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    Jobs Strategy Guide by KholdStare88

    Version: 1.0 | Updated: 08/20/07 | Search Guide | Bookmark Guide

    Final Fantasy V Advance: Jobs and Abilities Strategy Guide
    Version 1.0
    by KholdStare88
    Table of Contents
    I.   Versions and Updates
    II.  Overview of Jobs and Abilities
    III. Warrior Jobs
    IV.  Casting Jobs
    V.   Utility Jobs
    VI.  Other Jobs
    VII. Creating a good team
    Versions and Updates
    Version 1.0, November 16, 2006
    -The bulk of the guide was created.
    Overview of Jobs and Abilities
    First of all, this is a fair warning to everyone. This guide contains some
    spoilers about the plot, but to be, it is quite minor. In my opinion, you
    should not worry about them, and that almost every job/class guide for almost 
    every game contains the some spoilers also. If you came here, then this guide
    will have what you are looking for. The warning is just for self-conscious
    people who definately does not want any spoilers whatsoever, if those people
    I have also never done a guide for a Final Fantasy game before so why this one?
    It is simple. Final Fantasy V is the easiest and hardest yet most enjoyable game
    I have ever played, simply because the jobs system is very complex yet very fun
    to explore and can make the game much easier if you choose the right ones. I
    give this game much praise for its genre, and is probably my favorite Final
    Fantasy game on the GameBoy Advance right next to Final Fantasy Tactics Advance.
    Next, let's discuss what jobs are. In Final Fantasy V, you can control up to
    four characters at once, with a few exceptions to be talked about later.
    A job has four ability slots. Except the Mime job, all of the other jobs have
    !Attack and !Items as two permanent ability slots. This means that you can
    have up to two abilities. However, each job will have a default ability,
    taking up one of the last two ability slots. The last ability slot can be
    any ability that you have already learned. To summarize, when one character
    has a certain job, it can also have one ability from another job. And lastly,
    expect each character to switch jobs many times and learn lots of many
    abilities from many different jobs. This isn't Final Fantasy I where you can
    only have that job throughout the entire game.
    There are two types of abilities: I call them "command abilities" and
    "passive abilities." Command abilities have an exclamation point (!) in front
    of that ability, such as !Attack. This means that to use this ability, you
    must do manually activate it. Passive abilities are abilities that affect
    something about your character automatically, and they do not have (!) in
    front of the ability name. For example, take the ability Counter. When you
    are attacked, the ability Counter automatically kicks in and you attack that
    opponent without wasting a turn. It's a very good ability to have, especially
    for jobs that do mostly physical damage.
    Also, a passive ability can be an innate ability. Innate abilities can be
    passed on to Freelancer and Mime jobs. You might not know what that means
    right now, but in short, when you are a Freelancer or Mime, you inherit all
    innate abilities that you have learned from all mastered jobs that have
    them. For example, one of Ninja's innate abilities is Dual-Wield. As a Mime,
    you cannot wield two weapons by default. However, if you learned Dual-Wield
    as a Ninja, then as a Mime you inherit Dual-Wield. Thus, innate abilities
    are very powerful and should be learned! The annoying thing is that you have
    to master that job to learn its innate abilities. Note that not all passive 
    abilities are innate, but this guide will help you know so don't worry!
    The four characters that you start out with, Bartz, Lenna, Galuf, and Faris,
    will be Freelancers. Freelancer is a job that does not have any abilities
    or innate abilities, exept of course, !Attack and !Items. Since you should
    be able to change into any other jobs yet, you should not have any inherited
    abilities from other jobs. I will post their naked stats (stats unchanged by
    inherited innate abilities or weapon/equipment) so you can choose which
    character should deal physical damage and which characters should cast
    spells. Note that Strength determines how much damage is dealt by the
    character, Agility determines how fast the "wait bar" fills, Stamina
    determines how much HP the character has, and Magic determines how much MP
    the character has and the effectiveness/power of his/her spells.
    Name           Strength    Agility     Stamina     Magic
    Bartz          28          25          27          25
    Lenna          25          26          25          28
    Galuf/Krile    27/25       24/28       28/24       24/27
    Faris          27          27          26          26
    Wait, who's Krile you say? Well, about halfway through the game, Krile will
    replace Galuf and Krile will gain all of Galuf's abilities and job
    experience. Keep this in mind so try to level up jobs that will benefit
    Krile in the future too. If you noticed, Bartz have high Strength and low
    Magic, meaning he is suitable to be a warrior of some kind. Lenna's high
    Magic automatically qualifies her to be a pure caster. Faris is has average
    stats overall, so she can be half warrior and half caster. However, Galuf
    and Krile's stats are extremely different. Since you obviously cannot just
    make Galuf a caster and wait for half of the game, only master one warrior
    job for Galuf then start working on some casting jobs. You could also level
    up warrior on Galuf while caster on Faris, then switch around level up
    caster on Galuf anticipating Krile and level up warrior on Faris.
    Note that these numbers for statistics can be changed. Each job has stat
    modifications to each of the character's stats. For example, Summoner will
    have -10 Strength, -1 Agility, -1 Stamina, and +33 Magic. If Lenna were to
    become a Summoner, then her stats would be 15 Strength, 25 Agility, 24
    Stamina, and 61 Magic. By the way, the highest positive stat modification
    for each stat will be passed on to Mime and Freelancer jobs also, but only
    if you master that job. Mastering a job means you learn every abilities of
    that job. If you learn all of Summoner's abilities, then when you switch to
    Freelancer, your stats will not suffer any negative modifications while you 
    mantain the +33 Magic! If you master two jobs that has +Magic, the job with
    the higher +Magic will be inherited. If you master White Mage (+25 Magic)
    and Summoner, then you will get the +33 Magic from Summoner. This does not
    mean that you should not master White Mage on Lenna! Remember that the
    Freelancer job doesn't have a default ability, so you have two empty ability
    slots. This means that you can use both White magic (to the highest level) 
    and Summoning magic (to the highest level) if you master both jobs and
    switch to a Freelancer. Also, think about it. You will be using the +33
    Magic from mastering Summoner, so your White magic becomes stronger!
    There are two types of leveling in this game. One is total level of the
    character, which determines how much HP and MP that character has. What job
    you have also affects HP and MP, but in ratios. When you defeat monsters, you
    receive two types of experience, EXP and ABP. EXP stands for experience, and
    it contributes to your total level. ABP is Ability points, and it contributes
    to your job level. Most monsters give both EXP and ABP, but some monsters
    give only ABP. If you don't want the game to get too easy, then find monsters
    that give low EXP and high ABP. Trust me, there are monsters who give that.
    Now, let's go on to the different jobs. I classify all of the jobs into
    four different categories: Warrior jobs, Casting jobs, Utility jobs, and 
    Special jobs.
    Warrior jobs: Knight, Dragoon, Samurai, Berserker, and Mystic Knight
    Casting jobs: White Mage, Black Mage, Time Mage, Summoner, Blue Mage, Red
    Utility jobs: Monk, Thief, Ninja, Ranger, Beastmaster, Chemist, Geomancer,
       Bard, Dancer
    Other jobs: Mime, Freelancer
    Warriors can "tank," or wear the best defensive armor in the game. They can 
    also deal good physical damage. Casters cast spells to heal, damage, or buff. 
    Buffing means casting Haste, Shell, etc... that protects your team. Utility 
    jobs are jobs that you do not want to have permanently, but one or two or 
    their abilities are very good and you might just want to learn them then
    switch back to Warrior/Casting jobs. Mime and Freelancer are insteresting
    jobs. As explained above, Freelancers have two ability slots and can inherit
    innate abilities and highest positive stat. They can also use any equipment
    and weapon, making them a good "final switch" at the end of the game for
    Bartz and Faris. Mimes can also inherit innate abilities and highest positive
    stat, but they don't have the default !Attack and !Items but rather !Mime.
    This means that they have not two but three empty ability slots. However,
    they have limitations to equipment and weapon. The three empty ability slots
    fit perfectly for Casters like Lenna and Krile since they can be three jobs
    in one and will not be affected by the weapons restriction.
    Plan out what jobs each character will have beforehand. You will not acquire
    all of the jobs are the same time, but rather, you will get a few at a time.
    Here are the order that you will get them:
    1) Freelancer
    2) Knight, Monk, Thief, White Mage, Black Mage, Blue Mage
    3) Berserker, Mystic Knight, Time Mage, Summoner, Red Mage
    4) Ninja, Beastmaster, Geomancer
    5) Ranger, Bard
    6) Dragoon, Samurai, Chemist, Dancer
    7) Mime
    Note: An asterisk after an ability means that it's one of the more useful
    ones. When in a boss fight, think about integrating this ability somehow, for
    it will help to use as many of them as possible. When I say that Galuf should
    master a job, then he should do it as soon as possible (before Krile takes 
    over). When I say that Galuf/Krile should master a job, then Krile should
    ultimately master that job, no matter as who and when.
    Warrior Jobs
    These jobs are the easiest to play since you can just select !Attack and deal
    damage. They can take in lots of damage and deal lots of damage. Therefore,
    Bartz and Faris should master at least two warrior jobs, and Galuf should at
    least master one. No matter how many warrior jobs you decide to master,
    Knight should be one for all three characters.
    Default Ability: !Guard
    Innate Abilities: Cover
    Can use: Daggers, Light Swords, Heavy Swords, Shields
       Strength: +23
       Agility:  +1
       Stamina:  +20
       Magic:    -14
    Total ABP to master: 690
    Characters recommended to master: Bartz, Galuf, Faris
    Usefulness: 9
    Knights are very good early on in the game because they can use the best
    weapons available. Also, they have Two-Handed, an ability that sacrifices the
    defense and evasion for double damage. Later on in the game when Dual-Wield
    and !Rapid Fire is available, Two-Handed becomes weaker. This doesn't mean
    that Knight is useless later on. Having the Equip Swords ability as a Mime or
    Freelancer gives that character +23 Strength. Also, !Guard also have some 
    strategic uses.
    Level 1: Cover, ABP needed: 10
       "Take hits for allies who cannot protect themselves."
