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Final Fantasy III - Job Guide
By:
Penguin Knight, Seferaga and Egervari3
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Version: 1.40
Last Update: 3-13-08
Penguin Knight: doughnutpond@hotmail.com
Seferaga: ff3_guide@yahoo.com
All rights reserved (C) 2007-2008
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Introduction to the FAQ
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This guide was translated and written by Penguin Knight, and has been combined
with Seferaga's and Egervari3's Job Guide for a more resourceful document. :)
Penguin Knight:
I have gathered, translated, interpreted, and typeset this written guide for
players who cannot understand Japanese, but are interested in understanding how
the statistics work for most aspects of Final Fantasy III DS.
Most of the statistics are taken from the following Japanese sources:
http://www.f-navi.org/ff3/index.html
http://gamedeep.jp/gamesoft/ff3ds/
http://ff3-ds.com/
The descriptions and interpretations are mostly my creation, however, some of
them are taken from valuable discussions I had with the users at GameFAQs.
Seferaga:
The MAIN purpose of this FAQ is to help all NEW players, in an organized and
user-friendly style, with any Job questions they may have.
It will inform them of which Jobs are effective in each area of the game,
useful strategies when using their favorite Jobs, details of Job Abilities,
what to use against those DIFFICULT bosses, and A LOT more! ;)
If you need to, check the "Credits" and "Copyright" sections at the bottom of
the document.
Learn something, and ALWAYS have fun! :)
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Table of Contents
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Use Ctrl+F to find what you're looking for, and copy/paste the brackets {}.
I) Job Introduction: {I}
II) General Information: {G1}
{G1-1} Job Level
{G1-2} Character Level
{G1-3} JP Overflow
{G1-4} The Transition Phase
{G1-5} Attaining 9999 HP
III) Mechanics and Formulae: {M1}
{M1-1} Attacking
{M1-2} Melee Proficiency
{M1-3} Healing Magic
{M1-4} Offensive Magic
{M1-5} Status Magic
{M1-6} Other Formulae
IV) Descriptions, Stats, and Abilities: {JOB}
{JOB-FR} Freelancer
{JOB-WA} Warrior
{JOB-MO} Monk
{JOB-WM} White Mage
{JOB-BM} Black Mage
{JOB-RM} Red Mage
{JOB-TH} Thief
{JOB-RA} Ranger
{JOB-KN} Knight
{JOB-SC} Scholar
{JOB-GE} Geomancer
{JOB-VI} Viking
{JOB-DR} Dragoon
{JOB-DK} Dark Knight
{JOB-EV} Evoker
{JOB-BA} Bard
{JOB-BB} Black Belt
{JOB-MA} Magus
{JOB-DE} Devout
{JOB-SU} Summoner
{JOB-SA} Sage
{JOB-NI} Ninja
{JOB-OK} Onion Knight
V) The Effective Jobs: {E1}
{E1-1} Land Turtle
{E1-2} Djinn
{E1-3} Nepto Dragon
{E1-4} Giant Rat
{E1-5} Medusa
{E1-6} Gutsco
{E1-7} Salamander
{E1-8} Hein
{E1-9} Kraken
{E1-10} Goldor
{E1-11} Garuda
{E1-12} Odin
{E1-13} Leviathan
{E1-14} Bahamut
{E1-15} Hecatoncheir
{E1-16} Doga & Unei
{E1-17} Titan
{E1-18} Ninja
{E1-19} Amon
{E1-20} Kunoichi
{E1-21} General
{E1-22} Guardian
{E1-23} Scylla
{E1-24} Xande
{E1-25} Cerberus
{E1-26} Two-Headed Dragon
{E1-27} Echidna
{E1-28} Ahriman
{E1-29} Cloud of Darkness
{E1-30} Iron Giant
VI) Job Suggestions: {S1}
{S1-1} How to Choose an Effective Party
{S1-2} Job Observations
{S1-3} Quick Party Set-ups
{S1-4} Thematic Parties
VII) Version History
VIII) Credits
IX) Copyright
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I) Job Introduction: {I}
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Jobs are special classes that can be assigned to each party member. When you
assign a Job to someone, they will inherit all the different traits and
abilities which that Job is based upon. All of FFIII revolves around you
changing your Jobs and experimenting with your favorites; All while attempting
to exploit the weaknesses of your foes, and allowing you to conquer the ever-
growing Darkness! :)
The Jobs
~~~~~~~~
.------------------------------------------.
|.----------------------------------------.|
|| ||
|| Wind Crystal Fire Crystal ||
|| ~~~~~~~~~~~~ ~~~~~~~~~~~~ ||
|| Warrior Ranger ||
|| Monk Knight ||
|| White Mage Geomancer ||
.-------------'| Black Mage Scholar |'-------------.
|.------------.| Red Mage |.------------.|
||Initial Job:|| Thief ||Secret Job:||
||~~~~~~~~~~~~|| ||~~~~~~~~~~~~||
|| Freelancer || Water Crystal Earth Crystal ||Onion Knight||
|'------------'| ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ |'------------'|
'-------------.| Viking Black Belt |.-------------'
|| Dragoon Magus ||
|| Dark Knight Devout ||
|| Evoker Summoner ||
|| Bard Sage ||
|| Ninja ||
|| ||
|'----------------------------------------'|
'------------------------------------------'
At the beginning of the game, the only Job you will have access to is the
Freelancer Job. As you progress further into the game, you will come across
the Four Crystals. Each Crystal will grant to you a certain amount of Jobs in
which you will then be able to use. By the end of the game, you will have a
satisfying selection of 23 unique and well-dressed Jobs! ^_^
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II) General Information: {G1}
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{G1-1} Job Level |
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Q: What is Job Level?
A: Job Level (Job LV) is a renewed idea for the DS version. Each character can
have, at most, 23 jobs, and every Job comes with a Job LV showing how
proficient that specific character is at that Job. Maximum Job LV is 99.
Q: What does Job LV do?
A: The more you train as that Job, the higher the level will become, and the
better your character will perform! Here is EVERYTHING that Job LV affects:
1. Number of hits when attacking.
2. Chance of executing a Critical Hit.
3. Physical damage.
4. Black Magic damage.
5. White Magic recovery.
6. Summon damage.
7. Attack Power of bare-handed Monks and Black Belts.
8. It also enhances the special abilities of certain Jobs.
9. In one of the side quests, a Job Mastery Item will be unlocked when a
character reaches Job LV 99.
Q: What is NOT affected by Job LV?
A: The characters' overall stats are not affected by Job LV. Strength, Agility,
Vitality, Intellect, and Mind.
Two characters with SAME Job and Character LV, but different Job level, will
have the same stats. However, their performance may differ.
Q: Speaking of the Job Mastery Items, can I get more than one?
A: There is ONE item per Job, and you can only get each of them once. In the
end you can only have 23 of them.
Q: How does the Job LV increase?
A: Every character has a hidden stat called Job Points (JP) that dictates their
Job LV growth. When JP is accumulated to 99, Job level goes up by 1. Each
action (except: Front, Back, Escape, and Flee) will contribute a fixed amount
of job points to the character.
The amount of JP contributed follows the rules below:
.------------------------.
| JP Gain: |
------------|------------.-----------|
Job: | JobLv 1-14 | JobLv 14+ |
------------|------------|-----------|
Freelancer | 20 | 20 |
Warrior | 20 | 14 |
Monk | 20 | 14 |
White Mage | 20 | 10 |
Black Mage | 20 | 10 |
Red Mage | 20 | 12 |
Thief | 20 | 18 |
Ranger | 20 | 14 |
Knight | 20 | 12 |
Scholar | 24 | 24 |
Geomancer | 20 | 14 |
Viking | 20 | 14 |
Dragoon | 20 | 16 |
Dark Knight | 20 | 14 |
Evoker | 20 | 10 |
Bard | 20 | 18 |
Black Belt | 20 | 14 |
Magus | 20 | 10 |
Devout | 20 | 10 |
Sage | 20 | 10 |
Summoner | 20 | 12 |
Ninja | 20 | 12 |
Onion Knight| 20 | 8 |
------------'------------'-----------'
Thanks to evilynxis at GameFAQs for clarifying this. I have been speculating
about this system for a while, and finally his comment made me re-read the
Japanese thread once more with extra care. And this revision should be right.
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{G1-2} Character Level |
------------------------'
Q: What does EXP do?
A: EXP is experience points you collect after each battle. When you have gained
enough EXP, your character will gain one Character LV.
Q: What does Character LV affect?
A: When you go up one Character LV, the following things happen:
- Your HP Increases; Your HP gain depends on your Vitality and current
Character LV.
- Your stats will shift up to the next level within your Job class. For
all the Stat Profiles, see section III of the guide.
- If your character is a mage, MP Profile will also shift up one level. For
all the MP Profiles, see section III of the guide.
Important Notes:
~~~~~~~~~~~~~~~~
1. Strength, Agility, Vitality, Intellect, Mind, and MP, are predetermined
stats. This means that each Job has its own fixed stat "chart" that will
always be the same, no matter what you do.
2 MAX HP is the ONLY thing that is carried over between Job changes.
Experience Chart:
~~~~~~~~~~~~~~~~~
This is a chart showing you how much experience is needed to level up at each
character level.
