-Ability: Hunt
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : Master Bow (Weapon/Greatbow), Survival Vest (armor)
    
    Unit: Illusionist
    ~~ A-Ability: Phantasm
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Half MP
    ~~ Items    : Force Rod (Weapon/Rod), Mistle Robe (armor)
    
    Unit: Red Mage
    ~~ A-Ability: Red Magic
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Magic Pow+
    ~~ Items    : Gupti Aga (Weapon/Rapier), Mirage Vest (armor), Circlet (helmet)
    
    Unit: Thief
    ~~ A-Ability: Steal
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: (none)
    ~~ Items    : Scramasax (Weapon/Knife), Survival Vest (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Wild Monsters
    
    Unit: Coeurl
    ~~ A-Ability: Scratch
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Reveal
    ~~ Items    : (none)
    
    Unit: Grenade
    ~~ A-Ability: Boom!
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Icedrake
    ~~ A-Ability: Icewyrm
    ~~ A-Ability: (none)
    ~~ R-Ability: Counter
    ~~ S-Ability: Weapon Def+
    ~~ Items    : (none)
    
    Unit: Jelly
    ~~ A-Ability: Melt
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    Unit: Malboro
    ~~ A-Ability: Stench
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: (none)
    ~~ Items    : (none)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Clan Name: Zoara Sect
    
    Unit: Gladiator
    ~~ A-Ability: Spellblade Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Strikeback
    ~~ S-Ability: (none)
    ~~ Items    : Atmos Blade (Weapon/Blade), Wygar (armor)
    
    Unit: Illusionist
    ~~ A-Ability: Phantasm
    ~~ A-Ability: (none)
    ~~ R-Ability: Absorb MP
    ~~ S-Ability: (none)
    ~~ Items    : Force Rod (Weapon/Staff), Flurry Robe (armor)
    
    Unit: Sage
    ~~ A-Ability: Sagacity Skill
    ~~ A-Ability: (none)
    ~~ R-Ability: (none)
    ~~ S-Ability: Weapon Def+
    ~~ Items    : Lotus Mace (Weapon/Mace), Gaia Gear (armor)
    
    Unit: Templar
    ~~ A-Ability: Sacred Tech
    ~~ A-Ability: (none)
    ~~ R-Ability: Bonecrusher
    ~~ S-Ability: (none)
    ~~ Items    : Arch Sword (Weapon/Knightsword), Diamond Armor (armor),
                  Cross Helm (helmet)
    
    Unit: Time Mage
    ~~ A-Ability: Time Magic
    ~~ A-Ability: (none)
    ~~ R-Ability: Last Quicken
    ~~ S-Ability: (none)
    ~~ Items    : Flame Rod (Weapon/Rod), Blaze Robe (armor)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    
    10. Enemy Data********************************FFTA10*************************
    This section lists the monsters of the game, such as the Bombs and stuff that
    can be put into the Monster Bank in Cyril, in alphabetical order. Their class
    (ie. Firewyrms are Dragons) is also listed, as is their known abilities and
    their elemental weaknesses and resistances that are known thus far. PLEASE NOTE
    THAT SOME ELEMENTAL DATA IS BASED ON PURE ASSUMPTION. Also note that not every
    single monster of a single species will have every single ability listed under
    that monster's name.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    [enemy name]
    
    Class: [enemy class (eg. Dragon, Bomb, Bug)]
    
    Elemental Weaknesses    : [elements dealing extra damage]
    Elemental Resistances   : [elements dealing less-than-normal damage]
    Elemental Nullifications: [elements dealing no damage]
    Elemental Absorptions   : [elements that heal this monster]
    
    Action Abilities (A-Abilities):
    ~~ 
    
    Reaction Abilities (R-Abilities):
    ~~ 
    
    Support Abilities (S-Abilities):
    ~~ 
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Ahriman
    
    Class: Floateye.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Roulette: Auto-KO's a random unit.
    ~~ Circle: Decreases the target's Weapon Attack.
    
    Reaction Abilities (R-Abilities):
    ~~ Block Arrows: Prevents arrows from dealing damage.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Atk+: Increases Weapon Attack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Antlion
    
    Class: Bug.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ LV3 Def-less: All units with levels divisible by three have their Weapon
                     Defense and Magic Resistance lowered.
    ~~ Sandstorm: Damages and possibly Blinds all surrounding units.
    
    Reaction Abilities (R-Abilities):
    ~~ Counter: When attack in own weapon range, counters.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Def+: Increases Weapon Defense.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Big Malboro
    
    Class: Malboro.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Bad Breath: Inflicts many statuses.
    ~~ Soundwave: Dispels any positive statuses from target.
    
    Reaction Abilities (R-Abilities):
    ~~ Block Arrows: Prevents arrow-based damage.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Atk+: Increases Weapon Attack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Blade Biter
    
    Class: Rockbeast.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Limit Glove: Deals HIGH DAMAGE (usually 999) when HP is in a critical state.
    ~~ Munch: Damages and can probably break target's weapon.
    ~~ Resonate: Disables physical units (ie. Fighter).
    
    Reaction Abilities (R-Abilities):
    ~~ Block Arrows: Stops arrow-based damage.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Atk+: Increases Weapon Attack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Bomb
    
    Class: Bomb.
    
    Elemental Weaknesses    : Water, Blizzard.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Fire.
    
    Action Abilities (A-Abilities):
    ~~ Blowup: KO's user; heavily damages surrounding units.
    ~~ Flame Attack: Throws a fireball for damage.
    
    Reaction Abilities (R-Abilities):
    ~~ Counter: When hit within own weapon range, strikes back.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Def+: Increases Weapon Defense.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Coeurl
    
    Class: Panther.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Blaster: Petrifies.
    ~~ Hastebreak: Lowers Speed of target.
    
    Reaction Abilities (R-Abilities):
    ~~ Block Arrows: Prevents arrow damage.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Atk+: Increases Weapon Attack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Cream
    
    Class: Flan.
    
    Elemental Weaknesses    : None?
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Thunder.
    
    Action Abilities (A-Abilities):
    ~~ Acid: Random status.
    ~~ Thunder: Some Thunder damage.
    ~~ Thundara: Moderate Thunder damage.
    ~~ Thundaga: High Thunder damage.
    ~~ Sacrifice: KO's user to heal another unit.
    
    Reaction Abilities (R-Abilities):
    ~~ Block Arrows: Prevents Arrows from dealing damage.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Atk+: Increases Weapon Attack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Firewyrm
    
    Class: Dragon.
    
    Elemental Weaknesses    : Blizzard, Water.
    Elemental Resistances   : None.
    Elemental Nullifications: Fire.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Fire Breath: Multi-target Fire damage.
    ~~ Guard-Off: Lowers target's Weapon Defense and Magic Resistance.
    
    Reaction Abilities (R-Abilities):
    ~~ Block Arrows: Arrows will do user no harm.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Atk+: Increases Weapon Attack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Floateye
    
    Class: Floateye.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Stare: Confuses target.
    
    Reaction Abilities (R-Abilities):
    ~~ Counter: Counterattacks when hit within own weapon range.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Def+: Increases Weapon Defense.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Goblin
    
    Class: Goblin.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Goblin Punch: Damages. Randomized.
    
    Reaction Abilities (R-Abilities):
    ~~ Counter: Counterattacks when hit in own weapon range.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Def+: Increases Weapon Defense.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Grenade
    
    Class: Bomb.
    
    Elemental Weaknesses    : Fire.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Blizzard.
    
    Action Abilities (A-Abilities):
    ~~ Blowup: Self KO that heavily damages surrounding units.
    ~~ Chill: Blizzard-based damage to all surrounding units. Also heals user.
    
    Reaction Abilities (R-Abilities):
    ~~ Block Arrows: Arrows shall do no damage.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Atk+: Increases Weapon Attack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Icedrake
    
    Class: Dragon.
    
    Elemental Weaknesses    : Fire.
    Elemental Resistances   : None.
    Elemental Nullifications: Blizzard.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Ice Breath: Multi-target Blizzard damage.
    ~~ Mighty Guard: Increases Weapon Defense and Magic Resistance.
    
    Reaction Abilities (R-Abilities):
    ~~ Counter: When hit in own weapon range, counters with own attack.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Def+: Increases Weapon Defense.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Ice Flan
    
    Class: Flan.
    
    Elemental Weaknesses    : Fire.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Blizzard.
    
    Action Abilities (A-Abilities):
    ~~ Acid: Causes a random status.
    ~~ Blizzard: Some Blizzard damage.
    ~~ Blizzara: Moderate Blizzard damage.
    ~~ Blizzaga: High Blizzard damage.
    ~~ Sacrifice: KO's user to heal an ally.
    
    Reaction Abilities (R-Abilities):
    ~~ Reflex: Normal Fight moves will not affect user.
    
    Support Abilities (S-Abilities):
    ~~ Geomancy: Increases effectiveness of magic.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Jawbreaker
    
    Class: Bug.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ LV3 Def-less: Lowers the Weapon Defense and Magic Resistance of all units
                     whose levels are divisible by three.
    ~~ LV5 Death: All units with levels divisible by five are instantly KO'ed.
    ~~ Suffocate: Damages and delays next turn.
    
    Reaction Abilities (R-Abilities):
    ~~ Block Arrows: Arrows will do no damage.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Atk+: Increases Weapon Attack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Jelly
    
    Class: Flan.
    
    Elemental Weaknesses    : Water, Blizzard.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Fire.
    
    Action Abilities (A-Abilities):
    ~~ Acid: Causes a random status.
    ~~ Fire: Some Fire damage.
    ~~ Fira: Moderate Fire damage.
    ~~ Firaga: High Fire damage.
    ~~ Sacrifice: KO's user and heals another unit.
    
    Reaction Abilities (R-Abilities):
    ~~ Counter: Counterattacks when attacked within weapon range.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Def+: Ups Weapon Defense.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Lamia
    
    Class: Lamia.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Hand Slap: Damages and delays next turn.
    ~~ Night: Puts all targets to Sleep.
    ~~ Poison Frog: Transforms target into a Frog who is Poisoned.
    
    Reaction Abilities (R-Abilities):
    ~~ Counter: Counterattacks when hit within own weapon range.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Def+: Increases Weapon Defense.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Lilith
    
    Class: Lamia.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Kiss: Charms and Dooms.
    ~~ Poison Frog: Poisons target and transforms them into a Frog.
    ~~ Twister: Radius-based damage that cuts HP by fifty percent.
    