       This is a good passive ability if you keep your knight at high health. The
       knight will jump in front of another character who is near fainting
       (kneeling over) and take the damage instead. Cover is automatically
       activated, and it is also an innate ability.
    Level 2: !Guard*, ABP needed: 30
       "Completely absorb a direct physical attack."
       Guard is very powerful. You need to use !Guard (meaning you cannot attack
       with that Knight) and the Knight will jump in front of *all* kneeling
       characters, taking 0 damage. The catch is, of course, the Knight cannot
       attack, and that the character he/she's guarding has to be kneeling over.
       This is not so great earlier on since the Knight is probably the character
       that does the highest damage, but it can be of great use later on. I think
       that the Golem summon is better, although !Guard lasts infinitely.
    Level 3: Two-Handed*, ABP needed: 50
       "Use both hands when wielding swords, katanas, or axes to inflict twice
       the damage."
       This ability is very useful earlier on. You cannot hold a shield while
       using Two-Handed, but you deal double the damage. As explain above, this
       ability is really good for the first half of the game, but is inferior
       to Dual-Wield + !Rapid Fire or just !Rapid Fire alone. Two knights using
       Two-Handed earlier on will cause major damage.
    Level 4: Equip Shields, ABP needed: 100
       "Gain the ability to equip shields."
       People hate this ability for some reason, but for me, it's alright. Of
       course, it's not the best and I don't use it often, but it has its uses.
       The main use is to give it to a mage if you're fighting random battles
       to level up and you don't want that mage to lose HP as quickly.
    Level 5: Equip Armor, ABP needed: 150
       "Gain the ability to wear armor."
       This is also almost useless based on most people. It can be used for the
       same purpose as the ability mentioned above. Based on what would give you
       more defense, choose between Equip Shields or Equip Armor.
    Level 6: Equip Swords*, ABP needed: 350, (+23 Strength)
       "Gain the ability to wield swords."
       Most people hate this ability too, since it's pointless. Not really. If
       you are planning to use Mime instead of Freelancer at the end of the game, 
       (Mime cannot use Swords), then this is a good ability. That's not why this
       ability is great. As a Freelancer, you can use Equip Swords to gain +23
       Strength! There's an ability that gives better stats than Equip Swords,
       but if you don't have it, then Equip Swords is fine. In fact, in my fight
       with the last boss, Bartz had !Mime, Barehanded, Equip Swords, and !Rapid
    Default Ability: !Jump
    Innate Abilities: None
    Can use: Daggers, Spears, Shields
       Strength: +18
       Agility:  +5
       Stamina:  +15
       Magic:    -12
    Total ABP to master: 600
    Characters recommended to master: None
    Usefulness: 2
    Well, this job is...not very useful! While writing this guide, I noticed that
    none of my characters have mastered the Dragoon job so I cannot get the
    in-game description for some of its abilities. There's nothing great about
    this job really except Equip Lances, which is a weaker Equip Swords.
    Level 1: !Jump, ABP needed: 50
       "Jump to deliver a powerful attack from above. Power is doubled when a
       spear is equiped."
       You are a warrior. You're supposed to tank. Why Jump and let your casters
       take damage? This is really a useless ability unless there is a fight
       where you *only* need physical attacks. Trust me, there isn't many.
    Level 2: !Lance, ABP needed: 150
       "Strike with dragoon powers to drain HP and MP.
       It's a decent attack if you don't want to waste MP. I haven't found uses
       to this yet (it's not very hard to give someone !White or use Ethers) but
       some conservative people might.
    Level 3: Equip Lances*, ABP needed: 400, (+18 Strength)
       "Gain the ability to wield spears."
       When you have beaten the game and want to level up to level 99, then this
       is a good skill. There is only one Excalibur, so you can't afford for
       everyone having Equip Swords. Equip Katanas is next in line, and then
       Equip Axes. As a last resort (your fourth character), use Equip Lances.
    Default Ability: !Zeninage
    Innate Abilties: Shirahadori
    Can use: Daggers, Katanas, Shields
       Strength: +19
       Agility:  +2
       Stamina:  +19
       Magic:    -12
    Total ABP to master: 820
    Characters recommended to master: Bartz, Lenna, Galuf/Krile, Faris
    Usefulness: 10
    Yes, I would prefer that all characters master this job. Shirahadori kicks 
    some seriously butt as an innate ability, since it you have a better chance 
    at dodging physical attacks without wasting an ability slot. Also, !Zeninage
    does a huge amount of damage (but should be used sparingly, such as only on
    bosses) and !Iainuki works very well to a certain extent. Note that these
    abilities are *not* translations; Square Enix prefered to keep Samurai's
    abilities' respected Japanese names.
    Level 1: !Mineuchi, ABP needed: 10
       "Stun enemies by smacking them with a blade's dull side."
       The "stun enemies" part is very slim, and it does regular damage. While
       a small percentage of stunning can sometimes help, if you are a Mime, then
       you should use !Rapid Fire anyways. In some weird case if you don't have
       !Rapid Fire, then use !Mineuchi.
    Level 2: !Zeninage*, ABP needed: 30
       "Damage all enemies by tossing gil."
       I'm not sure how tossing money would do damage, but this ability does a
       lot of damage, and I mean a lot. In random encounters, one usage of
       !Zeninage can probably one hit KO all of the monsters. However, unless
       you have lots of extra money, you shouldn't use this unless on bosses.
       Later on in the game when you have lots of money that you don't know what
       to do with, then this ability might be less costly than buying Shurikens
       and use !Throw.
    Level 3: Shirahadori*, ABP needed: 60
       "Catch and stop enemy attacks."
       Like explained above, having this ability makes the character dodge more
       physical attacks. It is a great innate ability, and the main reason why
       I wanted every character to master this job. Don't use it at all, since it
       is not worth it unless a Mime or Freelancer automatically inherits it. In
       my opinion, it is one of the best abilities in the game.
    Level 4: Equip Katanas*, ABP needed: 180, (+19 Strength)
       "Gain the ability to wield Katanas."
       Just like Equip Swords, this is a good ability to use on a Mime to
       Increase the damage output. It doesn't give as much Strength as Equip
       Swords, but Katanas do more critical hits, so in the end it balances out
       and is on par with Equip Swords.
    Level 5: !Iainuki, ABP needed: 540
       "Unleash an attack that hits all enemies in an instant."
       The in-game description of this attack is not very clear. !Iainuki *tries*
       to hit all enemies, but usually, it hits about 75% of the enemies. But the
       good thing about this ability is that it's a one hit KO if an enemi is
       hit. You need to charge up though, and most monsters at the end of the
       game is immune to it. Still, it has its uses, as in the Phoenix Tower.
    Default Ability: None
    Innate Abilities: None
    Can use: Daggers, Axes, Hammers, Shields
       Strength: +21
       Agility:  -9
       Stamina:  +25
       Magic:    -23
    Total ABP to master: 500
    Characters recommended to master: Bartz *or* Faris, but only as a novelty
    Usefulness: 3
    This job is much like the Dragoon job. It's almost useless. It doesn't have
    a default ability because you cannot control it. However, because you are
    "berserking," your damage is randomnly boosted by 25% to 50%. Technically,
    this job' default ability is Berserk, but since a default ability cannot
    be passive, it's just infered that a Berserker is uncontrollable.
    Level 1: Berserk, ABP needed: 100
       "Continuously attack until all enemies have been defeated."
       We master Berserker for Equip Axes, not the other way around. Whoever
       would want another job to go berserk? If you want more damage, just use
       !Rapid Fire.
    Level 2: Equip Axes*, ABP needed: 400, (+21 Strength)
       "Gain the ability to wield axes."
       This is the only reason why Berserk has any usefulness at all. Axes do
       good damage with !Rapid Fire and it gives good Strength also. As explained
       before, Dual Wield + Equip Swords/Katanas + !Rapid Fire will deplete your
       weapon supply quickly so Axes/Lances are the way to go. Note that you can
       also wield hammers also, not just axes.
    Mystic Knight
    Default Ability: !Spellblade
    Innate Abilities: Magic Shell
    Can use: Daggers, Light Swords, Shields
       Strength: +14
       Agility:  +14
       Stamina:  +14
       Magic:    +1
    Total ABP to master: 680
    Characters recommended to master: Bartz, Faris
    Usefulness: 6
    Lots people like this job, saying how it replaces Black magic, but I don't
    think so at all. First of all, you need to actually cast a !Spellblade spell 
    to activate the magic, which means a round of doing nothing. During that 
    time, a Black mage could critically injure or possibly one hit KO the 
    enemies. Second, you can't target your sword to multiple targets like Black 
    spells. Finally, your sword spells will be weak since Mystic Knight only 
    gives +1 Magic, not +25 to +33 Magic like caster jobs. However, I never said 
    that this job is not good. It's good, but people do not know how to use it. 
    This job is only good for boss fights since they last longer and your sword
    spells can actually work before the enemy faints. For the last boss, 
    !Spellblade will definately wreck it, if used right. However, it is not 
    needed, and that is why it deserves a 6 in usefulness. You won't really use 
    this job except for some bosses. The most useful !Spellblade spell in my 
    opinion is Drain, since you heal how much damage you did with your weapon, 
    which should be a lot. Note: !Spellblade + !Rapid Fire = excellent damage!
    Level 1: Magic Shell, ABP needed: 10
       "Automatically casts Shell when near KO."
       This is completely useless for a couple of reasons. First of all, the
       Mystic Knight casts Shell when he/she is kneeling over. What's the point
       of reducing magic damage, when you will faint anyways? Second, you will
       have the Guardian ability from a Blue Mage anyways, which casts Protect,
       Shell, and Float on your whole party at once. Isn't that much better?
    Level 2: !Spellblade, ABP needed: 20, (+14 Strength, +1 Magic)
       (Spells: Fire, Blizzard, Thunder)
       "Enchant weapons with different magics."
       Not much to comment about here. It's good against the early bosses and
       espers (Summoning monsters) since they're usually weak against an element.
    Level 3: !Spellblade, ABP needed: 30, (+14 Strength, +1 Magic)
       (Spells: Poison, Silence, Sleep)
       "Enchant weapons with different magics."