-------.---------------------------------------------------------------------.
Level | 1 2 3 4 5 6 7 8 9 10|
-------|---------------------------------------------------------------------|
0+ | 16 31 58 99 159 239 343 473 631 821|
10+ | 1044 1304 1601 1940 2321 2748 3222 3745 4321 4950|
20+ | 5636 6380 7185 8051 8982 9980 11046 12183 13393 14676|
30+ | 16037 17475 18995 20596 22282 24053 25913 27863 29904 32039|
40+ | 34269 36597 39024 41552 44183 46918 49760 52710 55769 58941|
50+ | 62226 65627 69144 72781 76538 80417 84420 88549 92805 97191|
60+ |101707 106356 111139 116058 121115 126311 131648 137128 142752 148522|
70+ |154439 160506 166724 173095 179619 186299 193137 200134 207292 214611|
80+ |222095 229744 237561 245546 253701 262028 270529 279205 288057 297087|
90+ |306298 315689 325264 335023 344968 355100 365422 375934 ------ |
-------'---------------------------------------------------------------------'
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{G1-3} JP Overflow |
--------------------'
This was tested and proven, that, there is a 99 JP "Overflow" limit. Let me
explain how this works.
Let's say you have an Onion Knight, Job Level 50. For every action you take,
you will get 8 JP.
100 / 8 = 12.5
To level up you will have to take 13 actions.
13 x 8 = 104
If you end the battle at this point, you will have a 4 JP "Overflow". What
you could do, however, is keep fighting the battle to get more JP!
In every battle, you can get a total of 199 JP. You will obviously level up
for reaching 100, but that extra 99 will carry-over to your next battle! With
that much "Overflow" JP, you will only need to take 1 action in the next
battle, to level up your Job! Nice!
All "Overflow" will differ, depending on how many actions you take and how
much JP Gain you get for that specific Job. So keep track if you want!
That's it! ^_^
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{G1-4} The Transition Phase |
-----------------------------'
One of the worst parts about switching between Jobs is the horrible, horrible
"Transition Phase". Yes, it needed two. :P Here is an explanation of what
this phase is, and does.
Let's say you currently have Luneth as a Monk. Then after a while, you decide
to swap Jobs and make him a Warrior! Because you changed your Job, this will
put you into the transition phase.
In this phase, certain defects will veil your character.
1. Stats will be lowered.
2. Performance hindered.
Just think of it as you "learning" this new Job. That makes sense right? I
mean, you have to use something for a while to become good at it! :P
Fortunately, this phase doesn't last very long. When you switch Jobs, the game
will let you know how many battles you will need to fight in order to become
proficient at the new Job. (meaning normal stats and performance)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All Jobs in FFIII have two properties:
From chaotic to lawful;
From magical to physical.
Suppose X axis is from physical (negative) to magical (positive); and Y axis is
from chaotic (negative) to lawful (positive). The coordinates should be:
Freelance (0,0)
Warrior (-1,1)
Monk (-1,-1)
B. Mage (1,-1)
W. Mage (1,1)
R. Mage (0,2)
Ranger (-1,3)
Knight (0,4)
Thief (-1,-4)
Scholar (2,2)
Geomancer (3,-3)
Dragoon (-3,3)
Viking (-3,-3)
B. Belt (-4,0)
Bard (3,3)
D. Knight (0,-4)
Evoker (-3,0)
Warlock (4,-4)
Devout (4,4)
Summoner (-4,0)
Sage (4,2)
Ninja (-2,-4)
The number of battles in the Transition Phase is then:
|vertical distance between points| + |horizontal distance between points| -
job level of the new job / 10
For those of you who are not very sure about what is |x|, it means absolute
value. For example, |7| and |-7| both would become 7.
For instance, to change from a Freelancer to a new Monk, the formula will be:
|-1 - 0| + |-1 - 0| - 0/10 = 2 battles
If you level up the Monk up to job level 20, then there should be no Transition
needed for freelancer-to-monk job change.
There are a few rules to this penalty:
- It accumulates, so multiple job changes at one time will stalk up the
adaptation period.
- It has a cap of 10, so even changing from a Magus to a new Dragoon should
take 14, the requirement will still be only 10.
If you are having a hard time understanding this, check out the following
chart made by OneWittyBritty.
http://www.gamefaqs.com/portable/ds/file/924897/50243
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{G1-5} Attaining 9999 HP |
--------------------------'
HP is the only statistic that is carried over between Job changes.
If you have been a low HP Growth class, such as mage, for a long time, your HP
will be relatively lower than your fighter cohort.
Why? Let's look at the formula of HP growth:
HP Gain = Character's Level + Vitality + Bonus
Bonus = (Random # between 0 and 0.5) x Vitality
Take note that the Vitality in this formula is the BASE Vitality; All penalties
toward stats, after Job Changes or during Mini status, as well as Stat boosts
obtained from equipment, DO NOT affect your HP growth.
Because stats are fixed within each Job, choosing a low Vitality Job will
result in a character with relatively low Max HP.
The lowest Character LV to beat the Final Boss, as far as I have seen, is two
28's and two 29's; So getting Max HP to 9999 is not necessary. However, if
you aim at perfection, and MUST attain Max HP, you might want to consider
leveling up with the highest HP class: Black Belt.
NOTE: Job Level has nothing to do with HP.
The following chart estimates how much HP you will gain, as a Black Belt, from
your current Character LV to LV 99.
For Example:
You have a Warrior with 2300 Max HP, at Character LV 49, and you change him
into a Black Belt. What is the possible HP growth until Character LV 99?
Go down the chart to Character LV 49. You'll see: 49 | 7350 | 8269 | 9188.
This means, if your luck is bad, you can still have a 7350 HP gain. If you're
okay at being lucky (getting half of the bonus), you'll still have a 8269 gain.
And if your luck is good, you'll gain 9188, which means, you'll actually reach
9999 HP sooner than you'll reach Character LV 99.
I started the chart at Character LV 21 because you normally won't get the
Black Belt Job sooner than that.
The chart shows numbers higher than 9999, but that's just calculation, Max HP
never goes beyond 9999.
.----------------------------------------.
| HP Gain |
-------------|-----------.--------------.-------------|
Character LV | | | |
when changed | Low Bonus | Medium Bonus | Large Bonus |
to Black Belt| | | |
-------------|-----------|--------------|-------------|
---- | ---- | ----- | ----- |
21 | 9282 | 10442 | 11603 |
22 | 9240 | 10395 | 11550 |
23 | 9196 | 10346 | 11495 |
24 | 9150 | 10294 | 11438 |
25 | 9102 | 10240 | 11378 |
26 | 9052 | 10184 | 11315 |
27 | 9000 | 10125 | 11250 |
28 | 8946 | 10064 | 11183 |
29 | 8890 | 10001 | 11113 |
30 | 8832 | 9936 | 11040 |
31 | 8772 | 9869 | 10965 |
32 | 8710 | 9799 | 10888 |
33 | 8646 | 9727 | 10808 |
34 | 8580 | 9653 | 10725 |
35 | 8512 | 9576 | 10640 |
36 | 8442 | 9497 | 10553 |
37 | 8370 | 9416 | 10463 |
38 | 8296 | 9333 | 10370 |
39 | 8220 | 9248 | 10275 |
40 | 8142 | 9160 | 10178 |
41 | 8062 | 9070 | 10078 |
42 | 7980 | 8978 | 9975 |
43 | 7896 | 8883 | 9870 |
44 | 7810 | 8786 | 9763 |
45 | 7722 | 8687 | 9653 |
46 | 7632 | 8586 | 9540 |
47 | 7540 | 8483 | 9425 |
48 | 7446 | 8377 | 9308 |
49 | 7350 | 8269 | 9188 |
50 | 7252 | 8159 | 9065 |
51 | 7152 | 8046 | 8940 |
52 | 7050 | 7931 | 8813 |
53 | 6946 | 7814 | 8683 |
54 | 6840 | 7695 | 8550 |
55 | 6732 | 7574 | 8415 |
56 | 6622 | 7450 | 8278 |
57 | 6510 | 7324 | 8138 |
58 | 6396 | 7196 | 7995 |
59 | 6280 | 7065 | 7850 |
60 | 6162 | 6932 | 7703 |
61 | 6042 | 6797 | 7553 |
62 | 5920 | 6660 | 7400 |
63 | 5796 | 6521 | 7245 |
64 | 5670 | 6379 | 7088 |
65 | 5542 | 6235 | 6928 |
66 | 5412 | 6089 | 6765 |
67 | 5280 | 5940 | 6600 |
68 | 5146 | 5789 | 6433 |
69 | 5010 | 5636 | 6263 |
70 | 4872 | 5481 | 6090 |
71 | 4732 | 5324 | 5915 |
72 | 4590 | 5164 | 5738 |
73 | 4446 | 5002 | 5558 |
74 | 4300 | 4838 | 5375 |
75 | 4152 | 4671 | 5190 |
76 | 4002 | 4502 | 5003 |
77 | 3850 | 4331 | 4813 |
78 | 3696 | 4158 | 4620 |
79 | 3540 | 3983 | 4425 |
80 | 3382 | 3805 | 4228 |
81 | 3222 | 3625 | 4028 |
82 | 3060 | 3443 | 3825 |
83 | 2896 | 3258 | 3620 |
84 | 2730 | 3071 | 3413 |
85 | 2562 | 2882 | 3203 |
86 | 2392 | 2691 | 2990 |
87 | 2220 | 2498 | 2775 |
88 | 2046 | 2302 | 2558 |
89 | 1870 | 2104 | 2338 |
90 | 1692 | 1904 | 2115 |
91 | 1512 | 1701 | 1890 |
92 | 1330 | 1496 | 1663 |
93 | 1146 | 1289 | 1433 |
94 | 960 | 1080 | 1200 |
95 | 772 | 869 | 965 |
96 | 582 | 655 | 728 |
97 | 390 | 439 | 488 |
98 | 196 | 221 | 245 |
99 | 0 | 0 | 0 |
-------------'-----------'----------------------------'
Worried that you won't be able to make it? Check the following chart to see if
you can still get Max HP.