    Reaction Abilities (R-Abilities):
    ~~ Block Arrows: Prevents damage from arrow projectiles.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Atk+: Increases Weapon Attack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Malboro
    
    Class: Malboro.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Bad Breath: Causes multiple statuses.
    ~~ Goo: Immobilizes.
    
    Reaction Abilities (R-Abilities):
    ~~ Counter: Strikes those who attack within own weapon range.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Def+: Increases Weapon Defense.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Masterberry
    
    Class: Tonberry.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Knife: Cuts off 90% of the target's HP.
    ~~ Voodoo: Dooms target.
    
    Reaction Abilities (R-Abilities):
    ~~ Block Arrows: Stops arrow-based damage.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Atk+: Increases Weapon Attack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Red Cap
    
    Class: Goblin.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Mutilate: Damages and absorbs the HP of target.
    ~~ Magic Hammer: MP damaging attack.
    
    Reaction Abilities (R-Abilities):
    ~~ Block Arrows: Prohibits arrows from doing damage.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Atk+: Increases Weapon Attack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Red Panther
    
    Class: Panther.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Poison Claw: Damages and Poisons.
    ~~ Rend: Damages.
    
    Reaction Abilities (R-Abilities):
    ~~ Counter: Counters when hit within own weappon range.
    
    Support Abilities (S-Abilities):
    ~~ Reveal: Reveals hidden items.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Sprite
    
    Class: Fairy.
    
    Elemental Weaknesses    : Dark.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Holy.
    
    Action Abilities (A-Abilities):
    ~~ Meteorite: Summons a meteor to the ground for some damage.
    ~~ White Wind: Heals HP equal to the HP of the user.
    
    Reaction Abilities (R-Abilities):
    ~~ Counter: When attacked within own weapon range, counterattacks.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Def+: Ups Weapon Defense.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Thundrake
    
    Class: Dragon.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: Thunder.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Bolt Breath: Multi-target Thunder damage.
    ~~ Dragon Force: Increases Weapon Attack and Magic Power.
    
    Reaction Abilities (R-Abilities):
    ~~ Reflex: Normal Fight moves will not hit.
    
    Support Abilities (S-Abilities):
    ~~ Geomancy: Lowers opponents' elemental weaknesses. (In other words, Magic
                 Power is increased.)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Titania
    
    Class: Fairy.
    
    Elemental Weaknesses    : Dark.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ LV?D Holy: Deals heavy Holy-based damage to those units who have the same
                  one's digit in their level as the day of the month.
    ~~ Angel Whisper: Restores HP and casts Auto-Life.
    
    Reaction Abilities (R-Abilities):
    ~~ Block Arrows: Arrows cannot do damage.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Atk+: Increases Weapon Attack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Tonberry
    
    Class: Tonberry.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Karma: Deals damage based on target's KO count - more KO's, more damage.
    ~~ Knife: Cuts 90% away from the target's HP.
    
    Reaction Abilities (R-Abilities):
    ~~ Counter: Attacks back when hit within own weapon range.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Def+: Increases Weapon Defense.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Toughskin
    
    Class: Rockbeast.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Matra Magic: Switches HP and MP of target.
    ~~ Resonate: Disables physical units. (ie. Soldier)
    
    Reaction Abilities (R-Abilities):
    ~~ Counter: Counter-strikes when hit within own weapon range.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Def+: Increases Weapon Defense.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Vampire
    
    Class: Undead.
    
    Elemental Weaknesses    : None.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ LV? S-Flare: Deals high Dark damage to units with the same level.
    ~~ Miasma: Damages and Poisons.
    ~~ Zombify: Causes target to become a Zombie.
    
    Reaction Abilities (R-Abilities):
    ~~ Block Arrows: Prevents all arrow-based damage.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Atk+: Increases Weapon Attack.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Zombie
    
    Class: Undead.
    
    Elemental Weaknesses    : Holy, anything HP-restorative.
    Elemental Resistances   : None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    
    Action Abilities (A-Abilities):
    ~~ Drain Touch: Damages target and absorbs some HP.
    ~~ Miasma: Damages and Poisons.
    
    Reaction Abilities (R-Abilities):
    ~~ Counter: Strikes back when hit within own weapon range.
    
    Support Abilities (S-Abilities):
    ~~ Weapon Def+: Increases Weapon Defense.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    
    11. Items Listings********************************FFTA11*********************
    Potion
    
    Effect: Heals HP. Damages Zombies.
    
    =============================================================================
    Hi-Potion
    
    Effect: Heals more HP than a Potion. Damages Zombies.
    
    =============================================================================
    X-Potion
    
    Effect: Heals more HP than a Hi-Potion. Damages Zombies.
    
    =============================================================================
    Ether
    
    Effect: Heals MP.
    
    =============================================================================
    Elixir
    
    Effect: Fully heals HP and MP. Damages Zombies.
    
    =============================================================================
    Antidote
    
    Effect: Cures Poison.
    
    =============================================================================
    Eye Drops
    
    Effect: Cures Blind.
    
    =============================================================================
    Echo Screen
    
    Effect: Cures Silence.
    
    =============================================================================
    Maiden Kiss
    
    Effect: Cures Frog.
    
    =============================================================================
    Soft
    
    Effect: Cures Petrification.
    
    =============================================================================
    Holy Water
    
    Effect: Cures Zombie.
    
    =============================================================================
    Bandage
    
    Effect: Cures Disable and Immobilization.
    
    =============================================================================
    Cureall
    
    Effect: Heals all statuses.
    
    =============================================================================
    Phoenix Down
    
    Effect: Revives allies from KO. Damages Zombies.
    
    =============================================================================
    
    
    12. Headgear Listings********************************FFTA12******************
    Bronze Helm
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +4
    Magic Power +/-     : +0
    Magic Resistance +/-: +2
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Helm.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Iron Helm
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +3
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Helm.
    
    Abilities Taught: ~~ 
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Opal Helm
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +7
    Magic Power +/-     : +0
    Magic Resistance +/-: +3
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Helm.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Cross Helm
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +9
    Magic Power +/-     : +0
    Magic Resistance +/-: +4
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Helm.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Diamond Helm
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +11
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Helm.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Genji Helm
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +15
    Magic Power +/-     : +0
    Magic Resistance +/-: +6
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Helm.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Parade Helm
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +13
    Magic Power +/-     : +0
    Magic Resistance +/-: +4
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Helm.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Hanya Helm
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +12
    Magic Power +/-     : +0
    Magic Resistance +/-: +8
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Helm.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Bangaa Helm
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +16
    Magic Power +/-     : +0
    Magic Resistance +/-: +6
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Helm.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Cachusha
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +2
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Ribbon.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: KO, Petrify, Confuse, Verserk, Stop, Charm, Sleep.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Barette
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +2
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Ribbon.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Zombie, Blind, Silence, Poison, Frog, Slow, Doom,
                           Immobilization, Disable.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ribbon
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +2
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Ribbon.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: All.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Feather Cap
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +2
    Magic Power +/-     : +0
    Magic Resistance +/-: +4
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Hat.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Circlet
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +3
    Magic Power +/-     : +0
    Magic Resistance +/-: +3
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Hat.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Green Beret
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +2
    Magic Power +/-     : +0
    Magic Resistance +/-: +2
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Hat.
    
    Abilities Taught: ~~ Block Arrows (R-Ability -> Archer)
                      ~~ Block Arrows (R-Ability -> Animist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Headband
    
    Weapon Attack +/-   : +5
    Weapon Defense +/-  : +0
    Magic Power +/-     : +6
    Magic Resistance +/-: +2
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Hat.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Wizard Hat
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +3
    Magic Power +/-     : +1
    Magic Resistance +/-: +10
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Hat.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Gold Hairpin
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +4
    Magic Power +/-     : +2
    Magic Resistance +/-: +12
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Hat.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Silence.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Thief Hat
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +8
    Magic Power +/-     : +2
    Magic Resistance +/-: +12
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +7
    
    Equipment Typing: Hat.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Immobilize, Disable.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Black Hat
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +4
    Magic Power +/-     : +4
    Magic Resistance +/-: +16
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Hat.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    White Hat
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +4
    Magic Power +/-     : +0
    Magic Resistance +/-: +14
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Hat.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Acacia Hat
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +2
    Magic Power +/-     : +5
    Magic Resistance +/-: +4
    Speed +/-           : +2
    Move +/-            : +1
    Jump +/-            : +1
    Evade +/-           : +5
    
    Equipment Typing: Hat.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: With each time you win this (only from Mission #042), you
                      will not get an additional Acacia Hat, but, instead, the
                      original will power itself up.
    
    =============================================================================
    Tiara
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +8
    Magic Power +/-     : +0
    Magic Resistance +/-: +20
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Hat.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    
    
    13. Armor Listings********************************FFTA13*********************
    Cuirass
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +28
    Magic Power +/-     : +0
    Magic Resistance +/-: +2
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Bronze Armor
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +30
    Magic Power +/-     : +0
    Magic Resistance +/-: +6
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Iron Armor
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +34
    Magic Power +/-     : +0
    Magic Resistance +/-: +3
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Platemail
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +38
    Magic Power +/-     : +0
    Magic Resistance +/-: +3
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Gold Armor
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +42
    Magic Power +/-     : +0
    Magic Resistance +/-: +6
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ Last Haste (R-Ability -> Mog Knight)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Diamond Armor
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +40
    Magic Power +/-     : +0
    Magic Resistance +/-: +3
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ Weapon Def+ (S-Ability -> Paladin)
                      ~~ Weapon Def+ (S-Ability -> Defender)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Opal Armor
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +42
    Magic Power +/-     : +0
    Magic Resistance +/-: +3
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Carabini Mail
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +38
    Magic Power +/-     : +0
    Magic Resistance +/-: +8
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ Bonecrusher (R-Ability -> Templar)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mirror Mail
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +36
    Magic Power +/-     : +0
    Magic Resistance +/-: +9
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: Equipper has the Reflect status.
    