       This is actually not bad, especially Silence, but generally, it's not
       really used.
    Level 4: !Spellblade, ABP needed: 50, (+14 Strength, +1 Magic)
       (Spells: Fira, Blizzara, Thundara)
       "Enchant weapons with different magics."
       This is the same as the first !Spellblade. It's useful for bosses with a
    Level 5: !Spellblade, ABP needed: 70, (+14 Strength, +1 Magic)
       (Spells: Drain*, Break*, Bio*)
       "Enchant weapons with different magics."
       This is where this job gets good. Did you know that casting Drain on a
       sword then use !Rapid Fire allows you to probably heal all of your HP? Did
       you know that casting Break on a sword then use !Rapid Fire means using
       Break four times in a row and probably one of them being successful? Also,
       Bio does more damage than Fira, Blizzara, and Thundara, *and* your
       enemies' HP decreases steadily after using Bio. !Rapid Fire lets you
       inflict possibly more than one enemy with Bio.
    Level 6: !Spellblade, ABP needed: 100, (+14 Strength, +1 Magic)
       (Spells: Firaga, Blizzaga, Thundaga)
       "Enchant weapons with different magics."
       There's nothing special here, except more damage from elemental spells.
       Actually, it's extremely powerful since it's also used with sword damage.
    Level 7: !Spellblade, ABP needed: 400, (+14 Strength, +1 Magic)
       (Spells: Holy*, Flare*, Osmose)
       "Enchant weapons with different magics."
       The reason I said "there's nothing special here" for the previous level is
       because I use Holy or Flare instead. These do good damage and is very
       useful for the last boss. You won't use Osmose unless your warrior is also
       a White Mage (which people do arrange that). This is mainly the reason for
       both Bartz and Faria mastering this class.
    Casting Jobs
    These jobs uses magic and MP to deal damage, heal your party, and cause other
    status changes to both sides. Of course, spells are essential for surviving
    the game, since they don't miss, can target many enemies (and allies), and
    do more damage than weapons. However, casters have no HP and can wear light
    armor, which means they will faint faster. This is why they must be in the
    back row to reduce damage dealt to them. Lenna and Krile must master at least
    3 casting jobs, and Mimes are most suited for them with three open ability
    slots. Like !Rapid Fire is for warriors, !Dualcast is for casters. !Dualcast
    allows you to cast two spells per round. No matter what, always have a White
    Mage nearby for healing, and a Summoner and Time Mage is also recommended, 
    even over a Black Mage. Other than that, a Blue Mage is also highly 
    recommended. Basically, each of the casting jobs has to be mastered by at
    least Lenna, Krile, or Faris.
    Note: If you don't know yet, there are three stages for some spells. The 
    first stage (least powerful) has no suffix, the second stage has the -a
    suffix, and the third stage (most powerful) has the -aga suffix. Some
    examples are Cure (Cure, Cura, Curaga) and Fire (Fire, Fira, Firaga). Curaga
    heals the most HP and Firaga is the most damaging fire Black magic.
    More Notes: Magic is not free. You can't just level a White Mage to level six
    and learn Holy. White, Black, and Time magic you can get at shops but some
    you can get in chests and such. Summon and Blue magic are quite different,
    You have to find and defeat the monster you want to summon to be able to
    summon them, and you have to "learn" Blue magic by having the spell casted
    on you. The level are there in case you wants to equip it. Let's say you
    equip !White to a Knight. If you want to use Cure then that Knight has to be
    a level 3 White Mage also. That's why there are levels. A White Mage can use
    Holy (assuming that you have the spell) without being a level 6 White Mage.
    White Mage
    Default Ability: !White (all spells)
    Innate Abilities: None
    Can use: Staves
       Strength: -7
       Agility:  +1
       Stamina:  No change
       Magic:    +25
    Total ABP to master: 580
    Characters recommended to master: Lenna and/or Krile
    Usefulness: 10
    White Mages are *essential* to a team. They're healers who keep your warriors
    healthy so they can still deal damage. Lenna can master this class instead of
    Krile because you get Lenna first, and you need a White Mage as soon as
    possible. Let Krile use damage spells (not so needed) and Lenna use healing
    spells. It always works out for me. Even though I recommended only Lenna to
    master this class, please have at least two (yes, you heard that right) other
    characters at level 5 !White for Curaga, Reflect, and Berserk. You can't just
    have one healer. If you're doing random battles and need to heal, then use
    those warrior's MP by switching their ability to !White so your main healer
    doesn't run out of MP quickly. Note that cure spells will damage zombies.
    Keep this in mind.
    Level 1: !White*, ABP needed: 10, (+25 Magic)
          Cure*: "Restores HP."                                              4 MP
          Libra: "Determines target's HP, MP, and weakness."                 1 MP
          Poisona*: "Cures Poison."                                          2 MP
       "Perform white magic."
       Cure really sucks earlier on because of low MP. You can use cure about
       four or five times before your White Mage runs out of MP. That's why most
       people use the inn. Poisona, on the other hand, is a different story. It
       helps you with not having to buy 50 antidotes or run back to an inn.
    Level 2: !White*, ABP needed: 20, (+25 Magic)
          Silence: "Causes silence."                                         2 MP
          Protect*: "Reduces physical damage received."                      3 MP
          Mini: "Inflicts mini on target or restores state."                 5 MP
       "Perform white magic."
       Yes, you get an offensive spell, mini. However, that's nothing to get too
       excited about. Silence actually works on some bosses, and cast Protect on
       your casters in boss fights to prevent them from losing HP quickly. Mini
       is, er, special. It doesn't work in boss battles and costs way too much MP
       in random battles. Just cast Berserk since it's a safer bet.
    Level 3: !White*, ABP needed: 30, (+25 Magic)
          Cura*: "Restores HP."                                              9 MP
          Raise*: "Revives target."                                         29 MP
          Confuse: "Causes confusion."	                                 4 MP
       "Perform white magic."
       Cura is a good upgrade from Cure, and Raise works out of battle. The
       reason it doesn't work in battle is that Raise revives a character but
       revives them with low HP and they could faint again easily. Confuse is
       good if you're fighting five enemies at once and try to get one to turn
       against the other four or itself.
    Level 4: !White*, ABP needed: 50, (+25 Magic)
          Blink*: "Creates illusion of one's self to confuse the enemy."     6 MP
          Shell*: "Reduces magic damage received."                           5 MP
          Esuna*: "Cures all status effects except KO and zombie."          10 MP
       "Perform white magic."
       Esuna is a must since it replaces Antidotes, Eye Drops, Gold Needles,
       Maiden's Kisses, and Mallets, so you don't have to carry around 50 of each
       item. Shell is useful since bosses tend to do more magical damage than
       physical damage. Blink is...useful but generally not against early bosses.
    Level 5: !White*, ABP needed: 70, (+25 Magic)
          Curaga*: "Restores HP."                                           27 MP
          Reflect: "Reflects magic cast at target."                         15 MP
          Berserk*: "Causes berserk status."                                 8 MP
       "Perform white magic."
       Curaga looks expensive to use, but it restores almost all HP to one
       character or about 1000 HP to all four characters. Reflect is good against
       bosses who cast very damaging spells since you can reflect their spells
       back at them. Another solution to them is Berserk. Berserk makes them
       Berserkers, meaning they only attack and not cast spells. Surprisingly,
       many bosses are not immune to Berserk, and it can be used with !Guard or
       the Golem summon for great effect.
    Level 6: !White, ABP needed: 100, (+25 Magic)
          Arise*: "Revives and restores full HP to a single target."        50 MP
          Holy*: "Causes Holy damage."                                      20 MP
          Dispel*: "Dispels magic effects."                                 12 MP
       "Perform white magic."
       Arise is expensive to use indeed, but it is needed against the later
       bosses. Holy does a lot of damage while being cheap to use. It does almost
       as much damage as Flare while only using 20 MP. I've never really used
       Dispel much, but people tells me that many bosses are not immune to this
    Level 7: MP+10%, ABP needed: 300
       "Increase maximum MP by 10%"
       This ability is not worth it at all. You can use Elixers, level up, or
       well, I've never not had enough MP to defeat a boss.
    Black Mage
    Default Ability: !Black (all spells)
    Innate Abilities: None
    Can use: Knives, Rods
       Strength: -9
       Agility:  No Change
       Stamina:  -2
       Magic:    +31
    Total ABP to master: 680
    Characters recommended to master: None
    Usefulness: 7
    Yeah, Black Mages are not very useful in this game. I did say before that
    Mystic Knights don't replace Black Mages. However, the Summoner and Time Mage 
    jobs do. The only thing I don't like about Black Mages is the fact that Flare
    cannot do melee damage. This means that unlike Firaga (or any other Black 
    Mage spells), there is not an option to let it hit all enemies on screen. 
    Bio, Firaga, Blizzaga, and Thundaga still does devastating damage though; 
    it's just that the most damaging Black magic is disappointing. You might want 
    Lenna gaining some levels in Black Mage earlier on, but no one has to master 
    this job. I said before that Lenna is fit to deal magic damage, but it's best 
    if she masters Summoner and Time Mage instead.
    Level 1: !Black*, ABP needed: 10, (+31 Magic)
          Fire*: "Deals fire damage."                                        4 MP
          Blizzard*: "Deals ice damage."                                     4 MP
          Thunder*: "Deals lightning damage."                                4 MP
       "Perform black magic."
       These are basic elemental spells that can help early on in the game.
       However, a Summoner's Ifrit, Shiva, and Ramuh summons are way better
       candidates for elemental damage. 
    Level 2: !Black, ABP needed: 20, (+31 Magic)
          Poison: "Causes poison."                                           2 MP
          Sleep*: "Causes sleep."                                            3 MP
          Toad: "Inflicts toad on target or restores state."                 8 MP
       "Perform black magic."
       I never used these spells much mainly becuase do not hit bosses. Sleep
       has the potential to be useful if you're not at a high enough level to
       defeat mobs on random encounters. Toad isn't worth 8 MP, but it's good to
       have it to reverse the effect if you don't want to switch to a White Mage.