If you have LESS then the Required HP for your current level, you will NEVER
be able to get 9999 HP. Sorry. :P
----------------.-------------.
Character Level | Required HP |
----------------|-------------|
---- | ---- |
42 | 24 |
43 | 129 |
44 | 236 |
45 | 346 |
46 | 459 |
47 | 574 |
48 | 691 |
49 | 811 |
50 | 934 |
51 | 1059 |
52 | 1186 |
53 | 1316 |
54 | 1449 |
55 | 1584 |
56 | 1721 |
57 | 1861 |
58 | 2004 |
59 | 2149 |
60 | 2296 |
61 | 2446 |
62 | 2599 |
63 | 2754 |
64 | 2911 |
65 | 3071 |
66 | 3234 |
67 | 3399 |
68 | 3566 |
69 | 3736 |
70 | 3909 |
71 | 4084 |
72 | 4261 |
73 | 4441 |
74 | 4624 |
75 | 4809 |
76 | 4996 |
77 | 5186 |
78 | 5379 |
79 | 5574 |
80 | 5771 |
81 | 5971 |
82 | 6174 |
83 | 6379 |
84 | 6586 |
85 | 6796 |
86 | 7009 |
87 | 7224 |
88 | 7441 |
89 | 7661 |
90 | 7884 |
91 | 8109 |
92 | 8336 |
93 | 8566 |
94 | 8799 |
95 | 9035 |
96 | 9271 |
97 | 9511 |
98 | 9754 |
99 | 9999 |
----------------'-------------'
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III) Mechanics and Formulae: {M1}
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{M1-1} Attacking |
------------------'
This section delineates all the statistics about physical attacks. These
formulae are shared among all Jobs. Notice that basically, all physical attacks
are similar, with the exceptions of Archery, Bare Hands, and Harps. (which will
all be separately discussed)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Number of Hits: |
----------------'
For attacks other than Archery and Harps, the calculation is as follows:
Number of Hits = 1 + Agility / 7 + JobLV / 14 + (Melee Proficiency. - 1) / 7 -
Wt. of Equipment / 6
- This is calculated once per hand.
- Maximum hits is 16 per hand, but actually it works like damage; The number of
hits can go beyond 16 per hand. However, you will only see 16 (one hand) or
32 (both hands) on screen.
For Archery attacks:
Number of hits = 1 + Agility / 9 + JobLV / 14 + (Sum of both Melee Prof. - 2)
/ 14
For Harp attacks:
Number of hits = 1 + Agility / 6 + JobLV / 22 + (Sum of both Melee Prof. - 2)
/ 14
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Basic Damage: | (except Archery, Bare Hands, and Harps)
--------------'
Basic Damage = (Attack + Strength - Enemy's Vitality / 2 - Enemy's Def. / 2 +
JobLV / 11 + Melee Prof. / 9) x (Attack / Enemy's Def.) x
Weapon Property Adjustment x Magical Property Adjustment
- This is calculalted once per hand.
- The (Attack / Enemy's def) term has a permitted maximum of 2.
- Property Adjustment is 2 if it is weakness, 0.5 if it is resistance.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hit Rate: | (except Archery, Bare Hands, and Harps)
----------'
Hit Rate = {[80 + Weapon Hit Rate + Agility / 10 + JobLV / 10 - Enemy's
Agility / 20 - Wt. of the Weapon / 6] / 2}%
- Maximum is 95%.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Basic Damage: Bare Hands |
-------------------------'
Basic Damage = (JobLV + Strength - Enemy's Vitality / 2 - Enemy's Def. / 2 +
CharacterLV / 9 + Melee Prof.) x (Attack / Enemy's Def.) x
Weapon Property Adjustment x Magical Property Adjustment
- This is calculalted once per hand.
- The (Attack / Enemy's def) term has a permitted maximum of 2.
- Property Adjustment is 2 if it is weakness, 0.5 if it is resistance.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hit Rate: Bare Hands |
---------------------'
Hit Rate = {(165 + Agility / 10 + JobLV / 10 - Enemy's Agility / 20) / 2}%
- Maximum is 95%.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Basic Damage: Archery |
----------------------'
Basic Damage = (Sum of both hands' Attack + Strength - Enemy's Vitality / 2 -
Enemy's Def / 2 + Sum of both hands' Melee Prof. / 2) x (Attack
/ Enemy's Def.) x Weapon Property Adjustment x Magical Property
Adjustment
- The (Attack / Enemy's def) term has a permitted maximum of 2.
- Property Adjustment is 2 if it is weakness, 0.5 if it is resistance.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hit Rate: Archery |
------------------'
Hit Rate = {[80 + Weapon Hit Rate + Agility / 10 + JobLV / 10 - Enemy's
Agility / 20] / 2}%
- Maximum is 95%.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Basic Damage: Harps |
--------------------'
Basic Damage = Attack of Weapon + Mind - Enemy's Mind - Enemy's Mag. Def.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hit Rate: Harps |
----------------'
Hit Rate = (40 + Mind - Enemy's Mind)%
- Maximum is 95%.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Final Damage: Everything |
-------------------------'
Damage Inflicted = Basic Damage from both hands x Random No. x No. of
Successful Hits x Critical Adjustment x Dual-hand Adjustment
Random No. = number between 0.5 and 0.7
Critical Rate = (Agility - Enemy's Agility + 5)%, Maximum is 10%.
- If using two weapons, the Dual-Hand Adjustment will become 0.6.
- Archery, Bare Hands, and Harps DO NOT have dual-hand penalty.
- Harps do not have critical hits.
The 0.6 Dual-Hand Adjustment seems to be a penalty, but actually not. When
two same weapons are equipped, attack became the sum (doubled) in the damage
calculation. In the final damage calculation, instead of halfing the damage,
the formula only takes 40% away. So, you'll find your two-hand fighting deals
even more damage than adding up each single-hand damage together. The
difference is then the 10% (60% instead of 50%) difference. Conclusion: It's
very effective to fight with two hands.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{M1-2} Melee Proficiency |
--------------------------'
Q: I saw "Melee Proficiency" in the formula, what is that?
A: According to the Japanese Complete Guide, this Melee Proficiency is a
hidden statistic. Each arm has its own proficiency, and the initial level
is 1, maximum is 99.
Q: How do you increase Melee Proficiency?
A: By attacking. For every 33 attacks, you will gain one level in Melee
Proficiency. Just keep hitting and it will naturally go up.
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{M1-3} Healing Magic |
----------------------'
(Outside Battle)
----------------
Total Recovery = Root Recovery x MTA
Root Recovery = Base x (Mind / 2 + JobLv / 4 + Recipient's Vitality / 8)
MTA = 1, if 1 ally targeted.
" = 0.8, if 2 allies targeted.
" = 0.75, if 3 allies targeted.
" = 0.7, if 4 allies targeted.
(Inside Battle)
---------------
Total Recovery = Root Recovery x MPA x Random No. x MTA
Root Recovery = Base x (Mind / 2 + JobLv / 4 + Recipient's Vitality / 8)
MPA = 1
= 2, if used on undead.
Random No. = number between 0.9 and 1.0.
MTA = 1, if 1 ally targeted.
" = 0.7, if 2 allies targeted.
" = 0.6, if 3 allies targeted.
" = 0.5, if 4 allies targeted.
---------.------------.
W. Magic:| Base: |
---------|------------|
Cure | 10 |
Cura | 30 |
Curaga | 80 |
Curaja | 120 |
---------'------------'
---------.------------.
Summon: | Base: |
---------|------------|
Heatra | 120 | - Healing Light
---------'------------'
MPA = Magical Property Adjustment
MTA = Multiple Target Adjustment
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{M1-4} Offensive Magic |
------------------------'
Total Damage = Root Damage x MPA x Random No. x MTA
Success Rate = (30 + Int - Enemy's Mind)%
Root Damage = (Base + JobLv - Enemy's MDef - Enemy's Mind) x Int / 3
MPA = 2, if weak against.
" = 0.5, if resistant.
Random No. = number between 0.9 and 1.1, if Success Rate IS passed.
" = number between 0.5 and 0.6, if Success Rate ISN'T passed.
MTA = 1, if 1 enemy targeted.