    =============================================================================
    Dragon Mail
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +40
    Magic Power +/-     : +0
    Magic Resistance +/-: +8
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: Fire.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Genji Armor
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +46
    Magic Power +/-     : +0
    Magic Resistance +/-: +12
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ Reflex (R-Ability -> Paladin)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Maximillian
    
    Weapon Attack +/-   : +3
    Weapon Defense +/-  : +46
    Magic Power +/-     : +0
    Magic Resistance +/-: +10
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Adaman Armor
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +58
    Magic Power +/-     : +0
    Magic Resistance +/-: +3
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Materia Armor
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +52
    Magic Power +/-     : +0
    Magic Resistance +/-: +16
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Peytral
    
    Weapon Attack +/-   : +5
    Weapon Defense +/-  : +28
    Magic Power +/-     : +5
    Magic Resistance +/-: +2
    Speed +/-           : +2
    Move +/-            : +1
    Jump +/-            : +1
    Evade +/-           : +5
    
    Equipment Typing: Armor.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: Whenever you win a Peytral from Mission #043, you will not
                      earn another Peytral; instead, your original powers up.
    
    =============================================================================
    Leather Garb
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +18
    Magic Power +/-     : +0
    Magic Resistance +/-: +4
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Chain Plate
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +28
    Magic Power +/-     : +0
    Magic Resistance +/-: +4
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ Catch (R-Ability -> Red Mage)
                      ~~ Catch (R-Ability -> Juggler)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Adaman Vest
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +30
    Magic Power +/-     : +0
    Magic Resistance +/-: +3
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ Maintenance (S-Ability -> Thief)
                      ~~ Maintenance (S-Ability -> Alchemist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Survival Vest
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +34
    Magic Power +/-     : +0
    Magic Resistance +/-: +6
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ Immunity (S-Ability -> Blue Mage)
                      ~~ Immunity (S-Ability -> Beastmaster)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Brigandine
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +37
    Magic Power +/-     : +0
    Magic Resistance +/-: +6
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ Counter (R-Ability -> Thief)
                      ~~ Counter (R-Ability -> White Monk)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Judo Uniform
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +34
    Magic Power +/-     : +0
    Magic Resistance +/-: +8
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ Damage > MP (R-Ability -> Blue Mage)
                      ~~ Damage > MP (R-Ability -> Gadgeteer)
                      ~~ Damage > MP (R-Ability -> Morpher)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Power Sash
    
    Weapon Attack +/-   : +2
    Weapon Defense +/-  : +34
    Magic Power +/-     : +0
    Magic Resistance +/-: +10
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ Return Fire (R-Ability -> Assassin)
                      ~~ Return Fire (R-Ability -> Juggler)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Gaia Gear
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +24
    Magic Power +/-     : +0
    Magic Resistance +/-: +12
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ Auto-Regen (R-Ability -> Gadgeteer)
                      ~~ Auto-Regen (R-Ability -> Hunter)
                      ~~ Auto-Regen (R-Ability -> Sniper)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Earth.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Minerva Plate
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +28
    Magic Power +/-     : +0
    Magic Resistance +/-: +14
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: Dark.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ninja Gear
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +30
    Magic Power +/-     : +0
    Magic Resistance +/-: +6
    Speed +/-           : +1
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ Last Haste (R-Ability -> Ninja)
                      ~~ Last Haste (R-Ability -> Beastmaster)
                      ~~ Bonecrusher (R-Ability -> Fighter)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Dark Gear
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +32
    Magic Power +/-     : +0
    Magic Resistance +/-: +3
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ Weapon Def+ (S-Ability -> Sage)
    
    Status Nullifications: Stop.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Wygar
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +35
    Magic Power +/-     : +0
    Magic Resistance +/-: +10
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ Strikeback (R-Ability -> Fighter)
                      ~~ Strikeback (R-Ability -> Gladiator)
    
    Status Nullifications: KO.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mirage Vest
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +32
    Magic Power +/-     : +0
    Magic Resistance +/-: +16
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ Reflex (R-Ability -> White Monk)
                      ~~ Reflex (R-Ability -> Fencer)
                      ~~ Reflex (R-Ability -> Sage)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Rubber Suit
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +28
    Magic Power +/-     : +0
    Magic Resistance +/-: +16
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: Thunder.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Bone Plate
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +42
    Magic Power +/-     : +0
    Magic Resistance +/-: +8
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: Dark.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Onlyone
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +34
    Magic Power +/-     : +0
    Magic Resistance +/-: +24
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Brint Set
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +28
    Magic Power +/-     : +0
    Magic Resistance +/-: +16
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Galmia Set
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +26
    Magic Power +/-     : +0
    Magic Resistance +/-: +18
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Judge Coat
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +38
    Magic Power +/-     : +0
    Magic Resistance +/-: +28
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Temple Cloth
    
    Weapon Attack +/-   : +2
    Weapon Defense +/-  : +36
    Magic Power +/-     : +2
    Magic Resistance +/-: +16
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Hempen Robe
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +15
    Magic Power +/-     : +0
    Magic Resistance +/-: +22
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Silken Robe
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +15
    Magic Power +/-     : +0
    Magic Resistance +/-: +28
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Magus Robe
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +15
    Magic Power +/-     : +0
    Magic Resistance +/-: +30
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mistle Robe
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +19
    Magic Power +/-     : +0
    Magic Resistance +/-: +30
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: KO.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Holy.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Blaze Robe
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +19
    Magic Power +/-     : +0
    Magic Resistance +/-: +30
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Fire.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Thunder Robe
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +19
    Magic Power +/-     : +0
    Magic Resistance +/-: +30
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Thunder.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Flurry Robe
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +19
    Magic Power +/-     : +0
    Magic Resistance +/-: +30
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Blizzard.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    White Robe
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +21
    Magic Power +/-     : +0
    Magic Resistance +/-: +38
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: Fire, Blizzard, Thunder.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Black Robe
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +21
    Magic Power +/-     : +2
    Magic Resistance +/-: +36
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : Fire, Blizzard, Thunder.
    
    Additional Notes: None.
    
    =============================================================================
    Light Robe
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +25
    Magic Power +/-     : +0
    Magic Resistance +/-: +40
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ Half MP (S-Ability -> Bishop)
                      ~~ Half MP (S-Ability -> Illusionist)
                      ~~ Half MP (S-Ability -> Summoner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Lordly Robe
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +28
    Magic Power +/-     : +0
    Magic Resistance +/-: +42
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Clothing.
    
    Abilities Taught: ~~ Absorb MP (R-Ability -> Elementalist)
                      ~~ Absorb MP (R-Ability -> Illusionist)
                      ~~ Last Quicken (R-Ability -> Time Mage)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Silver Coat
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +30
    Magic Power +/-     : +0
    Magic Resistance +/-: +38
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Red Robe
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +22
    Magic Power +/-     : +0
    Magic Resistance +/-: +31
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Sage Robe
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +24
    Magic Power +/-     : +0
    Magic Resistance +/-: +52
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ Geomancy (S-Ability -> Black Mage)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Magic Robe
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +24
    Magic Power +/-     : +6
    Magic Resistance +/-: +36
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Reaper Cloth
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +32
    Magic Power +/-     : +6
    Magic Resistance +/-: +36
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Robe.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    
    
    14. Weaponry Listings********************************FFTA14******************
    Shortsword
    
    Weapon Attack +/-   : +25
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Sword.
    
    Abilities Taught: ~~ First Aid (A-Ability -> Soldier)
                      ~~ First Aid (A-Ability -> Warrior)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Silver Sword
    
    Weapon Attack +/-   : +30
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Sword.
    
    Abilities Taught: ~~ Speedbreak (A-Ability -> Soldier)
                      ~~ Speedbreak (A-Ability -> Warrior)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Buster Sword
    
    Weapon Attack +/-   : +35
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Sword.
    
    Abilities Taught: ~~ Mindbreak (A-Ability -> Soldier)
                      ~~ Mindbreak (A-Ability -> Warrior)
                      ~~ Wyrmtamer (A-Ability -> Dragoon)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Burglar Sword
    
    Weapon Attack +/-   : +39
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Sword.
    
    Abilities Taught: ~~ Sensor (A-Ability -> Soldier)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Gale Sword
    
    Weapon Attack +/-   : +36
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +1
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Wind Sword.
    
    Abilities Taught: ~~ Greased Bolt (A-Ability -> Warrior)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Blood Sword
    
    Weapon Attack +/-   : +18
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Sword.
    
    Abilities Taught: ~~ Provoke (A-Ability -> Soldier)
                      ~~ Wyrmkiller (A-Ability -> Dragoon)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: Attacker will earn HP upon a physical attack with this
                      equipped.
    
    =============================================================================
    Restorer
    
    Weapon Attack +/-   : +40
    Weapon Defense +/-  : +0
    Magic Power +/-     : +5
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Sword.
    
    Abilities Taught: ~~ Downsize (A-Ability -> Warrior)
                      ~~ Lancet (A-Ability -> Dragoon)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Vitanova
    
    Weapon Attack +/-   : +38
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Holy Sword.
    
    Abilities Taught: ~~ Dragonheart (R-Ability -> Dragoon)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Holy.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Sword
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Sword.
    
    Abilities Taught: ~~ Combat Combo (C-Ability -> Soldier)
                      ~~ Combat Combo (C-Ability -> Warrior)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Victor Sword
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +10
    Magic Power +/-     : +0
    Magic Resistance +/-: +10
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Sword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Onion Sword
    
    Weapon Attack +/-   : +29
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +10
    
    Equipment Typing: Sword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Chirijiraden
    
    Weapon Attack +/-   : +65
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Sword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Laglace Sword
    
    Weapon Attack +/-   : +41
    Weapon Defense +/-  : +0
    Magic Power +/-     : +5
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Ice Sword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Sweep Blade
    
    Weapon Attack +/-   : +28
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Blade.
    
    Abilities Taught: ~~ Rush (A-Ability -> Fighter)
                      ~~ Rush (A-Ability -> Gladiator)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Shadow Blade
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Blade.
    
    Abilities Taught: ~~ Beatdown (A-Ability -> Fighter)
                      ~~ Beatdown (A-Ability -> Gladiator)
                      ~~ Mog Rush (A-Ability -> Mog Knight)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Sun Blade
    
    Weapon Attack +/-   : +37
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Blade.
    
    Abilities Taught: ~~ Blitz (A-Ability -> Fighter)
                      ~~ Blitz (A-Ability -> Gladiator)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Atmos Blade
    
    Weapon Attack +/-   : +36
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Thunder Blade.
    
    Abilities Taught: ~~ Air Render (A-Ability -> Fighter)
                      ~~ Mog Lance (A-Ability -> Mog Knight)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Flametongue
    
    Weapon Attack +/-   : +38
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Fire Blade.
    