    Level 3: !Black, ABP needed: 30, (+31 Magic)
          Fira*: "Deals fire damage."                                       10 MP
          Blizzara*: "Deals ice damage."                                    10 MP
          Thundara*: "Deals lightning damage."                              10 MP
       "Perform black magic."
       Again, more elemental spells. They're not really special since we haven't
       really reached where Black magic could be useful yet. Still, if you don't
       have a summon of an element, then these level 3 spells could prove to be 
    Level 4: !Black, ABP needed: 50, (+31 Magic)
          Drain*: "Absorbs HP."                                             13 MP
          Break: "Causes petrification."                                    15 MP
          Bio*: "Releases a virus that deals damage."                       16 MP
       "Perform black magic."
       I believe that this is the best level of Black magic if you're not very 
       far into the game. Bio does major damage plus the victim's HP gradually
       decreases as a lingering effect. There are more powerful summons and Blue
       magic, but it is easier to get Bio. Drain doesn't heal enough HP for its 
       MP use, but it could be useful in a tight spot. Break is just terrible.
    Level 5: !Black, ABP needed: 70, (+31 Magic)
          Firaga*: "Deals fire damage."                                     25 MP
          Blizzaga*: "Deals ice damage."                                    25 MP
          Thundara*: "Deals lightning damage."                              25 MP
       "Perform black magic."
       Here is when Black magic overpowers Ifrit Shiva, and Rumah. But you know,
       at this point of the game you are probably near the point of getting the
       Phoenix, Leviathan, and Bahamut summons.
    Level 6: !Black, ABP needed: 100, (+31 Magic)
          Flare*: "Deals damage by combustion."                             39 MP
          Death: "Causes death."                                            29 MP
          Osmose: "Absorbs MP."                                              1 MP
       "Perform black magic."
       In truth, Flare is not terribly bad. It does major damage to boss fights
       that only has one boss. Before I really contradict myself, look at the MP
       cost. Yes, that's a lot of MP for targetting just one opponent. Holy does
       almost the same damage as Flare but costs only 20 MP. Death is really not
       worth it because it fails too much, and Osmose can be good except for the
       fact that most monsters have 0 MP. If you did decide to level up a Black
       mage, this is where you would stop and start to try to master any other
       mage job. There's really no point in the last level.
    Level 7: MP+30%, ABP needed: 400
       "Increase maximum MP by 30%."
       Oh yay, what a cute way to spend 400 ABP. Really, this isn't worth it.
    Time Mage
    Default Ability: !Time (all spells)
    Innate Abilities: None
    Can use: Knives, Rods, Staves
       Strength: -5
       Agility:  +2
       Stamina:  -3
       Magic:    +24
    Total ABP to master: 530
    Characters recommended to master: Lenna and/or Krile
    Usefulness: 7
    Time Mages buffs and debuffs, but they have one of the best damaging spells 
    in the game, Meteor. Because of this, they go well with White Mages while
    giving them an offensive spell also. Also, Hastega casts Haste on the entire
    party, which is excellent. Slowga and Stop can really help on some bosses and
    minibosses. And finally, Float, Teleport, and Regen are good spells to have
    as convenience spells. Lenna is best suited to be both a White Mage and a 
    Time Mage, but if Lenna is not your defensive caster, let your defensive 
    caster, whoever he/she is, master the Time Mage job.
    Level 1: !Time*, ABP needed: 10, (+24 Magic)
          Speed: "Hastens the pace of the battle."                           1 MP
          Slow*: "Slows the passing of time for one enemy."                  3 MP
          Regen*: "Gradually restores HP."                                   3 MP
       "Perform time magic."
       There's nothing really special about the first level except for Slow. Slow
       works on many opponents, including some bosses. However, it only targets 
       one opponent so right now it's good against minibosses and such. Speed is
       evil. It hastens the pace of the battle, which can be good if you know the
       game by heart and chances are if you're reading this guide, you don't.
       Regen is the same concept as Slow. It's not worth it for short fights but
       is good for long ones.
    Level 2: !Time*, ABP needed: 20, (+24 Magic)
          Mute: "Silences all allies and enemies."                           3 MP
          Haste*: "Hastens the passing of time for one ally."                5 MP
          Float*: "Levitates target."                                       10 MP
       "Perform time magic."
       This level is great. First of all, Mute never misses but your party also
       gets silenced so there's really no point of casting it. Haste reduces your
       characters' wait time letting them act quicker, so it's a very important
       spell. Float is almost required for the game, since there are lava and mobs
       that quakes like crazy. Float makes your party immune to such spells.
    Level 3: !Time*, ABP needed: 30, (+24 Magic)
          Gravity: "Halves taret's HP."                                      9 MP
          Stop: "Causes time to stop, halting target's actions."             8 MP
          Teleport*: "Warps party out of dungeon or out of battle."         15 MP
       "Perform time magic."
       Teleport is very nice. Instead of walking all the way back up a dungeon,
       just cast Teleport. Gravity and Stop is...special. when it works, it's
       great, but it really doesn't work. In other words, it misses too much to
       be a bother.
    Level 4: !Time*, ABP needed: 50, (+24 Magic)
          Comet*: "Calls forth meteors that damage one enemy."               7 MP
          Slowga*: "Slows the passing of time for all enemies."              9 MP
          Return*: "Turn back time to the beginning of the battle."          1 MP
       "Perform time magic."
       This is a good level. First of all, you can do damage with Comet now, but
       it's random. It's not very random though, and plus I'm sure it's better
       than trying to hit with your staff in the back row. Slowga is really sweet
       since it casts Slow on all of your opponents. Return is also nice since it
       lets you retry a battle after messing up badly or resteal something that
       you failed to steal. However, the fun doesn't even end here.
    Level 5: !Time*, ABP needed: 70, (+24 Magic)
          Graviga: "Reduces target's HP to 1/8th of total HP."              18 MP
          Hastega*: "Hastens the passing of time for all allies."           15 MP
          Old: Causes old status."                                           4 MP
       "Perform time magic."
       Graviga suffers the same problem as Gravity--its accuracy isn't very good.
       Hastega is easily one of the most important spells for a Time Mage. Cast
       this at the beginning of a battle then Slowga to produce devastating
       effects. I'm not really sure what Old does, but judging from what it's
       done to me and its low MP cost, it doesn't do a lot.
    Level 6: !Time, ABP needed: 100, (+24 Magic)
          Meteor*: "Calls forth meteors that damage all enemies."           42 MP
          Quick*: "Stops the passing of time for all but the caster."       77 MP
          Banish: "Erases one enemy from the battlefield."                  20 MP
       "Perform time magic."
       Banish isn't worth casting on easy opponents, and most hard opponents, 
       especially bosses, are immune to it anyways. Quick is the most overpowered
       spell in the game. It may not mean much, but when combined with !Dualcast,
       you can serious cause some good damage. Meteor is just one of the best
       spells in the game. The Bahamut summon does more damage, but it costs 66
       MP. The fact that I compared Meteor with the Bahamut summon should give
       you an idea of how powerful this spell is.
    Level 7: Equip Rods, ABP needed: 250
       "Gain the ability to wield rods."
       Yeah, this is just another way to make it more expensive to master a job.
    Default Ability: !Summon (all spells)
    Innate Abilities: None
    Can use: Knives, Rods
       Strength: -10
       Agility:  -1
       Stamina:  -1
       Magic:    +33
    Total ABP to master: 750
    Characters recommended to master: Lenna, Krile
    Usefulness: 10
    Summoner is the best casting job period. Well actually no, you need a White
    Mage no matter what, but you get the idea. Everything is available to them,
    both offensive and defensive, and their summons mostly hit all of your
    opponents, not just one. The only bad thing about this job is that you need
    to do some work to be able to summon various creatures. In other words, to
    get the Shiva summon, you have to do some side quest to obtain Shiva before
    you can summon Shiva, which can be a pain. You get basically better forms
    of damaging summon as you gradually advance in the game, so don't worry
    about that. What you do need to worry about is the Golem summon. It has a
    lot of HP and acts as a physical wall so your party members do not get it.
    Even though it only works for physical attacks, by the time it disappears,
    you will probably already set up Haste, Protect, Shell, Levitation, and
    Blink to everyone in your party.
    Note: I didn't put Lenna and/or Krile, but both for characters recommended to
    master. It's that good. Whether you're attacking or healing, you cannot go
    wrong with Summoner. Also, since Summoners have the highest Magic bonus, it
    will be passed on to Freelancer or Mime, so why not master it and benefit
    from the +33 Magic?
    Level 1: !Summon, ABP needed: 15, (+33 Magic)
          Chocobo*: "Summons Chocobo."                                       4 MP
          Sylph*: "Summons Sylph."                                           8 MP
          Remora: "Summons Remora."                                          2 MP
       "Summon magical beasts for aid."
       Yeah I know the ingame descriptions for summons aren't very descriptive
       at all, but that's what this guide is for, right? Well Chocobo is amazing
       highly damaging for earlier on in the game, but it only "kicks" one enemy.
       Sylph also damages one enemy, and the damage dealth to the enemy is
       divided in how many party members you have now and then heals you back
       with it. So basically you do 400 damage and if you have four party
       members, then each member gets 100 HP back. That's pretty cool. Remora is
       useless; it pretty much immobilizes the enemy but if when hit by an attack
       they regain movement.
    Level 2: !Summon, ABP needed: 30, (+33 Magic)
          Shiva*: "Summons Shiva."                                          10 MP
          Ramuh*: "Summons Ramuh."                                          12 MP
          Ifrit*: "Summons Ifrit."                                          11 MP
       "Summon magical beasts for aid."
       There are the three elemental summons and they all hit all enemies. They
       don't suck at the end, because their power increases as you level up.
       That's right, they start out at Fira in the beginning and the same spell
       becomes Firaga in the end. This makes them pretty useful, if you can find
       where to obtain them. Of course, Shiva does ice damage, Ramuh does
       lightning damage, and Ifrit does fire damage. I'm not sure if a summon
       this level has higher base damage than other summons, or if the different
       MP costs are just for show. Either way, do not miss these summons. They're
       not Remora. Also look, Black Mage's -aga spells cost 25 MP, not 10-12 MP.