" = 0.6, if 2 enemies targeted.
" = 0.5, if 3 enemies targeted.
" = 0.4, if 4 enemies targeted.
---------.-----------.
W. Magic:| Base: |
---------|-----------|
Aero | 40 |
Aeroga | 200 |
Holy | 300 |
---------'-----------'
---------.-----------.
B. Magic:| Base: |
---------|-----------|
Fire | 40 |
Blizzard | 43 |
Thunder | 46 |
Poison | 35 |
Fira | 85 |
Blizzara | 88 |
Thundara | 85 |
Break | 110 |
Blizzaga | 180 |
Thundaga | 183 |
Firaga | 190 |
Bio | 170 |
Quake | 140 |
Drain | 130 |
Flare | 320 |
Meteor | 170 |
---------'-----------'
---------.-----------.
Summon: | Base: |
---------|-----------|
Icen | 190 | - Icy Stare
Icen | 220 | - Diamond Dust
Spark | 193 | - Thunderstorm
Spark | 220 | - Judgment Bolt
Heatra | 200 | - Hellfire
Heatra | 220 | - Inferno
Hyper | 170 | - Clobber
Hyper | 175 | - Stomp
Hyper | 220 | - Earthen Fury
Catastro | 255 | - Slash
Leviath | 300 | - Cyclone
Leviath | 350 | - Tidal Wave
Bahamur | 400 | - Megaflare
---------'-----------'
MPA = Magical Property Adjustment
MTA = Multiple Target Adjustment
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{M1-5} Status Magic |
---------------------'
Inflict Rate = Chance + (JobLv / 7 + Int - Enemy's Mind)%
---------.-----------.
W. Magic:| Chance: |
---------|-----------|
Toad | 10% |
Mini | 10% |
Confuse | 25% |
Silence | 40% |
Tornado | 40% |
---------'-----------'
---------.-----------.
B. Magic:| Chance: |
---------|-----------|
Sleep | 25% |
Poison | 30% |
Blind | 30% |
Break | 30% |
Shade | 20% |
Warp | 20% |
Breakga | 10% |
Death | 10% |
---------'-----------'
---------.-----------.
Summon: | Chance: |
---------|-----------|
Icen | 25% | - Mesmerize
Spark | 20% | - Mind Blast
Catastro | 10% | - Zantetsuken
Leviath | 10% | - Demon Eye
Bahamur | 10% | - Rend
---------'-----------'
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{M1-6} Other Formulae |
-----------------------'
Action Sequence:
~~~~~~~~~~~~~~~~
Action Score = Agility x 2 - All weight + Random No.
Random No. = number between 0 and Agility.
- The higher the score, the earlier to take a turn; Calculated every turn.
- All weight includes equipment weight and action weight. Both are not covered
in this FAQ.
Defend: (except Knights)
~~~~~~~
For one turn:
Damage received = Original damage x 0.5
Escape:
~~~~~~~
Escape Score = Lowest CharacterLV in party - Highest Monster LV in enemies
- If result > 1, escape is successful.
- If failed, multiple attempts will accumulate the chance.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
IV) Descriptions, Stats, and Abilities: {JOB}
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
The purpose of this section is to provide you with detailed Job descriptions
that are meant to go above and beyond the manual - giving you top quality and
in-depth information that you can't find anywhere else.
Also included into this section are Job Profiles; Which show JP Gain charts,
Stat progression, MP growth, and usable equipment for each Job. There are also
detailed breakdowns of all Job Abilities. :)
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{JOB-FR} Freelancer |
---------------------'
Description:
~~~~~~~~~~~~
The Freelancer is the first Job you get to use, even though you probably
don't know you're using a Job at this point if this is your first time playing
the game.
There's not much to say about the Freelancer. They can use a wide variety of
low-level equipment - basically any weapon or armor you will acquire in the
first few hours of gameplay up until you are blessed with the powers of the
Wind Crystal.
Freelancers can cast level 1 White and Black Magic, which let you cast
low-level spells to cure your party, as well as cast offensive magic to exploit
enemy weaknesses (Fire will most likely be the spell you'll use against the
tougher Undead enemies at this point).
Once you acquire the jobs from the Wind crystal, you'll immediately want to
switch all of your characters over to another Job. I suggest you read all the
job descriptions in this FAQ to help you make your decision.
As for endgame, the Freelancer obviously doesn't factor in, even though there's
some potential. It is possible to use some of the best equipment on the
Freelancer, like the Ultima Weapon and Excalibur, which not only give you an
amazing attack power, but this will give you a +20 point boost to all your
stats. Furthermore, if you use the Wi-Fi connection to unlock their mastery
gear, the Celestial Gloves, you will further get another +15 point boost to all
of your stats!
While this is pretty nifty on paper, the Freelancer's base statistics aren't
that amazing to look at. While they have no inherant weaknesses, they also have
no inherant strengths either. Even with the Celestial Gloves, because other
Jobs have better stats all across the board (Dark Knight, Dragoon,
Red Mage, etc.), this one piece of armor still causes the Freelancer to come
up short.
For example, let's compare the Freelancer to the Red Mage. The Red mage can
essentially use the same equipment and receive the same set of stat boosts
(minus Celestial Gloves, plus Crimson Vest). Red Mages can also cast level 1-5
for both White and Black Magic, and they have better Vitality, Intelligence and
Mind stats to boot (a 33 point different at level 99)!
That's not to say Red Mage is the best class in the game, but it is superior to
Freelancer in every way (not to mention the character model is hugely
nostalgic!). Therefore, I suggest only using the Freelancer until you acquire
the jobs from the Wind Crystal - as if you had a choice! :)
---------.--------------------------------------------------------.------------
Profile: | Freelancer | Initial Job
---------'--------------------------------------------------------'------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Freelancers can use low-level
Attack | 20 | 20 | magic, but their base attributes
Magic | 20 | 20 | are pretty low."
Guard | 20 | 20 |
Item | 20 | 20 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 5 | 20 | -- | 100 | | -- |
2 | 5 | 20 | -- | 100 | | -- |
3 | 5 | 20 | -- | 100 | | -- |
4 | 5 | 20 | -- | 100 | | -- |
5 | 5 | 20 | -- | 100 | | -- |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
The Freelancer is one of the easiest Jobs to level up. No matter what your
current Job Level is, you will always gain 20 JP, making Overflow potentially
non-existant.
On average, you must take 5 actions per battle to level up a Freelancer.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 1 0 0 0 0 0 0 0 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 7 0 0 0 0 0 0 0 | | 10 | 10 | 10 | 10 | 10 | 10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 12 0 0 0 0 0 0 0 | | 20 | 15 | 15 | 15 | 15 | 15 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 15 0 0 0 0 0 0 0 | | 30 | 20 | 20 | 20 | 20 | 20 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 17 0 0 0 0 0 0 0 | | 40 | 24 | 24 | 24 | 24 | 24 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 20 0 0 0 0 0 0 0 | | 50 | 29 | 29 | 29 | 29 | 29 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 20 0 0 0 0 0 0 0 | | 60 | 34 | 34 | 34 | 34 | 34 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 20 0 0 0 0 0 0 0 | | 70 | 38 | 38 | 38 | 38 | 38 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 20 0 0 0 0 0 0 0 | | 80 | 43 | 43 | 43 | 43 | 43 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 20 0 0 0 0 0 0 0 | | 90 | 48 | 48 | 48 | 48 | 48 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 50 0 0 0 0 0 0 0 | | 99 | 52 | 52 | 52 | 52 | 52 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can cast Lv. 1 White Magic and Lv. 1 Black Magic.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: Knife, Dagger, Mythril Knife, Spark Dagger, Main Gauche, Poison Dagger.
Swords: Golden Sword, Longsword, Wightslayer, Mythril Sword, Tyrfing,
Serpent Sword, Salamand Sword, Freezing Blade, Royal Sword, Excalibur,
Ultima Weapon.
Bows: Bow, Great Bow, Killer Bow.
Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.
Claws: Bronze Knuckles.
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Headband, Ice Helm,
Feathered Hat, Scholar Hat, Black Cowl, Chakra Band, Dragon Helm,
Diamond Helm, Ribbon, Genji Helm, Crystal Helm.
Body: Vest, Rusty Mail, Leather Armor, Mythril Armor, Mage Robe, Shell Armor,
Kenpo Gi, Ice Armor, Scholar Robe, Flame Mail, Knight Armor,
Black Garb, Reflect Mail, White Robe, Black Robe, Bard Vest,
Black Belt Gi, Dragon Mail, Gaia Vest, Demon Mail, Diamond Mail,
Genji Armor, Crystal Mail.
Arm: Bronze Bracers, Mythril Bracers, Mythril Gloves, Gauntlets,
Thief Gloves, Rune Bracers, Power Bracers, Diamond Bracers,
Diamond Gloves, Protect Ring, Genji Gloves, Crystal Gloves,
Celestial Gloves.
Shield: All (excluding Onion Shield)
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Celestial Gloves
Def: 40
MDef: 18
Bonus: +15 All Stats
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{JOB-WA} Warrior |
------------------'
Description:
~~~~~~~~~~~~
The Warrior is a decent enough job to start with, mainly aimed at doing damage
while also soaking up some hits for the party. The Warrior also gets an ability
called Advance that let's him do more damage at the cost of lowering their
defense.