    Abilities Taught: ~~ Backdraft (A-Ability -> Fighter)
                      ~~ Fire Sword (A-Ability -> Gladiator)
                      ~~ Mog Attack (A-Ability -> Mog Knight)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Air Blade
    
    Weapon Attack +/-   : +40
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Wind Blade.
    
    Abilities Taught: ~~ Air Blast (A-Ability -> Fighter)
                      ~~ Bolt Sword (A-Ability -> Gladiator)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: Wind.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Icebrand
    
    Weapon Attack +/-   : +42
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Blizzard Blade.
    
    Abilities Taught: ~~ Ice Sword (A-Ability -> Gladiator)
                      ~~ Mog Aid (A-Ability -> Mog Knight)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Kwigon Blade
    
    Weapon Attack +/-   : +40
    Weapon Defense +/-  : +3
    Magic Power +/-     : +0
    Magic Resistance +/-: +3
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Blade.
    
    Abilities Taught: ~~ Far Fist (A-Ability -> Fighter)
                      ~~ Mog Guard (A-Ability -> Mog Knight)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ogun Blade
    
    Weapon Attack +/-   : +42
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Blade.
    
    Abilities Taught: ~~ Wild Swing (A-Ability -> Fighter)
                      ~~ Wild Swing (A-Ability -> Gladiator)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Pearl Blade
    
    Weapon Attack +/-   : +46
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Blade.
    
    Abilities Taught: ~~ Mog Shield (A-Ability -> Mog Knight)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Paraiba Blade
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +0
    Magic Power +/-     : +10
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Blade.
    
    Abilities Taught: ~~ Mog Peek (A-Ability -> Mog Knight)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Venus Blade
    
    Weapon Attack +/-   : +45
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Fire Blade.
    
    Abilities Taught: ~~ Doublehand (S-Ability -> Fighter)
                      ~~ Doublehand (S-Ability -> Gladiator)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: Water.
    Elemental Nullifications: None.
    Elemental Absorptions   : Fire.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Materia Blade
    
    Weapon Attack +/-   : +17
    Weapon Defense +/-  : +0
    Magic Power +/-     : +15
    Magic Resistance +/-: +10
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Blade.
    
    Abilities Taught: ~~ Ultima Sword (A-Ability -> Gladiator)
                      ~~ Ultima Charge (A-Ability -> Mog Knight)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Blade
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Blade.
    
    Abilities Taught: ~~ Fight Combo (C-Ability -> Fighter)
                      ~~ Sword Combo (C-Ability -> Gladiator)
                      ~~ Charge Combo (C-Ability -> Mog Knight)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ebon Blade
    
    Weapon Attack +/-   : +84
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Dark Blade.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Adaman Blade
    
    Weapon Attack +/-   : +35
    Weapon Defense +/-  : +15
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Blade.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ayvuir Red
    
    Weapon Attack +/-   : +62
    Weapon Defense +/-  : +10
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Blade.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ayvuir Blue
    
    Weapon Attack +/-   : +51
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +10
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Blade.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Blue Saber
    
    Weapon Attack +/-   : +25
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Saber.
    
    Abilities Taught: ~~ Learning (S-Ability -> Blue Mage)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Shamshir
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Saber.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Aqua Saber
    
    Weapon Attack +/-   : +36
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +6
    
    Equipment Typing: Water Saber.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Harpe
    
    Weapon Attack +/-   : +42
    Weapon Defense +/-  : +0
    Magic Power +/-     : +5
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Saber.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Manganese
    
    Weapon Attack +/-   : +47
    Weapon Defense +/-  : +0
    Magic Power +/-     : +10
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +3
    
    Equipment Typing: Saber.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Saber
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Saber.
    
    Abilities Taught: ~~ Blue Combo (C-Ability -> Blue Mage)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Tulwar
    
    Weapon Attack +/-   : +55
    Weapon Defense +/-  : +10
    Magic Power +/-     : +0
    Magic Resistance +/-: +10
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Saber.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Soulsaber
    
    Weapon Attack +/-   : +39
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +10
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +5
    
    Equipment Typing: Fire Saber.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Defender
    
    Weapon Attack +/-   : +37
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Knightsword.
    
    Abilities Taught: ~~ Nurse (A-Ability -> Paladin)
                      ~~ Defender (A-Ability -> Hibernate)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Apocalypse
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Dark Knightsword.
    
    Abilities Taught: ~~ Rasp (A-Ability -> Templar)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Lionheart
    
    Weapon Attack +/-   : +34
    Weapon Defense +/-  : +2
    Magic Power +/-     : +0
    Magic Resistance +/-: +1
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Knightsword.
    
    Abilities Taught: ~~ Defense (A-Ability -> Paladin) 
                      ~~ Defense (A-Ability -> Defender)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ragnarok
    
    Weapon Attack +/-   : +36
    Weapon Defense +/-  : +0
    Magic Power +/-     : +5
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Knightsword.
    
    Abilities Taught: ~~ Drop Weapon (A-Ability -> Paladin)
                      ~~ Drop Weapon (A-Ability -> Defender)
                      ~~ Silence (A-Ability -> Templar)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Lohengrin
    
    Weapon Attack +/-   : +46
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Knightsword.
    
    Abilities Taught: ~~ Aura (A-Ability -> Defender)
                      ~~ Haste (A-Ability -> Templar)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    SaveTheQueen
    
    Weapon Attack +/-   : +45
    Weapon Defense +/-  : +3
    Magic Power +/-     : +0
    Magic Resistance +/-: +3
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +5
    
    Equipment Typing: Holy Knightsword.
    
    Abilities Taught: ~~ Cover (A-Ability -> Paladin)
                      ~~ Expert Guard (A-Ability -> Defender)
                      ~~ Astra (A-Ability -> Templar)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : Holy.
    
    Additional Notes: None.
    
    =============================================================================
    Arch Sword
    
    Weapon Attack +/-   : +48
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Knightsword.
    
    Abilities Taught: ~~ Saint Cross (A-Ability -> Paladin)
                      ~~ Soul Sphere (A-Ability -> Templar)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Excalibur
    
    Weapon Attack +/-   : +47
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +1
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +5
    
    Equipment Typing: Holy Knightsword.
    
    Abilities Taught: ~~ Holy Blade (A-Ability -> Paladin)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Holy.
    Elemental Enhancements  : Holy.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Brand
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Knightsword.
    
    Abilities Taught: ~~ Knight Combo (A-Ability -> Paladin)
                      ~~ Sacred Combo (A-Ability -> Templar)
                      ~~ Defend Combo (A-Ability -> Defender)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Excalibur2
    
    Weapon Attack +/-   : +87
    Weapon Defense +/-  : +0
    Magic Power +/-     : +3
    Magic Resistance +/-: +0
    Speed +/-           : +4
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +5
    
    Equipment Typing: Knightsword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Nagrarok
    
    Weapon Attack +/-   : +75
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +6
    Move +/-            : +1
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Knightsword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Sequence
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +2
    Magic Power +/-     : +5
    Magic Resistance +/-: +2
    Speed +/-           : +2
    Move +/-            : +1
    Jump +/-            : +1
    Evade +/-           : +2
    
    Equipment Typing: Knightsword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: When you re-win this from Mission #040, instead of getting
                      another Sequence, the original powers up!
    
    =============================================================================
    Barong
    
    Weapon Attack +/-   : +30
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Greatsword.
    
    Abilities Taught: ~~ Powerbreak (A-Ability -> Soldier)
                      ~~ Parley (A-Ability -> Paladin)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ancient Sword
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Greatsword.
    
    Abilities Taught: ~~ Magicbreak (A-Ability -> Soldier)
                      ~~ Subdue (A-Ability - Paladin)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Diamond Sword
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Greatsword.
    
    Abilities Taught: ~~ Mug (A-Ability -> Soldier)
    
    Status Nullifications: Slow.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Hardedge
    
    Weapon Attack +/-   : +42
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Greatsword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Doom.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Vigilante
    
    Weapon Attack +/-   : +37
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Greatsword.
    
    Abilities Taught: ~~ Monkey Grip (S-Ability -> Soldier)
    
    Status Nullifications: Confuse.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Zankplus
    
    Weapon Attack +/-   : +49
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Greatsword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Poison.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Master Sword
    
    Weapon Attack +/-   : +59
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Greatsword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: KO.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Oblige
    
    Weapon Attack +/-   : +48
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Greatsword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Charm.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Iceprism
    
    Weapon Attack +/-   : +45
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Blizzard Greatsword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Silence.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: Fire.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Lurebreaker
    
    Weapon Attack +/-   : +51
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Greatsword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Sleep.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Samson Sword
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Earth Broadsword.
    
    Abilities Taught: ~~ Powerbreak (A-Ability -> Warrior)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Falchion
    
    Weapon Attack +/-   : +27
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Broadsword. 
    
    Abilities Taught: ~~ Magicbreak (A-Ability -> Warrior)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Predator
    
    Weapon Attack +/-   : +37
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Broadsword.
    
    Abilities Taught: ~~ Last Berserk (R-Ability -> Defender)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Striborg
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Broadsword.
    
    Abilities Taught: ~~ Body Slam (A-Ability -> Warrior)
                      ~~ Mow Down (A-Ability -> Defender)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None. 
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    El Cid Sword
    
    Weapon Attack +/-   : +47
    Weapon Defense +/-  : +10
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Broadsword.
    
    Abilities Taught: ~~ Tremor (A-Ability -> Defender)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Claymore
    
    Weapon Attack +/-   : +49
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Broadsword.
    
    Abilities Taught: ~~ Monkey Grip (S-Ability -> Warrior)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Vajra
    
    Weapon Attack +/-   : +45
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Thunder Broadsword.
    
    Abilities Taught: ~~ Meltdown (A-Ability -> Defender)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : Thunder.
    
    Additional Notes: None.
    
    =============================================================================
    Tabarise
    
    Weapon Attack +/-   : +47
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Broadsword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Rhomphaia
    
    Weapon Attack +/-   : +57
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Broadsword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Beastsword
    
    Weapon Attack +/-   : +50
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Broadsword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Eclipse
    
    Weapon Attack +/-   : +76
    Weapon Defense +/-  : +5
    Magic Power +/-     : +5
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Broadsword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Estreledge
    
    Weapon Attack +/-   : +77
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Broadsword.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Jack Knife
    
    Weapon Attack +/-   : +22
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knife.
    
    Abilities Taught: ~~ Steal: Gil (A-Ability -> Thief)
                      ~~ Gil Toss (A-Ability -> Gil Toss)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Kris Knife
    
    Weapon Attack +/-   : +30
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knife.
    