    Level 3: !Summon, ABP needed: 45, (+33 Magic)
          Titan*: "Summons Titan."                                          25 MP
          Golem*: "Summons Golem."                                          18 MP
          Catoblepas: "Summons Catoblepas."                                 33 MP
       "Summon magical beasts for aid."
       This is probably the best utility level for summon magic. Titan, while
       costing a lot of MP, does a lot of earth damage. That can be good or bad.
       The bad thing is you won't hurt flying enemies. The good thing is that's
       Titan's only weakness. The thing about Shiva is that if you have an ice
       enemy instead of damaging them it will heal them. With Titan, if they're
       not flying, you can be sure that they take damage. Golem I've said
       before. It absorbs a whole lot of physical damage. Catoblepas is just
       weird. It turns one enemy into stone, and I haven't really found a use
       for this yet. And why does it cost 33 MP to summon?
    Level 4: !Summon, ABP needed: 60, (+33 Magic)
          Carbuncle: "Summons Carbuncle."                                   45 MP
          Syldra*: "Summons Syldra."                                        32 MP
          Odin: "Summons Odin."                                             48 MP
       "Summon magical beasts for aid."
       Well this level has one good thing, and it's Syldra. Carbuncle casts
       Reflect on the whole party, but it sucks. True that you won't get hit by
       magic, but you can't heal yourself either. Try to avoid using this unless
       you know that your opponent casts purely spells. Syldra, I'm not sure
       what it is. The animation is a bolt of lightning follow by white snow, so
       it might count as lightning AND ice? Actually, I think it's only
       lightning because Phoenix is fire damage and Leviathan is water damage.
       Anyways, it does tons of damage, and it's a great summon. I've never been
       fond of Odin. The concept is you have a 50% chance of destroying all
       enemies on the battlefield. It's good, when it works. I like knowing that
       I will deal some damage 100% of the time rather than deal lots of damage
       50% of the time, and also it costs a whopping 48 MP.
    Level 5: !Summon*, ABP needed: 100, (+33 Magic)
          Phoenix*: "Summons Phoenix."                                      99 MP
          Leviathan*: "Summons Leviathan."                                  39 MP
          Bahamut*: "Summons Bahamut."                                      66 MP
       "Summon magical beasts for aid."
       Ah, here comes the true power of the Summoner job. Phoenix is quite
       costly so it can only be used in some situations. It deals devastating
       fire damage to all opponent AND revives one of your party members at full
       health. Don't use it often if you don't have a fallen party member,
       unless you want some quick powerful fire damage to finish off a fight.
       Leviathan is a very powerful summon that deals water damage to all
       enemies, and it's the strongest elemental damage out there. Bahamut is
       very powerful, dealing non-elemental damage to all enemies, but is also
       quite costly. Usually I just stick with Meteor (Time magic) or Leviathan
       unless it's the final boss.
    Level 6: !Call, ABP needed: 500
       "Perform a random summon for 0 MP. Who knows who--or what--will come..."
       So it's exactly like the ingame description said. Call uses no MP but
       gives you a random summon. This is pretty good to use while leveling, but
       really nothing else unless you've ran out of MP with no Elixers and
       wanted a desperate attempt at calling Bahamut. People love this ability,
       but I don't. I just use !Rapid Fire (Ranger ability) while holding two
       weapons to hit eight time with 100% accuracy.
    Blue Mage
    Default Ability: !Blue (all spells)
    Innate Abilities: Learning
    Can use: Knives, Light Swords, Rods, Shields
       Strength: -8
       Agility:  +1
       Stamina:  +3
       Magic:    +23
    Total ABP to master: 350
    Characters recommended to master: Faris
    Usefulness: 7
    I was hesitant to put Blue Mage as a casting job, because they are more
    utility than casting. Nevertheless, the job command is !Blue, which means
    they cast Blue magic, so I had to put them as a casting job. They are very
    useful, but again I gave it to Faris for a reason. They do have damage
    spells, but they are quite restrictive. Basically, they deal air and water
    damage, and the lack of elemental spells make them better off as a buffing
    and de-buffing class. Even though I said all that, they are excellent at
    buffing and debuffing. Since they don't really deal good damage nor heal,
    it's better to give it to Faris since he's well-rounded and could help
    pull out some Blue magic at the beginning of battle. They can also be an
    emergency healer, but again, it's quite a restrictive heal. And lastly, you
    have to learn these spells by an enemy casting the spell on you. This is the
    most annoying part about Blue Mages, and it is only through my second play-
    through that I was actually patient enough to employ this wonderful job. The
    reason this gets a seven is because you don't need a Blue Mage to get
    through the game. They just make the game that much easier with Mighty Guard
    and White Wind.
    Note: Many Blue Magic does not reply on the Magic stat, but rather other
    factors, as the user or enemy's vital statistics.
    Level 1: !Check, ABP needed: 10
       "Check an enemy's HP."
       So yeah, this ability lets you see your chosen enemy's current HP over
       maximum HP. It's pretty sweet, because it's useless.
    Level 2: Learning*, ABP needed: 20
       "Learn some monsters' special attacks."
       Seriously, be more specific in your translations! If you have this
       ability equipped you only learn monsters' "special attacks," meaning
       spells, if they hit you with that spell. This might sound boring, but
       Blue Mages do not have a pool of spells like other casting classes, and
       they can only gain spells by learning them.
    Level 3: !Blue*, ABP needed: 70, (23 Magic)
       "Perform blue magic."
       Yes I got lazy here. The truth is there are 33 Blue Magic spells and I'm
       not going to list them all, mostly because most of them are useless. If
       you really want to learn more about Blue Magic (trust me, I would have to
       write a separate guide for this job), then you can look at a Blue Magic
       guide. Anyways, assuming you can get the spells, the first spell that
       you're going to see if probably Goblin Punch. It's a pretty good spell,
       like the Chocobo summon, that is good at the beginning but are replaced 
       by better spells in the end. Next is Aqua Breath, a very powerful water
       spell that could destroy in the desert. Then you have Aero, Aera, and
       Aeroga, the air spells. 1000 Needles deals 1000 damage to one enemy, and
       this could be good also. And for healing you have White Wind. This spells
       heals the whole party, but it depends on the Blue Mage's current HP. If
       you're at 4000 HP, and each member heals for 4000 HP. That's great, 
       except for when you have 5 HP. And finally, we have the buffing and
       debuffing spells. Death Claw brings an enemy's HP down to double digits
       and it also paralyzes--talk about powerful. Dark Spark halves a target's
       level, meaning their attack, defense, etc... stats are also halved! Level
       5 Death is a spell that defeats all opponents whose levels are a multiple
       of five. Of course if you're reading a walkthrough this spell might be
       more useful than it sounds. Mighty Guard is probably the strongest Blue
       Magic in my opinion. It casts Protect, Shell, and Levitate on all allies.
       When fighting a boss I usually open up with Mighty Guard on Faris while
       the Time Mage and White Mage uses other buffs.
    Level 4: !Scan
       "See enemy's level, HP, weakness, and current condition."
       This ability could be pretty good if you're up against a mini-boss or
       something, but usually just use a damaging spell. Blue Mages' damaging
       spells are air and water, and most likely few are resistant/immune to
       them. (Well that might be true but few are weak to them also.) It's
       pretty much there for people who write walkthroughs and that's it.
    Red Mage
    Default Ability: !Red (all spells)
    Innate Abilities: None
    Can use: Knives, Light Swords, Rods, Staves
       Strength: +8
       Agility:  +5
       Stamina:  -6
       Magic:    +8
    Total ABP to master: 1159
    Characters recommended to master: Lenna, Krile
    Usefulness: 10
    Yes I'm not mistaken--Red Mages have a plus in Strength, not a minus. But
    that gives them only a mere plus eight in Magic. Let's face it; Red Magic
    sucks, and giving them a bonus of only eight in Magic makes them suck more.
    Why a ten a usefulness you ask? I said Red Magic sucks because they can use
    both White Magic and Black Magic, but only up to level three. This means
    you get Cura, a mediocre healing spell (that becomes bad because of the
    plus eight in Magic), Raise, which revives one of your party member to like
    2 HP, and Fira, Blizzara, and Thundara, the mediocre elemental spells.
    Red Mages are good because of their flexibility early on in the game and
    because of their !Dualcast ability, which could be most easily mastered near
    the ending stages of the game. As you guessed, equipping this ability lets
    you cast two spells during the same turn. So to sum up everything, their
    abilities are good, but their bonuses and spells blows.
    Level 1: !Red, ABP needed: 20, (+8 Magic)
          Cure*: "Restores HP."                                              4 MP
          Libra: "Determines target's HP, MP, and weakness."                 1 MP
          Poisona*: "Cures Poison."                                          2 MP
          Fire*: "Deals fire damage."                                        4 MP
          Blizzard*: "Deals ice damage."                                     4 MP
          Thunder*: "Deals lightning damage."                                4 MP
       "Perform white or black spells."
       Note that while White and Black Mages only need 10 ABP while Red Mages
       need 20 ABP. Well at least Square Enix is trying very hard to balance
       things out. Anyways, these are the White Mages and Black Mages' first
       level spells, respectively, only they are weaker because of Red Mage's
       low magic bonus. It's important earlier on in the game to have variety
       so this is where Red Mages shine.
    Level 2: !Red, ABP needed: 40, (+8 Magic)
          Silence: "Causes silence."                                         2 MP
          Protect*: "Reduces physical damage received."                      3 MP
          Mini: "Inflicts mini on target or restores state."                 5 MP
          Poison: "Causes poison."                                           2 MP
          Sleep*: "Causes sleep."                                            3 MP
          Toad: "Inflicts toad on target or restores state."                 8 MP
       "Perform white or black spells."