In the beginning of the game, the Advance skill's effects don't amount to much
either way, and like any job ability, it'll make a bigger difference later on,
doing up to 2.4x the attack damage of a regular attack while being job
level 99. The problem with the job, though, is that you probably won't remain
a Warrior long enough to tell or care.
Outside of the Advance ability, how does it stack up damage wise? Actually,
pretty good. I mean, the whole point of Warriors is to deal damage, and the job
doesn't disappoint. The main problem is that while the Warrior gets the job
done, there are other jobs that can do it equally well... and "then some"
(in case you don't know, I'm pointing to the Red Mage). Red Mages can attack
for the same damage, use the same weapons, and wear the same armor until you
get to the Fire Crystal, making the Warrior an inferior pick.
This is very contradicting to what you might think, especially after playing
many Final Fantasy games in the older generation. The old adage that you must
have a knight/warrior character in the front position is pretty much thrown out
the window based on how FFIII defines its job's statistics and job archetypes.
This is especially true when the game forces your beginning party into a few
situations where physical attacks are meaningless (due to the constant use of
the Mini spell).
To make matters worse, every other fighting job in the game outclasses a
Warrior at some point, including the Monk within the same tier of jobs. This is
mostly due to the fact that the Warrior stat growths are not nearly as high
compared to other jobs. This is most notable, even by the time you get the
Fire Crystal. Knights and Rangers may take a few job levels to reach the
number of hits and damage you'll be accustomed to, but eventually the Warrior
won't measure up.
Also, the weapons and armor that become available won't be exclusive to the
Warrior either. The Royal Sword is the last Sword he can use for example, and
that's meant for the Knight in all honesty. Basically, the Warrior doesn't
remain competitive for long. With the Monk and Red Mage available, why bother
using the Warrior in the first place?
That pretty much sums up the Warrior. The job's nearly useless at the
beginning, and has no end-game potential whatsoever. The exception to this is
unlocking the job's ultimate equipment through job maxing. This gives the
Warrior his mastery weapon: The Gigantic Axe, which boosts their strength stat
by a whopping +20 and gives them an attack power of 155, free to use another
weapon in their off-hand.
Still, only the most determined to power level their Warrior to job level 99
will ever enjoy these benefits. I also think the Warrior's stat growths are on
the low side compared to a Knight and other top tier classes, making the whole
affair to be quite moot. A Knight at job level 30-40 with Excalibur, Ragnorak
and/or Ultima Weapon is immediately useful. Why invest so much time into the
Warrior when you already have something better with no investment? For the rest
of us who don't care about exploiting trophy accomplishments and
power-leveling, we can safely skip this one. I recommend that you never take
a Warrior through Final Fantasy 3, ever.
---------.-------------------------------------------------------.-------------
Profile: | Warrior | Wind Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Warriors are weapons experts.
Attack | 20 | 14 | Their Advance ability allows
Advance | 20 | 14 | them to deal even more
Guard | 20 | 14 | damage than normal, but they
Item | 20 | 14 | also get hit a lot harder."
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 8 | 14 | -- | 112 | | 12 |
2 | 7 | 14 | 12 | 110 | | 10 |
3 | 7 | 14 | 10 | 108 | | 8 |
4 | 7 | 14 | 8 | 106 | | 6 |
5 | 7 | 14 | 6 | 104 | | 4 |
6 | 7 | 14 | 4 | 102 | | 2 |
7 | 7 | 14 | 2 | 100 | | -- |
8 | 8 | 14 | -- | 112 | | 12 |
9 | 7 | 14 | 12 | 110 | | 10 |
10 | 7 | 14 | 10 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 7-8 actions per battle to level up a Warrior.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 10 | 10 | 10 | 9 | 9 |
----|-----|-----|-----|-----|-----|
20 | 17 | 17 | 16 | 14 | 14 |
----|-----|-----|-----|-----|-----|
30 | 24 | 24 | 22 | 18 | 18 |
----|-----|-----|-----|-----|-----|
40 | 31 | 31 | 28 | 22 | 22 |
----|-----|-----|-----|-----|-----|
50 | 38 | 38 | 34 | 26 | 26 |
----|-----|-----|-----|-----|-----|
60 | 44 | 44 | 40 | 29 | 29 |
----|-----|-----|-----|-----|-----|
70 | 51 | 51 | 46 | 33 | 33 |
----|-----|-----|-----|-----|-----|
80 | 58 | 58 | 52 | 37 | 37 |
----|-----|-----|-----|-----|-----|
90 | 65 | 65 | 58 | 41 | 41 |
----|-----|-----|-----|-----|-----|
99 | 71 | 71 | 63 | 45 | 45 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Advance: Increases attack power, but decreases defense.
Advance Damage = Original Damage x (1.5 + JobLv / 110)
Damage Received = Original Damage x (1.5 + JobLv / 110)
If JobLv = 99, then both are multiplied by 2.4!
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: Knife, Dagger, Mythril Knife, Spark Dagger, Main Gauche, Poison Dagger.
Swords: Golden Sword, Longsword, Wightslayer, Mythril Sword, Tyrfing,
Serpent Sword, Salamand Sword, Freezing Blade, Royal Sword, Excalibur,
Ultima Weapon.
Bows: Bow, Great Bow, Killer Bow.
Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.
Axes: All
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Headband, Ice Helm,
Feathered Hat, Scholar Hat, Black Cowl, Chakra Band, Dragon Helm,
Diamond Helm, Ribbon, Genji Helm, Crystal Helm.
Body: Vest, Rusty Mail, Leather Armor, Mythril Armor, Mage Robe, Shell Armor,
Kenpo Gi, Ice Armor, Scholar Robe, Flame Mail, Knight Armor,
Black Garb, Reflect Mail, White Robe, Black Robe, Bard Vest,
Black Belt Gi, Dragon Mail, Gaia Vest, Demon Mail, Diamond Mail,
Genji Armor, Crystal Mail.
Arm: Bronze Bracers, Mythril Bracers, Mythril Gloves, Gauntlets,
Thief Gloves, Rune Bracers, Power Bracers, Diamond Bracers,
Diamond Gloves, Protect Ring, Genji Gloves, Crystal Gloves,
Celestial Gloves.
Shield: All (excluding Onion Shield)
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Gigantic Axe
Atk: 155
Bonus: +20 STR
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-MO} Monk |
----------------'
Description:
~~~~~~~~~~~~
The Monk is a variant on a typical fighting Job, essentially giving you higher
damage output and more hits per round at the cost of wearing lower-defense
armor. An interesting facet with the Monk is that the Job can deal damage with
his bare hands, meaning you don't have to find or buy weapons to make the Monk
effective.
During the beginning of the game, Monks start off weak, but with some Job
levels, they really start to come into their own. Typically, before the Fire
Crystal, Monks do more damage than any other Job using standard attacks.
The Monk also has the Retaliate ability, which allows them to dish out a
counter attack on the enemy to deal 2x the damage of a regular attack,
provided they get hit.
This ability is hit and miss, because if your Monk is not attacked, you miss
out on the opportunity to attack that round. If you only had a 2-member party,
or had a way to coerce the enemy to attack the Monk, this ability would be
even or better. However, given that the chance of being hit is only 25%, and
that you don't deal 4x+ damage, I'd say this ability is worthless. I'd suggest
sticking to normal attacks.
The only exception to this rule is when you are attacked by 3 enemies (doesn't
happen until Nepto Temple to the best of my knowledge), or when the boss does
3 attacks per round (this is very rare). In those cases, it's statistically
favorable for the enemy to hit your Monk, because there is a 75% chance that
your Monk will do 2x the damage. If you were to run this scenario 100 times,
you'll end up dealing more damage on average than simply using regular
attacks.
Also, when fighting the Iron Giant, he will attack 4 times per round. In this
case, there is a 100% to do 2x the damage. Using the Retaliate ability in these
cases is actually beneficial.
Outside of using your bare hands to attack, the Monk can also equip Claw
weapons, just like Yang in Final Fantasy IV. However, the main problem with
using these claw weapons is that they often lower your attack power,
especially at higher levels. Too often, having no weapons equipped will deal
more damage than using two claws.
Now, I find this rather odd, because the game constantly feeds the player with
new and higher attack power claws in almost every dungeon, ending with Hellish
Claws in the Ancients' Maze. In fact, I can't think of any other weapon type
that is consistently fed to the player throughout the entire game! It's as if
the game is toying with you, trying to get you to use them. Outside of
exploiting an elemental weakness, I don't see the point. There's even a set of
claws called "Faerie Claws" that boost your Intellect and Mind stats. The Monk
is supposed to take advantage of this... how?!
The Monk has some end-game potential - although it's a hit and miss... just
like the Retaliate ability :) The Black Belt Job is available at tier 4, and is
the natural replacement for the Monk. The Black Belt has higher stats in
Strength, Speed and Vitality, making it highly seductive to switch over. If you
don't have the ability to use the Wi-Fi Connection AND if you don't mind
Job-leveling to get the max benefit, then you should do so. You may have to
build up your Job Levels a little, but the end result will be worth it.