    Abilities Taught: ~~ Hurl (A-Ability -> Juggler)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Khukuri
    
    Weapon Attack +/-   : +37
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +1
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knife
    
    Abilities Taught: ~~ Steal: EXP. (A-Ability -> Thief)
                      ~~ Firebomb (A-Ability -> Juggler)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Kard
    
    Weapon Attack +/-   : +35
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Knife.
    
    Abilities Taught: ~~ Steal: Helm: (A-Ability -> Thief)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Scramasax
    
    Weapon Attack +/-   : +29
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knife.
    
    Abilities Taught: ~~ Steal: Shield (A-Ability -> Thief)
                      ~~ Ball (A-Ability -> Juggler)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Rondell Dagger
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knife.
    
    Abilities Taught: ~~ Steal: Armor (A-Ability -> Thief)
                      ~~ Ring (A-Ability -> Juggler)
    
    Status Nullifications: Disable, Immobilize.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Jambiya
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knife.
    
    Abilities Taught: ~~ Steal: Access. (A-Ability -> Thief)
                      ~~ Dagger (A-Ability -> Dagger)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Zorlin Shape
    
    Weapon Attack +/-   : +38
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +1
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knife.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Sword Breaker
    
    Weapon Attack +/-   : +39
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Knife.
    
    Abilities Taught: ~~ Steal: Weapon (A-Ability -> Thief)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Orichalcum
    
    Weapon Attack +/-   : +60
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knife.
    
    Abilities Taught: ~~ Steal: JP (A-Ability -> Thief)
                      ~~ Smile (A-Ability -> Juggler)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Cinquedea
    
    Weapon Attack +/-   : +57
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +5
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Knife.
    
    Abilities Taught: ~~ Steal: Ability (A-Ability -> Thief)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Knife
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +1
    
    Equipment Typing: Knife.
    
    Abilities Taught: ~~ Thief Combo (C-Ability -> Thief)
                      ~~ Juggle Combo (C-Ability -> Juggler)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Tonberrian
    
    Weapon Attack +/-   : +37
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +10
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Knife.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Tiptaptwo
    
    Weapon Attack +/-   : +35
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +9
    Speed +/-           : +15
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Knife.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Stinger
    
    Weapon Attack +/-   : +25
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rapier.
    
    Abilities Taught: ~~ Swarmstrike (A-Ability -> Fencer)
                      ~~ Thunder (A-Ability -> Red Mage)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Estoc
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rapier.
    
    Abilities Taught: ~~ Featherblow (A-Ability -> Fencer)
                      ~~ Sleep (A-Ability -> Red Mage)
                      ~~ Heavy Dust (A-Ability -> Elementalist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Fleuret
    
    Weapon Attack +/-   : +27
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rapier.
    
    Abilities Taught: ~~ Cure (A-Ability -> Red Mage) 
                      ~~ Earth Heal (A-Ability -> Elementalist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Scarlette
    
    Weapon Attack +/-   : +25
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Fire Rapier.
    
    Abilities Taught: ~~ Fire (A-Ability -> Red Mage)
                      ~~ Fire Whip (A-Ability -> Elementalist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Flamberge
    
    Weapon Attack +/-   : +35
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rapier.
    
    Abilities Taught: ~~ Piercethrough (A-Ability -> Fencer)
                      ~~ Blizzard (A-Ability -> Red Mage)
                      ~~ White Flame (A-Ability -> Elementalist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Silver Rapier
    
    Weapon Attack +/-   : +35
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rapier
    
    Abilities Taught: ~~ Shadowstick (A-Ability -> Fencer)
                      ~~ Poison (A-Ability -> Red Mage)
                      ~~ Sliprain (A-Ability -> Elementalist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Djinn Flyssa
    
    Weapon Attack +/-   : +34
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Wind Rapier.
    
    Abilities Taught: ~~ Swallowtail (A-Ability -> Fencer)
                      ~~ Shining Air (A-Ability -> Elementalist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: Wind.
    Elemental Absorptions   : None.
    Elemental Enhancements  : Wind.
    
    Additional Notes: None.
    
    =============================================================================
    Joyeuse
    
    Weapon Attack +/-   : +37
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rapier.
    
    Abilities Taught: ~~ Nighthawk (A-Ability -> Fencer)
                      ~~ Evil Gaze (A-Ability -> Elementalist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mage Masher
    
    Weapon Attack +/-   : +34
    Weapon Defense +/-  : +0
    Magic Power +/-     : +5
    Magic Resistance +/-: +10
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rapier.
    
    Abilities Taught: ~~ Manastrike (A-Ability -> Fencer)
                      ~~ Barrier (A-Ability -> Red Mage)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Colichmarde
    
    Weapon Attack +/-   : +36
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rapier.
    
    Abilities Taught: ~~ Magic Pow+ (S-Ability -> Red Mage)
    
    Status Nullifications: Berserk.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Gupti Aga
    
    Weapon Attack +/-   : +38
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rapier.
    
    Abilities Taught: ~~ Checkmate (A-Ability -> Fencer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Madu
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rapier.
    
    Abilities Taught: ~~ Doublecast (A-Ability -> Red Mage)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Epeprism
    
    Weapon Attack +/-   : +37
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Rapier.
    
    Abilities Taught: ~~ Elementalshift (A-Ability -> Elementalist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: Holy, Dark.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Rapier
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Rapier.
    
    Abilities Taught: ~~ Lunge Combo (C-Ability -> Fencer)
                      ~~ Red Combo (C-Ability -> Red Mage)
                      ~~ Spirit Combo (C-Ability -> Elementalist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Last Letter
    
    Weapon Attack +/-   : +45
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +3
    
    Equipment Typing: Rapier.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Diabolique
    
    Weapon Attack +/-   : +41
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Dark Rapier.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: Dark.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Femme Fatale
    
    Weapon Attack +/-   : +49
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rapier.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Doom.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Aerial Hole
    
    Weapon Attack +/-   : +43
    Weapon Defense +/-  : +0
    Magic Power +/-     : +8
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rapier.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ninja Knife
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Katana.
    
    Abilities Taught: ~~ Throw (A-Ability -> Ninja)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Murasame
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Water Katana.
    
    Abilities Taught: ~~ Water Veil (A-Ability -> Ninja)
                      ~~ Aphonia (A-Ability -> Assassin)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ashura
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Fire Katana.
    
    Abilities Taught: ~~ Fire Veil (A-Ability -> Ninja)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Osafune
    
    Weapon Attack +/-   : +35
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Katana.
    
    Abilities Taught: ~~ Earth Veil (A-Ability -> Ninja)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Petalchaser
    
    Weapon Attack +/-   : +34
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Katana.
    
    Abilities Taught: ~~ Last Breath (A-Ability -> Assassin)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Kotetsu
    
    Weapon Attack +/-   : +37
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Katana.
    
    Abilities Taught: ~~ Wood Veil (A-Ability -> Ninja)
                      ~~ Rockseal (A-Ability -> Assassin)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Kikuichimonji
    
    Weapon Attack +/-   : +40
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Katana.
    
    Abilities Taught: ~~ Metal Veil (A-Ability -> Ninja)
                      ~~ Nightmare (A-Ability -> Assassin)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Heaven's Cloud
    
    Weapon Attack +/-   : +39
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Holy Katana.
    
    Abilities Taught: ~~ Unspell (A-Ability -> Ninja)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Holy.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Nosada
    
    Weapon Attack +/-   : +42
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Katana.
    
    Abilities Taught: ~~ Double Sword (S-Ability -> Ninja)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Masamune
    
    Weapon Attack +/-   : +65
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Katana.
    
    Abilities Taught: ~~ Oblivion (A-Ability -> Ninja)
                      ~~ Oblivion (A-Ability -> Assassin)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Zanmato
    
    Weapon Attack +/-   : +22
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Katana.
    
    Abilities Taught: ~~ Ultima Masher (A-Ability -> Assassin)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Epee
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Katana.
    
    Abilities Taught: ~~ Ninja Combo (C-Ability -> Ninja)
                      ~~ Killer Combo (C-Ability -> Assassin)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Masamune 100
    
    Weapon Attack +/-   : +79
    Weapon Defense +/-  : +0
    Magic Power +/-     : +5
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Katana.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Charfire
    
    Weapon Attack +/-   : +47
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Katana.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Silkmoon
    
    Weapon Attack +/-   : +55
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Katana.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    White Staff
    
    Weapon Attack +/-   : +19
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Staff.
    
    Abilities Taught: ~~ Cure (A-Ability -> White Mage)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: Whosoever is hit physically with this weapon loses any Doom
                      status they may have.
    
    =============================================================================
    Guard Staff
    
    Weapon Attack +/-   : +21
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Staff.
    
    Abilities Taught: ~~ Protect (A-Ability -> White Mage)
                      ~~ Ifrit (A-Ability -> Summoner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Judge Staff
    
    Weapon Attack +/-   : +21
    Weapon Defense +/-  : +0
    Magic Power +/-     : +3
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Thunder Staff.
    
    Abilities Taught: ~~ Shell (A-Ability -> White Mage)
                      ~~ Aero (A-Ability -> Bishop)
                      ~~ Ramuh (A-Ability -> Summoner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Cure Staff
    
    Weapon Attack +/-   : +29
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Staff.
    
    Abilities Taught: ~~ Cura (A-Ability -> White Mage)
                      ~~ Cura (A-Ability -> Bishop)
                      ~~ Kirin (A-Ability -> Summoner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: Whosoever is hit with this weapon gains some HP.
    
    =============================================================================
    Pure Staff
    
    Weapon Attack +/-   : +23
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Staff.
    
    Abilities Taught: ~~ Esuna (A-Ability -> White Mage)
                      ~~ Unicorn (A-Ability -> Summoner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Bless Staff
    
    Weapon Attack +/-   : +23
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Staff.
    
    Abilities Taught: ~~ Life (A-Ability -> White Mage)
                      ~~ Dispel (A-Ability -> Bishop)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Snake Staff
    
    Weapon Attack +/-   : +29
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Staff.
    
    Abilities Taught: ~~ Break (A-Ability -> Bishop)
                      ~~ Shiva (A-Ability -> Summoner)
    
    Status Nullifications: Petrification.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Spring Staff
    
    Weapon Attack +/-   : +28
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Water Staff.
    