       So the Red Mage already stopped shining. The only thing good here is
       Protect and Sleep, so this level is pretty much useless. If you do want to
       level up your Red Mage some more, then:
    Level 3: !Red, ABP needed: 100, (+8 Magic)
          Cura*: "Restores HP."                                              9 MP
          Raise*: "Revives target."                                         29 MP
          Confuse: "Causes confusion."	                                 4 MP
          Fira*: "Deals fire damage."                                       10 MP
          Blizzara*: "Deals ice damage."                                    10 MP
          Thundara*: "Deals lightning damage."                              10 MP
       "Perform white or black spells."
       This is where the Red Mage completely stopped shining. This level is only
       good if you want to exploit a mini-boss or boss' weakness, or if you want
       to keep make a warrior a Red Mage and use Raise. The good thing about Red
       Mages is that they can still wield Light Swords, so they're good if you
       need an extra White or Black Mage for a short time.
    Level 4: !Dualcast*, ABP needed: 999
       "Cast two spells back-to-back."
       Well don't spend time in the middle-game trying to get these 999 ABP. I
       don't think it's really worth it yet, and you likely don't have any
       casting jobs mastered yet. At the end though where random encounters can
       rack up 40 or so ABP, master this, and it is very very very useful to
       put on a Mime or Freelancer. This ability alone gives the Red Mage a ten
       for usefulness. Both Lenna and Krile should master this class later on.
    Utility Jobs
    Utility Jobs are jobs that are not entirely physical (could have high attack
    but low defense or vice versa) or be half physical and half magical (could
    have some fighting skills and some magic). What distinguishes this class
    from others is that while you might want to master them, you don't want to
    use them. This basically means that you might want one of their innate
    abilities or set them as your ability slot when situations arise but would
    not really want them was your primary job in a boss fight.
    Default Ability: !Kick
    Innate Abilities: Barehanded, Counter
    Can use: None
       Strength: +26
       Agility:  +1
       Stamina:  +26
       Magic:    -23
    Total ABP to master: 700
    Characters recommended to master: Bartz, Faris
    Usefulness: 10
    Monk is what I think one of the most useful class of all time. They have the
    best innate abilities, Barehanded and Counter, which I will go into detail
    later. They cannot wear shields or weapons, and can only wear light armor.
    They do have high HP, but I don't prefer to keep one in the front line. The
    reason is because their light armor really hurt them. They do very high
    damage, but later on in the game their damage, which still increases, becomes
    less popular due to abilities such as !Rapid Fire. While being useful earlier
    on with !Kick, !Chakra, and high damage output, their innate abilities are
    what really matters in the endgame. Also, since Monks have the highest
    Strength bonus, master this to carry their +26 Strength over to Freelancer or
    Level 1: !Focus, ABP needed: 15
       "Focus energies for a hit with twice the attack power."
       You see this skill sucks. Hitting once per round doing regular damage is
       exactly the same as missing one round and hitting the other with double
       the damage. The only way I see this being useful is in a situation where
       for some reason the first hit would be detrimental in some way.
    Level 2: Barehanded*, ABP needed: 30, (+26 Strength)
       "Gain the same attack power as monks when unarmed."
       Now look exactly at what the ingame description says. You can hit like a
       monk AND gain 26 Strength? This is one of the best abilities in the game
       in my opinion and it's up there next to !Rapid Fire. For leveling usage,
       slap this on one of your mages and it does more damage than !Gaia. (We'll
       get to this later, but !Gaia is basically a way for casting classes to
       level up without the cost of MP.) For warrior classes, let's take Knight
       for example. They have +23 Strength, so if you slap on Barehanded their
       Strength will increase by 3. Note that bonuses of the same stat do not
       stack. However, let's take White mage. They have -7 Strength, but by using
       Barehanded, the character doesn't add 26 strength but rather replaces the
       -7 Strength with the +26 Strength. Extra damage is never bad. Of course
       once you get !Rapid Fire you don't need Barehanded, but it's still useful
       for casting jobs wanting to level.
    Level 3: !Chakra, ABP needed: 45
       "Healing energies recover HP and cleanse the body of poison and darkness."
       Remember what I said about this skill being useful earlier on? It doesn't
       use MP, heals you without the help of a White Mage, and recovers from the
       Poison and Darkness status ailments. What's not to love? Well when your
       White Mage or Red Mage learns Cura then !Chakra isn't really useful
    Level 4: Counter*, ABP needed: 60
       "Automatically counter when hit."
       This is one reason why you would want to stay as a Monk, but in my opinion
       you can get by with slapping this ability on another warrior class.
       If you haven't figured out yet, when you are hit with an attack you
       automatically counter with your own attack out of turn but you won't miss
       your next turn. It's quite useful, although for some bosses you might
       want to equip your warriors with Barehanded or a casting ability instead.
    Level 5: HP +10%, ABP needed: 100
       "Increase maximum HP by 10%."
       It's nothing much but you'll have to get through this if you want to pass
       on Barehanded and Counter as innate abilities.
    Level 6: HP +20%, ABP needed: 150
       "Increase maximum HP by 20%."
       This ability is great only if you compare it to the last ability.
    Level 7: HP +30%, ABP needed: 300
       "Increase maximum HP by 30%."
       Seriously they're seriously short of ideas for monk or something. Why use
       this when you can slap on Barehanded or something? MP +10% is way better
       than HP +30%, and MP +10% sucks. That's how much this ability sucks.
    Default Ability: !Steal
    Innate Abilities: Find Passages, Sprint, Vigilance
    Can use: Knives, Special
       Strength: +1
       Agility:  +16
       Stamina:  +2
       Magic:    -6
    Total ABP to master: 635
    Characters recommended to master: Bartz, Lenna, Galuf/Krile, Faris
    Usefulness: 8
    Well it's not that you can't survive without a Thief, but you can Sprint,
    find hidden passages, and steal rare items which greatly benefits your
    playing experience. Stealing is not really required for anything, but if you
    do want to steal then you might want to change your job to a Thief instead
    of equipping the !Steal ability. For others such as finding passages, you can
    just equip Find Passages. Also, if you're hurt and need to find a town fast,
    then equip !Flee to escape quickly. Special weapons are weapons that do not
    have a weapon sprite on the left of it. Some examples are Rising Sun, Twin
    Lance, and Moonring Blade.
    Note: All characters need to master this job sooner or later. While no one in
    their right mind would run around fighting with a Thief, this job has the
    highest Agility bonus, meaning as Freelancers or Mimes the Agility bonus will
    be passed on. Trust me, all characters will want Thief's Agility bonus.
    Level 1: Find Passages*, ABP needed: 10
       "Detect hidden passageways."
       This is very very very useful if you want to explore places or if you are
       not using a walkthrough. Hidden passages are not required to finish the
       game, but they usually contain rare items that you would not want to miss.
    Level 2: !Flee*, ABP needed: 20
       "Quickly escape from battle. You may be unable to escape from some     
       As explained above, !Flee escapes from combat right when you use it so it
       helps when you are either pissed off at an area or is hurt too badly.
       Don't worry about the last half of the ingame description. It basically
       means that !Flee won't work on bosses.
    Level 3: Sprint*, ABP needed: 30
       "Hold down the B Button while pressing the +Control Pad to move twice as
       This does exactly what the ingame description says. You only need one
       character to be a thief or to equip this ability to dash, and it can be
       any character. It's quite useful if you don't like the slow speed.
    Level 4: !Steal*, ABP needed: 50
       "Steal treasure from an enemy."
       This is the best ability of a Thief if you are patient and it is useless
       if you just want to finish the game really fast. I recommend that you
       switch your job to Thief because Agility affects stealing success, and it
       is better to use the Thief's +16 Agility.
    Level 5: Vigilance, ABP needed: 75
       "Prevent back attacks."
       This is a great skill. You won't get attacked from behind, messes up your
       formation, and let your enemy get the pre-emptive. However, it's not worth
       a slot in your list and it's better as an innate ability so just master
       Thief and wait until later.
    Level 6: !Mug*, ABP needed: 150
       "Attack and steal from an enemy."
       This is !Steal but deals a little damage. It's not bad, and it is better
       than !Steal, but what's a little damage? If you want to use !Mug instead
       of !Steal, just remember to change your job to Thief also.
    Level 7: Artful Dodger, ABP needed: 300, (+16 Agility)
       "Gain the same speed and agility as a thief."
       This is like Equip Weapon and Barehanded, only you increase Speed instead
       of Strength. It's really useless, unless you want to...not use !Rapid Fire
       for some weird reason. Anyways, just master the Thief class and Freelancer
       and Mime will get the +16 Speed bonus anyways.
    Default Ability: !Throw
    Innate Abilities: First Strike, Dual-Wield
    Can use: Knives, Special
       Strength: +15
       Agility:  +14
       Stamina:  +3
       Magic:    -10
    Total ABP to master: 690
    Characters recommended to master: Bartz, Faris
    Usefulness: 8
    Ninjas are slower and stronger thieves. In fact, physically, they're stronger
    than Warriors while sacrificing defense. Having two less Agility than
    Thieves, Ninjas have fourteen more Strength and a bit more Stamina. They
    can't steal, but they can throw (especially shurikens) that does unbelievable
    damage and of course, then can attack twice while wielding two weapons.
    Having a Ninja around will let you get more pre-emptive strikes and the Ninja
    will attack before the Warriors. If you find that they are to weak for a
    certain enemy, then you can put them in the back row. Since they can use
    special weapons, they can equip items such as Moonring Blade and not miss
    out on damage. They're not as useful as Thief's !Steal or Agility bonus, but
    they do have Dual-Wield and the ability to deal massive damage.
    Level 1: !Smoke*, ABP needed: 10
       "Use the confusion of a smoke bomb to escape from most enemies without
       them even noticing."
       This is exactly like Thief's !Flee command, and you cannot !Smoke bosses.
       Since Ninja's Agility is high, you can probably use this skill before any
       real damage hapens.
    Level 2: !Image, ABP needed: 30
       "Create illusions to absorb two direct physical attacks."
       This is also a good trick if you don't have Golem yet. Turn everyone into
       a ninja and use !Image when facing a very physically powerful enemy. If
       used with only one Ninja, then it might just be a waste of time.
    Level 3: First Strike, ABP needed: 50
       "Increase the chances of having the first attack."