However, if you have a Wi-Fi connection and don't mind putting the effort into
acquiring the Monk's ultimate equipment, there is some potential to be more
effective then the Black Belt, but in a different way than you might expect.
This also has the added bonus that you won't have to max out the Job Levels of
the Black Belt from square one.
In addition to using the Fuma Garb (let's face it, the Master Dogi on the Black
Belt is not that big of an upgrade) and the Ribbon to help out with the Monk's
glaring Magic Defense problems, the Monk gets access to the Shura Gloves, which
gives 45 defense! That's 27 more defense than the Protect Ring! Also, the Magic
defense is +1 better too! This gives the Monk quite a bit of an edge over the
Black Belt.
Since weapons don't matter, the amount of damage you do is only limited by your
character's level/Job level. The same can be said for the Black Belt as well,
so the Black Belt has an advantage there having higher stats. Still, using all
of this gear on your Monk will definitely make him end-game worthy. There's
also something to be said about not having to Job-grind all the way back to
level 99 as well.
Overall, my recommendation is to possibly use this Job over a Red Mage up until
you get the Jobs from the Fire Crystal. Then, make a choice if you want to keep
him or not. If you want to put the time into making the Monk qualify for
endgame, that's up to you. For the rest of us, we can safely upgrade to the
Black Belt.
---------.-------------------------------------------------------.-------------
Profile: | Monk | Wind Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Monks are very resilient melee
Attack | 20 | 14 | fighters. Their Retaliate
Retaliate| 20 | 14 | ability allows them to
Guard | 20 | 14 | counterattack while on the
Item | 20 | 14 | defensive."
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 8 | 14 | -- | 112 | | 12 |
2 | 7 | 14 | 12 | 110 | | 10 |
3 | 7 | 14 | 10 | 108 | | 8 |
4 | 7 | 14 | 8 | 106 | | 6 |
5 | 7 | 14 | 6 | 104 | | 4 |
6 | 7 | 14 | 4 | 102 | | 2 |
7 | 7 | 14 | 2 | 100 | | -- |
8 | 8 | 14 | -- | 112 | | 12 |
9 | 7 | 14 | 12 | 110 | | 10 |
10 | 7 | 14 | 10 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 7-8 actions per battle to level up a Monk.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 11 | 10 | 10 | 9 | 9 |
----|-----|-----|-----|-----|-----|
20 | 20 | 16 | 17 | 12 | 14 |
----|-----|-----|-----|-----|-----|
30 | 28 | 22 | 24 | 15 | 18 |
----|-----|-----|-----|-----|-----|
40 | 36 | 28 | 31 | 19 | 22 |
----|-----|-----|-----|-----|-----|
50 | 45 | 34 | 38 | 22 | 26 |
----|-----|-----|-----|-----|-----|
60 | 53 | 40 | 44 | 25 | 29 |
----|-----|-----|-----|-----|-----|
70 | 61 | 46 | 51 | 29 | 33 |
----|-----|-----|-----|-----|-----|
80 | 69 | 52 | 58 | 32 | 37 |
----|-----|-----|-----|-----|-----|
90 | 78 | 58 | 65 | 35 | 41 |
----|-----|-----|-----|-----|-----|
99 | 85 | 63 | 71 | 38 | 45 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Retaliate: Increases defense, Counterattacks if hit.
Counterattack Damage = Damage Received x 2
Defense Bonus = Defense + JobLv
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Claws: All
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Headband, Feathered Hat, Black Cowl, Chakra Band, Ribbon.
Body: Vest, Leather Armor, Kenpo Gi, Black Garb, Black Belt Gi, Fuma Garb.
Arm: Bronze Bracers, Mythril Gloves, Power Bracers, Diamond Gloves,
Protect Ring, Shura Gloves.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Shura Gloves
Def: 45
MDef: 19
Bonus: +20 STR
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-WM} White Mage |
---------------------'
Description:
~~~~~~~~~~~~
The White Mage is your basic healer in Final Fantasy III, and it doesn't
deviate much from other White Mage archetypes in the series.
I consider the White Mage to be a fairly essential Job, not only at the
beginning of the game, but I suggest using one all the way until you get the
Jobs from the 4th and Final Crystal. Besides using potions, there are very few
ways to heal your characters, as well as heal multiple characters at the same
time.
For one, the White Mage has the most MP of Cure magic for a long time, and
you'll have to use it often, both in and out of battle.
In boss battles, Cure magic is even more essential. Expect to cast an
all-party Cure spell each and every turn during a boss fight. Some of the
bosses use mega-attacks that deal a considerable amount of damage to your
entire party. If you don't have a White Mage casting an all-party Cure spell,
you might as well reset the game and change Jobs.
The White Mage is pretty much the only Job where I wouldn't suggest using a Red
Mage instead. Yes, the White Mage has all the problems that the Black Mage has;
They have poor armor, they are forced to stay in the back row, and they do
pitiful melee damage. All of this is true.
However, you REALLY do need all the Cure spells to survive comfortably, at
least until a Bard becomes available using a Dream Harp (if you choose to go
that route). Using a White Mage also ensures that their Job level will be high
throughout the game. Many times you'll barely have enough MP or you'll even run
out - you'll wish you had access to Ethers... which by the way, the game
doesn't happily oblige you with like other games do in the series.
Also, the White Mage's actual magic power is very high. You'll get a lot out of
your basic Cure and Cura spells. It's worth noting that a Devout, the natural
upgrade to the White Mage Job, heals for half the HP that a White Mage does
with the equivalent Cure spell. Go figure.
There are a few negative points with the White Mage, and with some of them,
there are no ways to compensate. For one, the White Mage doesn't learn the
Raise spell (the ability to resurrect characters) until Level 5. This means to
resurrect one of your party members, you are forced to rely the very rare item:
Phoenix Down. Otherwise, you'll have to go to a Wellspring that revives fallen
allies within a town or a specific location - the Inns surely won't do it. If
you're deep in a dungeon, this becomes a problem... and an annoyance. I never
ran out of Phoenix Downs, but in some very unlucky back-attack situations,
I had to use several. Sometimes I just "bit the bullet" and reset the game to
my last save.
Also, the Level 7 spell Esuna comes far too late in my opinion. You'll have to
rely on items to remove those pesky, annoying status effects... like poison,
silence or blind. Even when you do get Esuna, you probably won't want to waste
MP because Curaja is in the same slot - you do only have 2 MP at level 40 after
all.
As for the endgame, the White Mage doesn't make the cut, unfortunately. The
Devout largely makes the White Mage obsolete, by giving you access to Level 8
spells (like Arise and Holy), as well as boosting the overall MP of your most
powerful spells. While the Devout's magic power is surprisingly not as strong,
with access to over 20 castings of Curaga and Curaja when you initially switch
over, I doubt you'll find this to be an issue. There's also the Sage Job, which
has the ability to cast Black Magic and level 8 White Magic spells too, giving
you two good options to upgrade your White Mage.
Overall, the White Mage is a very good Job for the first half of the game, and
even though it's not essential after the Fire Crystal because other Jobs may
provide better healing combinations, it's still an effective Job to use.
---------.-------------------------------------------------------.-------------
Profile: | White Mage | Wind Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "White mages are casters who
Attack | 20 | 10 | specialize in restorative magic.
Magic | 20 | 10 | They're not physically strong,
Guard | 20 | 10 | but their willpower is
Item | 20 | 10 | incomparable!"
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 10 | 10 | -- | 100 | | -- |
2 | 10 | 10 | -- | 100 | | -- |
3 | 10 | 10 | -- | 100 | | -- |
4 | 10 | 10 | -- | 100 | | -- |
5 | 10 | 10 | -- | 100 | | -- |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 10 actions per battle to level up a White Mage.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 4 0 0 0 0 0 0 0 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 13 2 1 0 0 0 0 0 | | 10 | 10 | 10 | 10 | 9 | 10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 23 7 5 3 0 0 0 0 | | 20 | 15 | 16 | 16 | 14 | 17 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 33 12 9 7 2 1 0 0 | | 30 | 20 | 22 | 22 | 18 | 24 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 43 17 12 10 4 3 2 0 | | 40 | 24 | 28 | 28 | 22 | 31 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 53 22 15 14 7 5 3 0 | | 50 | 29 | 34 | 34 | 26 | 38 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 63 27 18 18 9 8 5 0 | | 60 | 34 | 40 | 40 | 29 | 44 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 73 32 21 21 11 10 6 0 | | 70 | 38 | 46 | 46 | 33 | 51 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 83 37 24 25 14 12 7 0 | | 80 | 43 | 52 | 52 | 37 | 58 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 93 42 27 29 16 14 9 0 | | 90 | 48 | 58 | 58 | 41 | 65 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 99 47 29 32 18 16 10 0 | | 99 | 52 | 63 | 63 | 45 | 71 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can cast up to Lv. 7 White Magic.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: All (excluding Sage Staff)
Rods: Wizard Rod, Fire Rod, Ice Rod, Light Rod.
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Feathered Hat, Ribbon.