    Abilities Taught: ~~ Curaga (A-Ability -> White Mage)
                      ~~ Water (A-Ability -> Bishop)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: Water.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Garnet Staff
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Staff.
    
    Abilities Taught: ~~ Barrier (A-Ability -> Bishop)
                      ~~ Carbuncle (A-Ability -> Summoner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Cheer Staff
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Staff.
    
    Abilities Taught: ~~ Auto-Life (A-Ability -> White Mage)
                      ~~ Judge (A-Ability -> Bishop)
                      ~~ Madeen (A-Ability -> Madeen)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Nirvana Staff
    
    Weapon Attack +/-   : +34
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +10
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Holy Staff.
    
    Abilities Taught: ~~ Full-Life (A-Ability -> White Mage)
                      ~~ Holy (A-Ability -> Bishop) 
                      ~~ Phoenix (A-Ability -> Summoner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Staff
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Staff.
    
    Abilities Taught: ~~ White Combo (C-Ability -> White Mage)
                      ~~ Summon Combo (C-Ability -> Summoner)
                      ~~ Bishop Combo (C-Ability -> Bishop)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Power Staff
    
    Weapon Attack +/-   : +45
    Weapon Defense +/-  : +6
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Staff.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Dream Watcher
    
    Weapon Attack +/-   : +43
    Weapon Defense +/-  : +0
    Magic Power +/-     : +10
    Magic Resistance +/-: +15
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Staff.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Rod
    
    Weapon Attack +/-   : +18
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rod.
    
    Abilities Taught: ~~ Fire (A-Ability -> Black Mage)
                      ~~ Blizzard (A-Ability -> Black Mage)
                      ~~ Thunder (A-Ability -> Black Mage)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Firewheel Rod
    
    Weapon Attack +/-   : +21
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Fire Rod.
    
    Abilities Taught: ~~ Fira (A-Ability -> Black Mage)
                      ~~ Haste (A-Ability -> Time Mage)
                      ~~ Prominence (A-Ability -> Illusionist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Thunder Rod
    
    Weapon Attack +/-   : +21
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Thunder Rod.
    
    Abilities Taught: ~~ Thundara (A-Ability -> Black Mage)
                      ~~ Reflect (A-Ability -> Time Mage)
                      ~~ Tempest (A-Ability -> Illusionist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Sleet Rod
    
    Weapon Attack +/-   : +21
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Blizzard Rod.
    
    Abilities Taught: ~~ Blizzara (A-Ability -> Black Mage)
                      ~~ Silence (A-Ability -> Time Mage)
                      ~~ Freezeblink (A-Ability -> Illusionist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Terre Rod
    
    Weapon Attack +/-   : +23
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Earth Rod.
    
    Abilities Taught: ~~ Slow (A-Ability -> Time Mage)
                      ~~ Soil Evidence (A-Ability -> Soil Evidence)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : Earth.
    
    Additional Notes: None.
    
    =============================================================================
    Force Rod
    
    Weapon Attack +/-   : +25
    Weapon Defense +/-  : +0
    Magic Power +/-     : +5
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rod.
    
    Abilities Taught: ~~ Quarter (A-Ability -> Time Mage)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Flame Rod
    
    Weapon Attack +/-   : +27
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Fire Rod.
    
    Abilities Taught: ~~ Firaga (A-Ability -> Firaga)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : Fire.
    
    Additional Notes: None.
    
    =============================================================================
    Thor Rod
    
    Weapon Attack +/-   : +27
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Thunder Rod.
    
    Abilities Taught: ~~ Thundaga (A-Ability -> Black Mage)
                      ~~ Quicken (A-Ability -> Time Mage)
                      ~~ Wild Tornado (A-Ability -> Illusionist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : Thunder.
    
    Additional Notes: None.
    
    =============================================================================
    Chill Rod
    
    Weapon Attack +/-   : +27
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Blizzard Rod.
    
    Abilities Taught: ~~ Blizzaga (A-Ability -> Black Mage)
                      ~~ Stop (A-Ability -> Time Mage)
                      ~~ Deluge (A-Ability -> Illusionist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : Blizzard.
    
    Additional Notes: None.
    
    =============================================================================
    Stardust Rod
    
    Weapon Attack +/-   : +29
    Weapon Defense +/-  : +5
    Magic Power +/-     : +2
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rod.
    
    Abilities Taught: ~~ Demi (A-Ability -> Time Mage)
                      ~~ Stardust (A-Ability -> Illusionist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Princess Rod
    
    Weapon Attack +/-   : +34
    Weapon Defense +/-  : +5
    Magic Power +/-     : +2
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Rod.
    
    Abilities Taught: ~~ Star Cross (A-Ability -> Illusionist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : Earth, Wind, Water.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Rod
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Rod.
    
    Abilities Taught: ~~ Black Combo (C-Ability -> Black Mage)
                      ~~ Time Combo (C-Ability -> Time Mage)
                      ~~ Spell Combo (C-Ability -> Illusionist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Heretic Rod
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +0
    Magic Power +/-     : +20
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Dark Rod.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Sapere Aude
    
    Weapon Attack +/-   : +18
    Weapon Defense +/-  : +2
    Magic Power +/-     : +6
    Magic Resistance +/-: +2
    Speed +/-           : +2
    Move +/-            : +1
    Jump +/-            : +1
    Evade +/-           : +2
    
    Equipment Typing: Rod.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: This weapon, when re-won from Mission #041, will power up.
                      You don't receive a second Sapere Aude; the original powers
                      up.
    
    =============================================================================
    Battle Mace
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Mace.
    
    Abilities Taught: ~~ Water (A-Ability -> Sage)
                      ~~ Aero (A-Ability -> Sage)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Energy Mace
    
    Weapon Attack +/-   : +29
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Mace.
    
    Abilities Taught: ~~ Drain (A-Ability -> Sage)
                      ~~ Rasp (A-Ability -> Alchemist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Druid Mace
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +0
    Magic Power +/-     : +3
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Mace.
    
    Abilities Taught: ~~ Blind (A-Ability -> Sage)
                      ~~ Poison (A-Ability -> Alchemist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Sage Crosier
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +0
    Magic Power +/-     : +8
    Magic Resistance +/-: +8
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Mace.
    
    Abilities Taught: ~~ Astra (A-Ability -> Alchemist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Morning Star
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Mace.
    
    Abilities Taught: ~~ Magic Pow+ (S-Ability -> Alchemist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mandragora
    
    Weapon Attack +/-   : +37
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Earth Mace.
    
    Abilities Taught: ~~ Bio (A-Ability -> Sage)
                      ~~ Toad (A-Ability -> Alchemist)
    
    Status Nullifications: Poison.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Earth.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Life Crosier
    
    Weapon Attack +/-   : +35
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +10
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Mace.
    
    Abilities Taught: ~~ Raise (A-Ability -> Sage)
                      ~~ Death (A-Ability -> Alchemist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Lotus Mace
    
    Weapon Attack +/-   : +37
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Fire Mace.
    
    Abilities Taught: ~~ Giga Flare (A-Ability -> Sage)
                      ~~ Flare (A-Ability -> Alchemist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : Fire.
    
    Additional Notes: None.
    
    =============================================================================
    Scorpion Tail
    
    Weapon Attack +/-   : +38
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Mace.
    
    Abilities Taught: ~~ Meteor (A-Ability -> Alchemist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Zeus Mace
    
    Weapon Attack +/-   : +15
    Weapon Defense +/-  : +0
    Magic Power +/-     : +5
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Mace.
    
    Abilities Taught: ~~ Ultima Blow (A-Ability -> Sage)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Mace
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Mace.
    
    Abilities Taught: ~~ Wise Combo (C-Ability -> Sage)
                      ~~ Gold Combo (C-Ability -> Alchemist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Cactus Stick
    
    Weapon Attack +/-   : +62
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Mace.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Vesper
    
    Weapon Attack +/-   : +39
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Mace.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Longbow
    
    Weapon Attack +/-   : +19
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Bow.
    
    Abilities Taught: ~~ Boost (A-Ability -> Archer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Char Bow
    
    Weapon Attack +/-   : +21
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Bow.
    
    Abilities Taught: ~~ Blackout (A-Ability -> Archer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Thorn Bow
    
    Weapon Attack +/-   : +25
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Bow.
    
    Abilities Taught: ~~ Aim: Legs (A-Ability -> Archer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Nail Bow
    
    Weapon Attack +/-   : +29
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: None.
    
    Abilities Taught: ~~ Aim: Arm (A-Ability -> Archer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Silver Bow
    
    Weapon Attack +/-   : +23
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Bow.
    
    Abilities Taught: ~~ Burial (A-Ability -> Archer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Artemis Bow
    
    Weapon Attack +/-   : +27
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Bow.
    
    Abilities Taught: ~~ Cupid (A-Ability -> Archer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Yoichi Bow
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Bow.
    
    Abilities Taught: ~~ Take Aim (A-Ability -> Archer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Target Bow
    
    Weapon Attack +/-   : +35
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +5
    
    Equipment Typing: Bow.
    
    Abilities Taught: ~~ Concentrate (S-Ability -> Archer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Perseus Bow
    
    Weapon Attack +/-   : +42
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Bow.
    
    Abilities Taught: ~~ Faster (A-Ability -> Archer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Bow
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Bow.
    
    Abilities Taught: ~~ Bow Combo (C-Ability -> Archer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Crescent Bow
    
    Weapon Attack +/-   : +45
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Bow.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Malbow
    
    Weapon Attack +/-   : +55
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Bow.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Windslash Bow
    
    Weapon Attack +/-   : +25
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Wind Greatbow.
    
    Abilities Taught: ~~ Oust (A-Ability -> Hunter) 
                      ~~ Conceal (A-Abiltiy -> Sniper)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ranger Bow
    
    Weapon Attack +/-   : +23
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Earth Greatbow.
    
    Abilities Taught: ~~ Capture (A-Ability -> Hunter)
                      ~~ Ague (A-Ability -> Sniper)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Cranequin
    
    Weapon Attack +/-   : +29
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Greatbow.
    
    Abilities Taught: ~~ Sonic Boom (A-Ability -> Hunter)
                      ~~ Beso Toxico (A-Ability -> Sniper)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Twin Bow
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Greatbow.
    
    Abilities Taught: ~~ Advice (A-Ability -> Hunter)
                      ~~ Doubleshot (A-Ability -> Sniper)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Hunt Bow
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Greatbow.
    