       This is exactly opposite from Thief's Caution but it has the same
       usefulness. Like Caution, it is a fun skill to have, but you only need one
       Ninja in the party and I would recommend you not waste a slot with this
       but master Ninja so it can be passed on as an innate ability.
    Level 4: !Throw*, ABP needed: 150
       "Toss weapons at enemies. Scrolls and shurikens can be thrown as well."
       Wow his is overpowering. What shurikens' damage go to four digits as you
       use them against bosses. You can also throw useless weapons instead of
       selling them for almost as high damage.
    Level 5: Dual-Wield*, ABP needed: 450
       "Carry, and attack with, a weaopn in each hand. Bows and harps cannot be
       A weapon in each hand means you hit normally with one weapon then take
       your turn again and attack with your other weapon. Combine this with
       !Rapid Fire and you'll be quadrupling your damage. This skill rocks.
    Default Ability: !Aim
    Innate Abilities: None
    Can use: Knives, Bows
       Strength: +16
       Agility:  +12
       Stamina:  +1
       Magic:    -5
    Total ABP to master: 600
    Characters recommended to master: Bartz, Lenna, Galuf/Krile, Faris
    Usefulness: 10
    This class has two of the three abilities casters love because these three
    abilities enable the mage to do high physical damage without using MP. If you
    haven't noticed yet, weapons do less damage in the back row, and casters also
    have less damaging weapons. Since casters have low HP, you really want to put
    them in the back row, and the combination of sucky weapons and being in the
    back row makes casters do really low damage. Two of the skills that try to
    solve this problem is EqBow and !Rapid Fire. Even though the other two
    abilities aren't very useful, EqBow and !Rapid Fire are so good that Rangers
    deserve a 10 in usefulness and should be mastered by all characters.
    Level 1: !Animals, ABP needed: 15
       "Gain the aid of woodland friends."
       This ability really doesn't do anything and you're better off attacking
       or aiming with a bow. Seriously, it summons pathetic creatures that do
       very low damage or heal your HP a little. Just attack normally and you
       would be better off.
    Level 2: !Aim, ABP needed: 45
       "Raise the accuracy of attacks."
       It's probably not worth it to equip this ability but if you are leveling
       up a ranger, then you should use this over normally attacking. You do not
       lose any damage by using !Aim, and it will always hit against the usual
       enemies. It sounds good, but after you master ranger it is really useless.
    Level 3: Equip Bows*, ABP needed: 135, (+16 Strength, +12 Agility)
       "Gain the ability to equip bows."
       Bows are wonderful weapons. They do pretty good damage and do full damage
       from the back row. This means that you can slap this ability on a caster
       if you have a good bow and the caster will not just sit there and be
       almost useless in random encounters.
    Level 4: !Rapid Fire*, ABP needed: 405
       "Perform four weaker attacks at once."
       This ability is in my opinion the strongest in this game. The weaker
       attacks means that it will do half of what it does normally. Since it hits
       for four times, it will roughly do twice as much as attacking regularly.
       The good thing is that it never misses. I am not sure if this was really
       intended (since it doesn't say it in the in-game description) but it makes
       this ability the ability to have. Note that it does hit random enemies,
       but that shouldn't matter unless you're fighting two minibosses. With 
       Dual-Wield, !Rapid Fire can attack eight times with 100% accuracy.
       Depending on which weapons are available, casters should consider using
       Equip Bows or !Rapid Fire to be more useful overall.
    Default Ability: !Catch/!Free
    Innate Abilities: None
    Can use: Knives, Whips
       Strength: +13
       Agility:  +1
       Stamina:  +8
       Magic:    -3
    Total ABP to master: 460
    Characters recommended to master: None
    Usefulness: 7
    Beastmaster is a truly opinional job or vital job depending on how you play
    the game. If you have a Blue Mage, then you will really need this class
    unless you get very lucky, which does not happen that often. This class has
    the ability to prevent an enemy from attacking, control that enemy, and
    catching an enemy. The true gem of this class is to control an enemy then
    forcing it to use an attack on a character with Learning equipped. !Catch
    is really not needed at all and useless in boss fights, so no character needs
    to master Beastmaster but rather one should have the !Control ability.
    Level 1: !Calm, ABP needed: 10
       "Calm magic beasts."
       In general it is best to avoid this ability since it works less than
       !Control. !Calm prevents an enemy to attack one or two turns with too low
       accuracy to be depended on.
    Level 2: !Control*, ABP needed: 50
       "Take control of a monster."
       So this ability is used to control an enemy (including its attacks). You
       can use this ability to force your enemies to attack each other or as
       mentioned above, you can also use it to grant your Blue Mage an ability.
       An enemy will stay under your control until it is hit by a physical attack
       or if it hits someone with a physical attack. Therefore, you should use
       magic if you want to use a controlled enemy or quickly wipe off the other
       enemies before controlling one to help out your Blue Mage. I never really
       used !Control on random encounters since it takes too long, so it really
       is overshadowed by !Rapid Fire for example. It is an excellent ability when
       you need it, can be used effectively if you want to, but is not very
       convenient to be used regularly.
    Level 3: Equip Whips, ABP needed: 100, (+13 Strength, +1 Agility)
       "Gain the ability to wield whips."
       This is a very good ability that is almost useless. It is similar to Equip
       Bows, being able to attack in the back row with decent damage. However,
       no matter how useful it is, Equip Bows is still better and should be used
       instead of Equip Whips since Equip Bows gives more Strength and Agility.
    Level 4: !Catch, ABP needed: 300
       "Capture a weakened monster."
       This ability basically captures an enemy (that has to have less than 1/8
       of its max HP) and can then be freed, using a random ability before
       leaving the battlefield. If this makes no sense to you, then you do not
       have to worry since it is not a good ability. I have not found a way to
       use this ability regularly yet, so you are better off just slaying your
       enemies instead of trying to catch them.
    Default Ability: !Drink
    Innate Abilities: Pharmacology
    Can use: Knives, Staves
       Strength: +2
       Agility:  +3
       Stamina:  +6
       Magic:    -4
    Total ABP to master: 630
    Characters recommended to master: None
    Usefulness: 5
    To be simple, this job really sucks. Chemists are just useless having only
    one useful ability because it is an innate ability and it never hurts to pass
    down another innate ability. Other than that, there's really no point of
    having or mastering a Chemist. Unless you want to be special or make the game
    challenging, it is best to stay away from this job.
    Level 1: Pharmacology, ABP needed: 15
       "Use knowledge of medicines to double the potency of potions and ethers."
       To be fair, this ability is really good. If you are not the kind of player
       who wants to spend time level up and just wants to finish off dungeons,
       then this is the ability for you. Basically, all items that heal HP or MP
       will double its effects. I personally never run out of MP regularly to use
       potions so I am biased against this ability. It is not worth an ability
       slot, and the only time where I have found it useful is probably at the
       end of the game where I actually do use Freelancers/Mimes and MP healing
       items. It is a good innate ability, but whether or not you want to take
       the time to master the Chemist class is your own decision.
    Level 2: !Mix, ABP needed: 30
       "Combine items to create concoctions that can be consumed in battle to
       augment stats or harm enemies."
       To be a good mixer you have to test your mixes and/or have a table of
       mixes when you play, which is for me too much of a hassle. Using this
       ability, you can create a mix, which could be healing or damaging, from
       two existing potions in combat to use on your enemies or allies. In my
       opinion, just attack regularly. Again, like the Beastmaster job, it could
       be used to create variety in gameplay but not really a convenient ability.
    Level 3: !Drink, ABP needed: 45
       "Drink special medicines to increase stats during battle."
       If you know some potions that you cannot drink, you can use this ability
       to drink them. They are really beneficial potions, but only the character
       with this ability can drink them, so you cannot use this ability on your
       allies. Unless the Chemist is equipped with !Rapid Fire or something this
       ability is also useless in my eyes.
    Level 4: !Recover, ABP needed: 135
       "Recover from various conditions."
       This is basically Esuna without costing MP, but why would you want to
       waste an ability slot on this unstead of !White? Esuna only costs 10 MP
       either way.
    Level 5: !Revive, 
       "Restore a KO'd ally to fighting form."
       The in-game description lies. It revives your allies alright, to one digit
       HP. That's not really fighting form, and while it costs no MP, I would
       rather have a White Mage around.
    Default Ability: !Gaia
    Innate Abilities: Find Pits, Light Step
    Can use: Knives, Bells
       Strength: +4
       Agility:  +2
       Stamina:  +4
       Magic:    +24
    Total ABP to master: 460
    Characters recommended to master: Faris
    Usefulness: 8
    Geomancer is a job that is useless until you need it. I put Faris as a
    character recommended to master since Faris is my "jack of all trades"
    character due to her all-around average stats. Either way, it's best if
    someone in your party masters this class but not more. Casters might consider
    to obtain the !Gaia ability before they can obtain the Ranger job or if you
    do not want to level up Ranger for Equip Bows and/or !Rapid Fire.
    Level 1: !Gaia*, ABP needed: 25
       "Attack enemies by channeling the power of the surrounding area."
       This is the third ability from the three that are useful for casters to
       do damage. Damage using !Gaia depends on one's Magic, not Strength, so
       casters can have a field day with this ability. Also, it costs no MP, so
       you can use it over and over again. It does not do incredible damage, but
       it is surely better than attacking in the back row with a knife.
    Level 2: Find Pits*, ABP needed: 50
       "Detect holes in the floor."
       Well this ability is useful enough to equip or changing to a Geomancer,
       Freelancer, or Mime when you need it. Otherwise if you are in an area
       without holes, then you can put the Geomancer aside.
    Level 3: Light Step*, ABP neeed: 100
       "Avoid damage on floors with harmful effects.
       This ability is similar to Find Pits in usefulness. You can walk over
       spikes and lava without taking damage but if you're in an area without
       these damaging floors, then you can put the Geomancer aside.