Body: Vest, Leather Armor, Mage Robe, White Robe, Angel Robe.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Angel Robe
Def: 45
MDef: 45
Bonus: +20 MIND
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-BM} Black Mage |
---------------------'
Description:
~~~~~~~~~~~~
The Black Mage in Final Fantasy 3 is your standard elemental nuker that you can
use at the beginning of the game. While you may not use this job very often
during the main story, the Black Mage really becomes an asset during boss
fights.
The best ability on the Black Mage is their ability to cast Black Magic, and
out of all the beginning caster jobs, they have the most MP and have much
quicker access to the "-ara" spells than Red Mages do, which is a definite
perk.
During some boss fights, the "-ara" spells are nearly essential. They will deal
3x the damage (or more) compared to your regular fighting jobs. And in a tough
boss fight, you really want to get it over with quickly! Elemental spells are
the best way to achieve that.
While you can use attack items like Zeus' Wrath or Antarctic Wind for similar
effects, it's nice to have non-item uses of these spells because finding those
items is rare - you cannot purchase them. And truthfully, why not cast Blizzara
and Antarctic Wind at the same time?
The Black Mage is also useful at eliminating multiple targets, especially those
with elemental weaknesses. They provide a great way of getting rid of pesky
high-damage enemies, like Bombs, with a simple Blizzard spell. In fact, in the
Molten Cave, the Blizzard spell is absolutely essential to survival.
The common problem with the Black Mage is their overall lack of usefulness.
While they excel very well in a few niche areas, they are just not that
effective 95% of the time when you have them.
Because they can only wear cloth-type armor, they need to stay in the back row.
Otherwise they'll get pummeled into the ground fairly easily.
Also, Black Mages don't deal a whole lot of damage with their rods or staffs.
They can use a bow and arrows surprisingly, but it's not much better. When
you're trying to conserve MP for the boss battle coming up (thus avoiding using
MP whenever possible), you can't help but get the feeling that the Black Mage
is merely along for the ride until you arrive at the final boss.
There's one exception to this, and that's right when you acquire the elemental
staffs. At this time, the attacks - even from the back row - surprisingly deal
decent damage... as long as you're using the right elemental staff. Keep in
mind, the damage is not as much as your Red Mage, Monk or Warrior would deal,
and it's still decent.
On the plus side, the Black Mage's elemental spells will continue to deal great
damage to bosses after the Fire Crystal too, however you will receive more
options for dealing elemental damage by that time, such as using a Ranger.
After the Water Crystal and beyond, the Black Mage becomes nearly useless.
There are just more effective ways to deal damage to multiple enemies, and many
of them don't rely on using MP (Geomancer or Souleater). The game also doesn't
provide a lot of equipment upgrades for either the Black or White Mage, so the
Black Mage won't be very competitive.
Also, the Black Mage becomes obsolete when the Summoner, Sage and Magus become
available. Without the ability to cast level 8 Spells, as well as only being
able to cast a handful of the obviously more powerful spells, the Black Mage
isn't a very useful choice in the endgame.
Overall, the Black Mage isn't bad at the beginning of the game because of its
boss-nuking abilities, however I can't quite shake the feeling that the
Red Mage is still overall more useful. My recommendation is to stay away from
this job, or use one Black Mage to deal with the story until you beat the
Molten Cave.
---------.-------------------------------------------------------.-------------
Profile: | Black Mage | Wind Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Black mages are casters who
Attack | 20 | 10 | specialize in offensive magic.
Magic | 20 | 10 | Despite their appearance, they
Guard | 20 | 10 | can take a few hits, too."
Item | 20 | 10 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 10 | 10 | -- | 100 | | -- |
2 | 10 | 10 | -- | 100 | | -- |
3 | 10 | 10 | -- | 100 | | -- |
4 | 10 | 10 | -- | 100 | | -- |
5 | 10 | 10 | -- | 100 | | -- |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 10 actions per battle to level up a Black Mage.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 4 0 0 0 0 0 0 0 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 13 2 1 0 0 0 0 0 | | 10 | 10 | 10 | 10 | 10 | 9 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 23 7 5 3 0 0 0 0 | | 20 | 15 | 16 | 16 | 17 | 14 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 33 12 9 7 2 1 0 0 | | 30 | 20 | 22 | 22 | 24 | 18 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 43 17 12 10 4 3 2 0 | | 40 | 24 | 28 | 28 | 31 | 22 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 53 22 15 14 7 5 3 0 | | 50 | 29 | 34 | 34 | 38 | 26 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 63 27 18 18 9 8 5 0 | | 60 | 34 | 40 | 40 | 44 | 29 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 73 32 21 21 11 10 6 0 | | 70 | 38 | 46 | 46 | 51 | 33 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 83 37 24 25 14 12 7 0 | | 80 | 43 | 52 | 52 | 58 | 37 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 93 42 27 29 16 14 9 0 | | 90 | 48 | 58 | 58 | 65 | 41 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 99 47 29 32 18 16 10 0 | | 99 | 52 | 63 | 63 | 71 | 45 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can cast up to Lv. 7 Black Magic.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: Staff, Fire Staff, Ice Staff, Light Staff.
Rods: All (excluding Millenium Rod)
Bows: Bow, Great Bow, Killer Bow.
Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Feathered Hat, Ribbon.
Body: Vest, Leather Armor, Mage Robe, Black Robe.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Lilith Rod
Atk: 110
Bonus: +20 INT
Effect: Casts death.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-RM} Red Mage |
-------------------'
Description:
~~~~~~~~~~~~
The Red Mage is your jack-of-all-trades Job in Final Fantasy III, but unlike
other games in the series, it's anything but typical.
I, for one, love this Job. In my first play-through, I made the mistake of
trying to emulate a classic FF party setup using: Warrior, Monk, White Mage
and Black Mage. I did this because I thought it would make a balanced party. It
wasn't until after the Vikings' Cove that I switched my Warrior to a Red Mage
(I needed more magic power to deal with the enemies in the Nepto Temple due to
the Mini status). It was then that I discovered just how useful and powerful
this Job could be.
The Red Mage is a superior beginning Job, and I thoroughly recommend using it
at the beginning of the game up until you acquire the Jobs from the Fire
Crystal. The Red Mage can use all the weapons a Warrior can, allowing for the
same damage dealt (excluding the Advance skill obviously). It can also use the
same armor too, so you won't need to keep them in the back row.
Red Mages can also use up to Lv. 5 Black magic for those areas where you need
to exploit enemy weaknesses. They can use up to Lv. 5 White Magic as well. This
will help with any extra healing you might need in and out of battle. The only
real complaint here is that you'll get half of the MP a White or Black Mage
would. But the ability to do excellent damage with two Mythril Swords more than
makes up for that.
Looking at all these benefits the Red Mage brings to the table, I can't help
but recommend that you take 2 or 3 Red Mages and 1 White Mage as your beginning
party. With this party setup, you'll comfortably breeze through the first
quarter of the game. You'll have 3 strong attackers, 3 characters to deal with
elemental weaknesses, and 4 characters to cast timely cures when needed, making
sure that you'll never need to use Potions or have to worry about not having
enough Cure magic. The only reason I recommend taking a White Mage is to raise
their Job level for their use after you get the Jobs from the Fire Crystal...
because you will likely keep the White Mage around.
As for end-game possibilities, the Red Mage can become an extremely powerful
Job. It is the only Job that can use the Crimson Vest, Excalibur, and the
Ultima Weapon at the same time. This provides a +30 stat boost across the board
and makes him quite godly.
However, if you are unable to unlock all ultimate equipment by using the
Nintendo Wi-Fi connection, or don't want to invest the time, you'll probably
retire this Job once you get access to more effective Jobs from the Fire
Crystal. The Red Mage just doesn't get the equipment upgrades to remain
competitive. Even if you do plan on using the Red Mage during the endgame, it's
still recommended that you retire this Job and only pick it up again after you
get access to the Legendary Blacksmith.
---------.-------------------------------------------------------.-------------
Profile: | Red Mage | Wind Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Red mages can use both white and
Attack | 20 | 12 | black magic, but they cannot use
Magic | 20 | 12 | high-level spells from either
Guard | 20 | 12 | school."
Item | 20 | 12 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 9 | 12 | -- | 108 | | 8 |
2 | 8 | 12 | 8 | 104 | | 4 |
3 | 8 | 12 | 4 | 100 | | -- |
4 | 9 | 12 | -- | 108 | | 8 |
5 | 8 | 12 | 8 | 104 | | 4 |
6 | 8 | 12 | 4 | 100 | | -- |
7 | 9 | 12 | -- | 108 | | 8 |
8 | 8 | 12 | 8 | 104 | | 4 |
9 | 8 | 12 | 4 | 100 | | -- |
10 | 9 | 12 | -- | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 8-9 actions per battle to level up a Red Mage.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 4 0 0 0 0 0 0 0 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 8 1 0 0 0 0 0 0 | | 10 | 10 | 10 | 10 | 10 | 10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 13 5 3 2 0 0 0 0 | | 20 | 15 | 15 | 16 | 16 | 16 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 17 8 5 4 1 0 0 0 | | 30 | 20 | 20 | 22 | 22 | 22 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 22 11 8 6 2 0 0 0 | | 40 | 24 | 24 | 28 | 28 | 28 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 26 15 10 8 4 0 0 0 | | 50 | 29 | 29 | 34 | 34 | 34 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 31 18 13 10 5 0 0 0 | | 60 | 34 | 34 | 40 | 40 | 40 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 35 21 15 11 7 0 0 0 | | 70 | 34 | 34 | 40 | 40 | 40 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 40 25 17 13 8 0 0 0 | | 80 | 43 | 43 | 52 | 52 | 52 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 45 28 19 15 10 0 0 0 | | 90 | 48 | 48 | 58 | 58 | 58 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 49 31 21 16 11 0 0 0 | | 99 | 52 | 52 | 63 | 63 | 63 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can cast up to Lv. 5 White Magic and Lv. 5 Black Magic.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: Knife, Dagger, Mythril Knife, Main Gauche, Poison Dagger.