    Abilities Taught: ~~ Hunting (A-Ability -> Hunter)
                      ~~ Aim: Wallet (A-Ability -> Sniper)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Fey Bow
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Wind Greatbow.
    
    Abilities Taught: ~~ Aim: Vitals (A-Ability -> Hunter)
                      ~~ Aim: Armor (A-Ability -> Sniper)
                      ~~ Shadowbind (A-Ability -> Assassin)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Hades Bow
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Dark Greatbow.
    
    Abilities Taught: ~~ Sidewinder (A-Ability -> Hunter)
                      ~~ Death Sickle (A-Ability -> Sniper)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Nike Bow
    
    Weapon Attack +/-   : +37
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Thunder Greatbow.
    
    Abilities Taught: ~~ Weapon Atk+ (S-Ability -> Hunter)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Master Bow
    
    Weapon Attack +/-   : +41
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Greatbow.
    
    Abilities Taught: ~~ Addle (A-Ability -> Hunter)
                      ~~ Aim: Weapon (A-Ability -> Sniper)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Max's Oathbow
    
    Weapon Attack +/-   : +61
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Dark Greatbow.
    
    Abilities Taught: ~~ Doom Archer (A-Ability -> Sniper)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Seventh Heaven
    
    Weapon Attack +/-   : +15
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +5
    
    Equipment Typing: Holy Greatbow.
    
    Abilities Taught: ~~ Ultima Shot (A-Ability -> Hunter)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Shot
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Greatbow.
    
    Abilities Taught: ~~ Hunt Combo (A-Ability -> Hunter)
                      ~~ Sniper Combo (A-Ability -> Sniper)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Marduk Bow
    
    Weapon Attack +/-   : +39
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Greatbow.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Gastra Bow
    
    Weapon Attack +/-   : +51
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Greatbow.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Arbalest
    
    Weapon Attack +/-   : +42
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Earth Greatbow.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Javelin
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Spear.
    
    Abilities Taught: ~~ Warcry (A-Ability -> Templar)
                      ~~ Jump (A-Ability -> Dragoon)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Lava Spear
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Fire Spear.
    
    Abilities Taught: ~~ Fire Breath (A-Ability -> Dragoon)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Gae Bolg
    
    Weapon Attack +/-   : +39
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Thunder Spear.
    
    Abilities Taught: ~~ Bolt Breath (A-Ability -> Dragoon)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ice Lance
    
    Weapon Attack +/-   : +35
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Blizzard Spear.
    
    Abilities Taught: ~~ Ice Breath (A-Ability -> Dragoon)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Partisan
    
    Weapon Attack +/-   : +42
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Spear.
    
    Abilities Taught: ~~ Cheer (A-Ability -> Templar)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Kain's Lance
    
    Weapon Attack +/-   : +47
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Spear.
    
    Abilities Taught: ~~ Lifebreak (A-Ability -> Templar)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Trident
    
    Weapon Attack +/-   : +50
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Spear.
    
    Abilities Taught: ~~ Weapon Atk+ (S-Ability -> Templar)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Dragon Whisker
    
    Weapon Attack +/-   : +45
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Spear.
    
    Abilities Taught: ~~ Bangaa Cry (A-Ability -> Dragoon)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Spear
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +2
    Evade +/-           : +0
    
    Equipment Typing: Spear.
    
    Abilities Taught: ~~ Dragon Combo (C-Ability -> Dragoon)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Odin Lance
    
    Weapon Attack +/-   : +55
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Spear.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Beastspear
    
    Weapon Attack +/-   : +51
    Weapon Defense +/-  : +10
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Spear.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Bangaa Spike
    
    Weapon Attack +/-   : +53
    Weapon Defense +/-  : +5
    Magic Power +/-     : +2
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Spear.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Demon Bell
    
    Weapon Attack +/-   : +22
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Instrument.
    
    Abilities Taught: ~~ Goblin (A-Ability -> Beastmaster)
                      ~~ Flan (A-Ability -> Beastmaster)
                      ~~ Bomb (A-Ability -> Beastmaster)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Glass Bell
    
    Weapon Attack +/-   : +25
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +1
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Instrument.
    
    Abilities Taught: ~~ Lamia (A-Ability -> Beastmaster)
                      ~~ Flan (A-Ability -> Beastmaster)
                      ~~ Sheep Count (A-Ability -> Animist)
    
    Status Nullifications: Sleep.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    War Trumpet
    
    Weapon Attack +/-   : +25
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Instrument.
    
    Abilities Taught: ~~ Panther (A-Ability -> Beastmaster)
                      ~~ Goblin (A-Ability -> Beastmaster)
                      ~~ Catnip (A-Ability -> Animist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Conch Shell
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +2
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Instrument.
    
    Abilities Taught: ~~ Rockbeast (A-Ability -> Beastmaster)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Earth Bell
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +3
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Instrument.
    
    Abilities Taught: ~~ Dragon (A-Ability -> Beastmaster)
                      ~~ 100% Wool (A-Ability -> Animist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Earth.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Black Quena
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Dark Instrument.
    
    Abilities Taught: ~~ Floateye (A-Ability -> Beastmaster)
                      ~~ Undead (A-Ability -> Beastmaster)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Satyr Flute
    
    Weapon Attack +/-   : +35
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Instrument.
    
    Abilities Taught: ~~ Chocobo Rush (A-Ability -> Animist)
    
    Status Nullifications: Charm.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Fairy Harp
    
    Weapon Attack +/-   : +29
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Instrument.
    
    Abilities Taught: ~~ Fairy (A-Ability -> Beastmaster)
                      ~~ Bug (A-Ability -> Beastmaster)
                      ~~ Tail Wag (A-Ability -> Animist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Aona Flute
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +2
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Instrument.
    
    Abilities Taught: ~~ Malboro (A-Ability -> Beastmaster)
                      ~~ Bomb (A-Ability -> Beastmaster)
                      ~~ Frogsong (A-Ability -> Animist)
    
    Status Nullifications: Poison.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Heal Chime
    
    Weapon Attack +/-   : +39
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Holy Instrument.
    
    Abilities Taught: ~~ Cuisine (A-Ability -> Animist)
    
    Status Nullifications: Doom.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Blood Strings
    
    Weapon Attack +/-   : +22
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Instrument.
    
    Abilities Taught: ~~ Tonberry (A-Ability -> Beastmaster)
                      ~~ Friend (A-Ability -> Animist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: The user gains some HP upon using this weapon physically and
                      dealing damage to the target.
    
    =============================================================================
    Mythril Bell
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Instrument.
    
    Abilities Taught: ~~ Beast Combo (C-Ability -> Beastmaster)
                      ~~ Animal Combo (C-Ability -> Animist)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Dark Fiddle
    
    Weapon Attack +/-   : +45
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Dark Instrument.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Silence.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Fell Castanets
    
    Weapon Attack +/-   : +47
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Dark Instrument.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Hard Knuckles
    
    Weapon Attack +/-   : +29
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knuckles.
    
    Abilities Taught: ~~ Whirlwind (A-Ability -> White Monk)
                      ~~ Silver Disc (A-Ability -> Gadgeteer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Rising Sun
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Fire Knuckles.
    
    Abilities Taught: ~~ Exorcise (A-Ability -> White Monk)
                      ~~ Red Spring (A-Ability -> Gadgeteer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Sick Knuckles
    
    Weapon Attack +/-   : +35
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knuckles.
    
    Abilities Taught: ~~ Green Gear (A-Ability -> Gadgeteer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Dream Claws
    
    Weapon Attack +/-   : +39
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knuckles.
    
    Abilities Taught: ~~ Chroma Gem (A-Ability -> Gadgeteer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Kaiser Knuckles
    
    Weapon Attack +/-   : +42
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knuckles.
    
    Abilities Taught: ~~ Air Render (A-Ability -> White Monk)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Cat Claws
    
    Weapon Attack +/-   : +35
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knuckles.
    
    Abilities Taught: ~~ Chakra (A-Ability -> White Monk)
                      ~~ Gold Battery (A-Ability -> Gadgeteer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Survivor
    
    Weapon Attack +/-   : +37
    Weapon Defense +/-  : +2
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Knuckles.
    
    Abilities Taught: ~~ Revive (A-Ability -> White Monk)
                      ~~ Yellow Spring (A-Ability -> Gadgeteer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    White Fangs
    
    Weapon Attack +/-   : +39
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Blizzard Knuckles.
    
    Abilities Taught: ~~ Holy Sign (A-Ability -> White Monk)
                      ~~ Blue Screw (A-Ability -> Blue Screw)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Godhand
    
    Weapon Attack +/-   : +39
    Weapon Defense +/-  : +0
    Magic Power +/-     : +3
    Magic Resistance +/-: +0
    Speed +/-           : +1
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +5
    
    Equipment Typing: Holy Knuckles.
    
    Abilities Taught: ~~ Far Fist (A-Ability -> White Monk)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Tiger Fangs
    
    Weapon Attack +/-   : +41
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Thunder Knuckles.
    
    Abilities Taught: ~~ Earth Render (A-Ability -> White Monk)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Death Claws
    
    Weapon Attack +/-   : +43
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Dark Knuckles.
    
    Abilities Taught: ~~ Black Ingot (A-Ability -> Gadgeteer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Claws
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +1
    
    Equipment Typing: Knuckles.
    
    Abilities Taught: ~~ Monk Combo (C-Ability -> White Monk)
                      ~~ Gadget Combo (C-Ability -> Gadgeteer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Greaseburst
    
    Weapon Attack +/-   : +59
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knuckles.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Magic Hands
    
    Weapon Attack +/-   : +52
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Knuckles.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Goblin Soul
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Soul.
    
    Abilities Taught: ~~ Goblin (A-Ability -> Morpher)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: Blizzard.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Flan Soul
    
    Weapon Attack +/-   : +34
    Weapon Defense +/-  : +10
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +1
    
    Equipment Typing: Soul.
    
    Abilities Taught: ~~ Flan (A-Ability -> Morpher)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: Thunder.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Bomb Soul
    
    Weapon Attack +/-   : +36
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Fire Soul.
    
    Abilities Taught: ~~ Bomb (A-Ability -> Morpher)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: Fire.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Dragon Soul
    
    Weapon Attack +/-   : +43
    Weapon Defense +/-  : +5
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Soul.
    
    Abilities Taught: ~~ Dragon (A-Ability -> Morpher)
     
    Status Nullifications: None. 
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : Earth.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Lamia Soul
    
    Weapon Attack +/-   : +41
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Water Soul.
    