    Default Ability: !Sing
    Innate Abilities: None
    Can use: Knives, Harps
       Strength: -8
       Agility:  +8
       Stamina:  -9
       Magic:    +11
    Total ABP to master: 175
    Characters recommended to master: None
    Usefulness: 2
    In the past there were jobs that I said are useless but are very good in some
    specific situations, but this class' useful situations are so rare that Bard
    is useless period. You can just avoid this class altogether and save yourself
    the pain of trying to find a useful situation for a Bard.
    Level 1: !Hide, ABP needed: 25
       "Duck out of sight to avoid attacks."
       Just no. If your Bard is really low on HP for some reason, then it is your
       fault for picking Bard in the first place. This ability is close to being
       as useful as Magic Shell.
    Level 2: Equip Harps, ABP needed: 50, (+8 Agility, +11 Magic)
       "Gain the ability to equip harps."
       I am sorry but this is the worst equip out of them all. Harps will also
       do a fraction of the enemy's remaining HP and will never slay an enemy.
       This is more useless than !Hide.
    Level 3: !Sing, ABP needed: 100
       "Perform magical chants with different effects."
       To be fair some songs are really good (for those very specific and rare
       situations) but whether or not it is worth an ability slot is another
       story. The songs usually are buffs and debuffs, and in my opinion it is
       better to just get a Time Mage instead.
    Default Ability: !Dance
    Innate Abilities: None
    Can use: Knives
       Strength: +5
       Agility:  +5
       Stamina:  +10
       Magic:    -5
    Total ABP to master: 400
    Characters recommended to master: None
    Usefulness: 5
    This job is seriously good at the end of the game but it is quite restricted,
    since you cannot make a good dancer without wearing equipment unique to
    dancers, which means to use the Mime class for a Dancer you will have to give
    up two ability slots having only one free. It is a damaging class, and
    whether or not you want to use !Rapid Fire or !Dance is completely up to
    preference. I myself does not want to master another class so it could be
    useful at the end of the game, but if you want variety, this is actually a
    good class that not many use.
    Level 1: !Flirt, ABP needed: 25
       "Charm enemies to make them forget about attacking."
       I really have nothing to say about this ability except you are better off
       just attacking since it only works on weaker enemies anyways.
    Level 2: !Dance*, ABP needed: 50
       "Perform dances that bewitch enemies."
       It is the randomness that makes the Dancer class not really useful until
       you put on their unique equipment. !Dance will randomly select one of
       four dances where only one is good since it does four times as if you
       attack normally. Wearing several equipment can increase the chance to
       select this attack to up to 75%, but it is still random nonetheless and
       again, it is based on preference whether you want to use this ability.
    Level 3: Equip Ribbons, ABP needed: 325
       "Gain the ability to equip ribbons."
       For a Mime to be successful as a Dancer, you will have to slap on this
       ability also in addition to !Dance. With your last ability slot being
       Equip Axes, you can make a powerful Mime 75% of the time. If you do not
       mind the randomness factor of this job, then go for it. It is one of the
       few jobs that I do not use but can see potential in it.
    Other Jobs
    To recap, Freelancer and Mime jobs obtain innate abilities passed down by
    mastered classes and have no stats modifications unless they equip an ability
    in their ability slots that change them. Freelancers come with !Attack and
    !Items so they have two ability slots for other jobs. Mimes come with !Mimic
    only so they have three ability slots for other jobs. This means Mimes can put
    on !Rapid Fire or !Dance instead of !Attack and do more damage than Freelancers,
    but Freelancers can use all weapons and armor while Mimes are restricted. I
    personally think that Mimes are better because of their versability and because
    I use Equip <Weapon> for +Strength therefore giving Mimes a good weapon anyways.
    Freelancers and Mimes should be used for the final stages of the game when you
    mastered useful classes and passed down their innate abilities. Since they have
    two or three ability slots, their advantage is to use skills from different
    classes on one character.
    Default Ability: !Attack
    Innate Abilities: Passed down from other jobs
    Can use: Everything
       Strength: Passed down from other jobs
       Agility:  Passed down from other jobs
       Stamina:  Passed down from other jobs
       Magic:    Passed down from other jobs
    Total ABP to master: 0
    Characters recommended to master: None
    Usefulness: 5
    Freelancers as I said come with !Attack and !Items with the ability to use all
    weapons and armor. When counting raw attack power, then Freelancers are the way
    to go since you can slap on Barehanded and !Rapid Fire and wield your strongest
    weapons (the Dual-Wield innate ability from Ninja lets you wield two weapons
    and Barehanded gives a whopping +26 Strength). However, if you have all four
    characters do physical damage you will not likely get anywhere, so it's best
    to have one Freelancer to do raw damage and the rest Mimes (in the final stages
    of the game of course) or have four Mimes and make your attackers somewhat
    more versatile.
    Level 0: None, ABP needed: 0
       This class is obtained at the beginning of the game and has no abilities.
    Default Ability: !Mimic
    Innate Abilities: Passed down from other jobs
    Can use: Knives, Rods, Staves, Shields, Special
       Strength: Passed down from other jobs
       Agility:  Passed down from other jobs
       Stamina:  Passed down from other jobs
       Magic:    Passed down from other jobs
    Total ABP to master: 999
    Characters recommended to master: None
    Usefulness: 10
    Mimes are wonderful for several reasons. You can put on Equip <Weapon>, !Rapid
    Fire, and another skill of your choice (support magic such as !White or !Time is
    recommended) for a strong attacker (such as Bartz of Faris). I put !White on
    Bartz instead of making him a Freelancer for flexibility and !Blue on Faris
    because Blue Magic does not depend on one's Magic stat. For casters, you can put
    up to three casting commands or two casting commands plus !Dualcast so you can
    cast twice per round! Either way, it's a very flexible class assuming that you
    have all the powerful innate abilities passed down such as Dual-Wield and
    Level 1: !Mimic, ABP needed: 999
       "Mimic an ally's previous action."
       Of course the main purpose of the Mime class isn't the !Mimic skill but it is
       there for all who wants. it. It pretty much mimics an ally's previous action
       like the in-game description says, and this could be good for White Wind for
       example. I cannot say that its uses are rare because you will use a Mime
       anyways near the end so it will still be there whether you like it or not.
       You do not need to master this class though to use it efficiently.
    Creating a Good Team
    As mentioned along the way throughout the FAQ, a good team needs balance and
    as little overlapping skills as possible. First of all, make sure all characters
    master Samurai and Ninja for Shirahadori and Dual-Wield. These two skills are
    crucial for a Freelancer or Mime as they block enemy attacks and be able to
    wield two weapons attacking two times. Other than that, you have to work on
    each character to ensure that they master the right class based on their base
    +Strength: 28
    -Agility:  25
    +Stamina:  27
    -Magic:    25
    Bartz have the highest Strength (damage) and Stamina (HP) out of all the
    characters, and will have the lowest Agility (wait bar) and Magic (MP, Magic
    damage) at the end of the game. This means that if you want to use Bartz as a
    Mime, then it's best to use !White since Bartz will go last, enable you to
    predict and use Arise or Curaga effectively. Also, master Berserker for use of
    Equip Axes giving you a high +Strength and Knight, giving you Cover which you
    can use effectively since you have high Stamina and can take a hit for an ally.
    I would put on Equip <Weapon>, !Rapid Fire, and !White for this character.
    =Strength: 27
    -Agility:  24
    +Stamina:  28
    -Magic:    24
    There isn't much to talk about Galuf since he gets replaced by Krile halfway
    into the game. Since Krile also needs to master some warrior jobs also, do them
    with Galuf now. Try to master all jobs that uses physical abilities with Galuf
    so you can concentrate on casting jobs on Krile later on. Try to get the good
    Equip <Weapon> abilities and mastering them right away along with Barehanded.
    -Strength: 25
    +Agility:  28
    -Stamina:  24
    =Magic:    27
    Krile has a good Magic stat, but it is not as high as Lenna. Thus, it is usually
    good to use Krile as buffing/debuffing while Lenna use damaging spells. Also,
    she has the highest Agility, so she will attack first, which makes a good
    candidate to summon Golem to protect the party or cast Hastega before the other
    allies can attack. However, only put one or the other to maximize the flow of
    the battle. Even though Summon magic is powerful, it costs 66 MP to summon
    Bahamut so I recommend you using Flare if you are low on MP. I would put on 
    !Dualcast, !Summon, and !Black for this character.
    -Strength: 25
    =Agility:  26
    -Stamina:  25
    +Magic:    28
    Even though Bartz might be able to heal, you will need a good healer with a high
    Magic stat. Lenna is the best at this, since she has the highest Magic stat and
    you probably mastered !White anyways since she is the first good spellcaster in
    the game. I usually couple her with !Time since Time Magic has some very
    powerful damaging spells and Lenna can waste time buffing/debuffing if no one
    needs healing. I would put on !Dualcast, !Time, and !White for this character.
    =Strength: 27
    =Agility:  27
    =Stamina:  26
    =Magic:    26
    Faris is again the jack of all trades, but that just makes her more versatile.
    I put !Blue on Faris because Faris can use White Wind to heal without taking her
    Magic stat into consideration and also has useful abilities such as Aqua Breath,
    Aeroga, and Mighty Guard. Since Blue Magic offers healing, attacking, and
    buffing spells, !Blue alone is enough for this character. I would put on !Equip
    <Weapon>, !Rapid Fire, and !Blue for this character.
    Battle Flow
    If you take my suggestions from above, then you can start battle safely with
    Krile using the Golum summon, Lenna using Hastega, and Faris using Mighty Guard.
    These three spells are the best buffing spells in the game, and that leaves
    Bartz to !Rapid Fire all the way, healing as needed, and the same with Faris.
    Lenna is the main healer and Krile is the main attacker, and this is one really
    good flow. Note that one interesting choice would be to replace !Black on Krile
    with Pharmacology, so Krile can use the MP-intensive Bahamuth summon and drink
    Elixers for double the effect then continue to use Bahamuth. Bartz can be given
    !Dance, !Equip Ribbons, and Equip <Weapon> or be made into a Freelancer and be
    given !Dance and Barehanded (for +Strength). If your casters are out of MP try
    to !Mimic a !Dualcast or !Rapidfire for no MP cost. There are many strategies
    available, so use them as they come. But overall, good luck and have fun!

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