    Abilities Taught: ~~ Lamia (A-Ability -> Morpher)
    
    Status Nullifications: Sleep.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Bug Soul
    
    Weapon Attack +/-   : +39
    Weapon Defense +/-  : +2
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Earth Soul.
    
    Abilities Taught: ~~ Bug (A-Ability -> Morpher)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: Dark.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Panther Soul
    
    Weapon Attack +/-   : +39
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Soul.
    
    Abilities Taught: ~~ Panther (A-Ability -> Morpher)
    
    Status Nullifications: Berserk.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Malboro Soul
    
    Weapon Attack +/-   : +47
    Weapon Defense +/-  : +2
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Soul.
    
    Abilities Taught: ~~ Malboro (A-Ability -> Morpher)
    
    Status Nullifications: Poison.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Eye Soul
    
    Weapon Attack +/-   : +45
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Dark Soul.
    
    Abilities Taught: ~~ Eye (A-Ability -> Morpher)
    
    Status Nullifications: Doom.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Soul
    
    Weapon Attack +/-   : +32
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Soul.
    
    Abilities Taught: ~~ Morph Combo (C-Ability -> Morpher)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Dread Soul
    
    Weapon Attack +/-   : +49
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Soul.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Rukavi Soul
    
    Weapon Attack +/-   : +67
    Weapon Defense +/-  : +0
    Magic Power +/-     : +2
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Soul.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: Blizzard.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Aiot Gun
    
    Weapon Attack +/-   : +27
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Gun.
    
    Abilities Taught: ~~ Fireshot (A-Ability -> Gunner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Silver Cannon
    
    Weapon Attack +/-   : +34
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Gun.
    
    Abilities Taught: ~~ Blindshot (A-Ability -> Gunner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Riot Gun
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Gun.
    
    Abilities Taught: ~~ Boltshot (A-Ability -> Gunner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Chaos Rifle
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Gun.
    
    Abilities Taught: ~~ Confushot (A-Ability -> Gunner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Lost Gun
    
    Weapon Attack +/-   : +31
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Gun.
    
    Abilities Taught: ~~ Silenshot (A-Ability -> Gunner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Peacemaker
    
    Weapon Attack +/-   : +33
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Gun.
    
    Abilities Taught: ~~ Charmshot (A-Ability -> Gunner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Giot Gun
    
    Weapon Attack +/-   : +37
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Gun.
    
    Abilities Taught: ~~ Iceshot (A-Ability -> Gunner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Longbarrel
    
    Weapon Attack +/-   : +39
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Gun.
    
    Abilities Taught: ~~ Concentrate (S-Ability -> Gunner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Outsider
    
    Weapon Attack +/-   : +41
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Gun.
    
    Abilities Taught: ~~ Stopshot (A-Ability -> Gunner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mythril Gun
    
    Weapon Attack +/-   : +27
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Gun.
    
    Abilities Taught: ~~ Gun Combo (C-Ability -> Gunner)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Bindsnipe
    
    Weapon Attack +/-   : +47
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Gun.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Calling Gun
    
    Weapon Attack +/-   : +59
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Gun.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    
    15. Shield Listings********************************FFTA15********************
    Bronze Shield
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +2
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +4
    
    Equipment Typing: Shield.
    
    Abilities Taught: ~~ Shieldbearer (S-Ability -> Soldier)
                      ~~ Shieldbearer (S-Ability -> Warrior)
                      ~~ Shieldbearer (S-Ability -> Fencer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Round Shield
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +4
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +5
    
    Equipment Typing: Shield.
    
    Abilities Taught: ~~ Shieldbearer (S-Ability -> Sage)
                      ~~ Shieldbearer (S-Ability -> Fencer)
                      ~~ Shieldbearer (S-Ability -> Mog Knight)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Opal Shield
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +2
    Magic Power +/-     : +0
    Magic Resistance +/-: +6
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +7
    
    Equipment Typing: Shield.
    
    Abilities Taught: ~~ Shieldbearer (S-Ability -> Soldier)
                      ~~ Shieldbearer (S-Ability -> Warrior)
                      ~~ Shieldbearer (S-Ability -> Fencer)
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ice Shield
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +6
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +9
    
    Equipment Typing: Shield.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: Fire.
    Elemental Nullifications: None.
    Elemental Absorptions   : Blizzard.
    Elemental Enhancements  : None.
    
    Additional Notes: Become weak against Thunder.
    
    =============================================================================
    Flame Shield
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +6
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +9
    
    Equipment Typing: Shield.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: Ice.
    Elemental Nullifications: None.
    Elemental Absorptions   : Fire.
    Elemental Enhancements  : None.
    
    Additional Notes: Become weak to Water.
    
    =============================================================================
    Aegis Shield
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +9
    
    Equipment Typing: Shield.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Petrify.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Genji Shield
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +10
    Magic Power +/-     : +0
    Magic Resistance +/-: +7
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +10
    
    Equipment Typing: Shield.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Sacri Shield
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +10
    
    Equipment Typing: Shield.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Zombie, Silence, Frog, Poison, Slow, Disable, Doom,
                           Blind, Immobilize.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Shijin Shield
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +10
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +7
    
    Equipment Typing: Shield.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Choco Shield
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +10
    
    Equipment Typing: Shield.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    La Seraphica
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +15
    
    Equipment Typing: Shield.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Reverie Shield
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +10
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +10
    
    Equipment Typing: Shield.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    
    
    16. Accessory Listings********************************FFTA16*****************
    Battle Boots
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +7
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Shoes.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Spiked Boots
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +4
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +1
    Evade +/-           : +0
    
    Equipment Typing: Shoes.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Dash Boots
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +2
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +4
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Shoes.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Red Boots
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +3
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +2
    
    Equipment Typing: Shoes.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Feather Boots
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +3
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Shoes.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: Can walk on water.
    
    =============================================================================
    Germinas
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +3
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +2
    Evade +/-           : +0
    
    Equipment Typing: Shoes.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Galmia Shoes
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +3
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +999999999999999999999999999999999999999999999999999999
    Evade +/-           : +0
    
    Equipment Typing: Shoes.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: Cannot walk over or into water.
    
    =============================================================================
    Fairy Shoes
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +3
    Magic Power +/-     : +0
    Magic Resistance +/-: +2
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Shoes.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: Teleportation.
    
    =============================================================================
    Caligula
    
    Weapon Attack +/-   : +3
    Weapon Defense +/-  : +10
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Shoes.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ninja Tabi
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +3
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +2
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Shoes.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Gauntlets
    
    Weapon Attack +/-   : +5
    Weapon Defense +/-  : +5
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armlets.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Thief Armlets
    
    Weapon Attack +/-   : +3
    Weapon Defense +/-  : +3
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armlets.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: Improved chance of Stealing.
    
    =============================================================================
    Bracers
    
    Weapon Attack +/-   : +5
    Weapon Defense +/-  : +12
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armlets.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Genji Armlets
    
    Weapon Attack +/-   : +5
    Weapon Defense +/-  : +10
    Magic Power +/-     : +2
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armlets.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Fire Mitts
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +8
    Magic Power +/-     : +0
    Magic Resistance +/-: +10
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Armlets.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: Fire.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Bone Armlets
    
    Weapon Attack +/-   : +3
    Weapon Defense +/-  : +6
    Magic Power +/-     : +0
    Magic Resistance +/-: +8
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +5
    
    Equipment Typing: Armlets.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : 
    
    Additional Notes: None.
    
    =============================================================================
    Fortune Ring
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +3
    Magic Power +/-     : +0
    Magic Resistance +/-: +5
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Accessory.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Sleep, Doom.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Magic Ring
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +0
    Magic Power +/-     : +3
    Magic Resistance +/-: +10
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Accessory.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: None.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Angel Ring
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +0
    Magic Power +/-     : +0
    Magic Resistance +/-: +0
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Accessory.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Zombie, Blind, Silence, Frog, Slow, Doom, Poison,
                           Immobilize, Disable.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: Wielder gets one Auto-Raise per engagement automatically.
    
    =============================================================================
    Scarab
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +2
    Magic Power +/-     : +0
    Magic Resistance +/-: +8
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Accessory.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Immobilize, Disable, Frog.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Ruby Earring
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +3
    Magic Power +/-     : +0
    Magic Resistance +/-: +6
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Accessory.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Confuse, Charm.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: Dark.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Star Armlet
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +4
    Magic Power +/-     : +6
    Magic Resistance +/-: +4
    Speed +/-           : +2
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Accessory.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Slow, Stop.
    
    Elemental Damage-Halving: None.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    Mindu Gem
    
    Weapon Attack +/-   : +0
    Weapon Defense +/-  : +3
    Magic Power +/-     : +0
    Magic Resistance +/-: +3
    Speed +/-           : +0
    Move +/-            : +0
    Jump +/-            : +0
    Evade +/-           : +0
    
    Equipment Typing: Accessory.
    
    Abilities Taught: ~~ None.
    
    Status Nullifications: Petrify, Confuse, Poison, Frog, Blind, Silence.
    
    Elemental Damage-Halving: Thunder.
    Elemental Nullifications: None.
    Elemental Absorptions   : None.
    Elemental Enhancements  : None.
    
    Additional Notes: None.
    
    =============================================================================
    
    
    17. Secret Characters*********************************FFTA17*****************
    Ritz            - Proceed through the 300 Missions.
    Shara           - Proceed through the 300 Missions.
    Judgemaster Cid - Proceed through the 300 Missions.
    Ezel            - Proceed through the 300 Missions.
    Babus           - Proceed through the 300 Missions.
    Quin            - Random recruitment in Mission #063.
    Littlevili      - Random recruitment in Mission #043.
    Lini            - Send the "The Hero Gaol" item on a Dispatch. Random recruit.
    Palanza         - Send the "Wyrmstone" item on a Dispatch. Random recruitment.
    Eldena          - Send the "Elda's Cup" item on a Dispatch. Random recruitment.
    Cheney          - Send the "Snake Shield" item on a Dispatch. Random recruit.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    +++                                                                        +++
    +++                    This is the end of KeyBlade999's                    +++
    +++             Final Fantasy Tactics Advance FAQ/Walkthrough.             +++
    +++                                                                        +++
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
               ________________
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              | |            | |                         | | \ /  \ / | |
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                                  \ \_\     \ \_\     \ \_\
                                   \/_/      \/_/      \/_/           KeyBlade999