Swords: Golden Sword, Longsword, Wightslayer, Mythril Sword, Tyrfing,
Serpent Sword, Salamand Sword, Freezing Blade, Royal Sword, Defender,
Break Blade, Excalibur, Ultima Weapon.
Staves: All (excluding Elder Staff, Sage Staff)
Rods: Mythril Rod, Wizard Rod, Fire Rod, Ice Rod, Light Rod.
Bows: Bow, Great Bow, Killer Bow.
Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
Ribbon, Crystal Helm.
Body: Vest, Leather Armor, Mythril Armor, Shell Armor, Ice Armor, Flame Mail,
Reflect Mail, White Robe, Black Robe, Crimson Vest, Crystal Mail.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring, Crystal Gloves.
Shield: Leather Shield, Mythril Shield, Ice Shield, Aegis Shield,
Crystal Shield.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Crimson Vest
Def: 50
MDef: 25
Bonus: +10 All Stats
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-TH} Thief |
---------------'
Description:
~~~~~~~~~~~~
When it comes to Final Fantasy games, I like Thieves. I like them because they
can Steal from the enemy party. Thieves to me are a huge investment, and being
the completionist that I am who wants to get the best items, weapons and armor
possible, Thieves in Final Fantasy are a means to that end, especially in the
later installments in the series.
However, I forgot FFIII was a remake of an old game where all the Thief could
steal was potions and generally things you could buy at the Item Shop. Thus,
Steal amounts to a near useless ability.
To be fair, the Thief can steal more than stuff found at the Item Shop, such
as rare attack items and the most-coveted Elixirs. However, none of these items
are what I would call essential or game-breaking, and Elixirs (the most
important of them all) can be found by defeating dragons in the later stages of
the game.
What quality items can the Thief steal? Well, sadly there's only two. The first
is called Gungnir, the best lance in the game for the Dragoon Job. This is a
very important steal because without spoiling anything, the item is entirely
miss-able if you don't steal it at the appropriate time (or you don't get it
when it's dropped... which is also very rare so you're better off trying to
steal it).
The second and final item worth stealing is the Protect Ring. Not only is the
opportunity to steal it very rare (it's a random spawn), but the game already
provides you with 2 Protect Rings found in chests (which is probably all you'll
ever need, honestly).
Not only is it bad enough that the Thief can only steal 1 essential item during
the entire game, but you need to raise your Job Level to 71 in order to steal
it! This requirement alone means that only the most dedicated of players are
going to grind their Thief up to level 71 in order to get this item. You need
to do a lot of work to make your Thief worthwhile, and it's just to make the
Dragoon a top-contender for the end-game! - What I consider a total side-event!
This doesn't bode well for the Thief's usefulness in my opinion.
Besides stealing, what else does the Thief having going for it? Well, his
damage isn't too bad. Early on in the game, your damage will be lower than a
Warrior, Monk or Red Mage, but not so much once the game progresses. Also,
daggers are plentiful throughout the game. Specialized daggers like the
Air Knife can actually deal quite a lot of damage against the right enemies.
However, if you're looking for fast damage, you might as well look elsewhere.
The Thief actually has an incredibly high speed stat to make up for its weaker
damage - actually making it the fastest acting Job in the entire game. This
causes the Thief to act first in every battle round. Depending on the
situation, if you really need a more predictable battle order, the Thief is
your best bet to make that a reality. Many players consider this aspect to be
the Job's most defining and greatest asset.
However, as a side know, keep in mind depending if you unlocked the Thief's
mastery weapon and someone is using Ultima Weapon, you might not act first in
the round after all.
Lastly, there are a few places where the game pushes you to use a Thief.
Although it's not required, a Thief is very useful to have in Goldor Manor and
the Temple of Time. These areas have multiple locked doors that the Thief can
pick. The game further encourages you to use a Thief by placing powerful
Thief-specific items in these places too, so you might as well use a Thief
since the equipment is available. However, you don't have to use a Thief to
open locked doors; you can buy 20 keys for 2000 Gil, which will be enough to
open all the locked doors for the entire game.
Undeniably, the Thief has its uses throughout the game, but overall, the Thief
is a situational Job at best. It knows where it can excel, and you should use
it for those situations only.
However at the beginning of the game, avoid using a Thief and opt to use
another Job instead (the Red Mage or Monk come to mind). The steals might net
you some extra gold, but you probably won't ever be strapped for cash. Also,
there are no locks to pick at the beginning of the game either. The first time
you will encounter a locked door will be right before the Fire Crystal, which
is almost to the half-way point of the game.
As for endgame, the Thief doesn't really have much potential either. The
Ninja is a much better choice due to their higher strength and better weapon
selection. The Ninja also starts every battle first, just like the Thief,
despite the Ninja's speed stat being lower. For all intents and purposes, the
Thief's high speed stat is overkill. Also, in the last quarter of the game,
gold is very easy to come by, making the Steal ability useless too.
My conclusion is this: if you enjoy playing a Thief, use the Ninja instead -
it's the natural upgrade for this Job. My recommendation is to stay away from
the Thief unless either the game calls for it, or you really, REALLY have to
acquire the Gungnir lance for your Dragoon.
---------.-------------------------------------------------------.-------------
Profile: | Thief | Wind Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------. "Thieves are very fast and agile,
JP Gain: | JobLv 1-14 | JobLv 14+ | and they can swing their weapons
----------|------------|-----------| lightning-fast. They also have
Attack | 20 | 18 | the ability to pick locked doors.
Steal | 20 | 18 | Their Steal ability allows them
Flee | NONE | NONE | to take items from enemies. Also,
Item | 20 | 18 | everyone will take less damage
----------'------------'-----------' while escaping if they use Flee."
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 6 | 18 | -- | 108 | | 8 |
2 | 6 | 18 | 8 | 116 | | 16 |
3 | 5 | 18 | 16 | 106 | | 6 |
4 | 6 | 18 | 6 | 114 | | 14 |
5 | 5 | 18 | 14 | 104 | | 4 |
6 | 6 | 18 | 4 | 112 | | 12 |
7 | 5 | 18 | 12 | 102 | | 2 |
8 | 6 | 18 | 2 | 110 | | 10 |
9 | 5 | 18 | 10 | 100 | | -- |
10 | 6 | 18 | -- | 108 | | 8 |
11 | 6 | 18 | 8 | 116 | | 16 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 6-5 actions per battle to level up a Thief.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 10 | 11 | 10 | 9 | 9 |
----|-----|-----|-----|-----|-----|
20 | 16 | 20 | 16 | 14 | 12 |
----|-----|-----|-----|-----|-----|
30 | 22 | 30 | 22 | 18 | 15 |
----|-----|-----|-----|-----|-----|
40 | 28 | 40 | 28 | 22 | 19 |
----|-----|-----|-----|-----|-----|
50 | 34 | 50 | 34 | 26 | 22 |
----|-----|-----|-----|-----|-----|
60 | 40 | 60 | 40 | 29 | 25 |
----|-----|-----|-----|-----|-----|
70 | 46 | 70 | 46 | 33 | 29 |
----|-----|-----|-----|-----|-----|
80 | 52 | 80 | 52 | 37 | 32 |
----|-----|-----|-----|-----|-----|
90 | 58 | 90 | 58 | 41 | 35 |
----|-----|-----|-----|-----|-----|
99 | 63 | 99 | 63 | 45 | 38 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Steal: Steal and item from an enemy.
Flee: Higher chance of escaping from battle.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: All
Throwing: All (excluding Shuriken)
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
Black Cowl, Ribbon.
Body: Vest, Leather Armor, Mythril Armor, Shell Armor, Ice Armor,
Black Garb, Fuma Garb.
Arm: Bronze Bracers, Mythril Gloves, Thief Gloves, Power Bracers,
Diamond Gloves, Protect Ring.
Shield: Leather Shield, Mythril Shield, Ice Shield.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Gladius
Atk: 130
Bonus: +20 AGI
~~~~~~~~~~~~~~~~
Stealing
~~~~~~~~~~~~~~~~
To make things simple, there are 4 items you can steal from enemies.
Here is a sample chart of the enemies and what you can steal from them:
---------------------------------------------------------------------.
Enemy: |Item 1: |Item 2: |Item 3: |Item 4: |
------------|-------------|-------------|--------------|-------------|
| | | | |
Sample | Potion | Potion | Hi-Potion | Elixir |
| | | | |
*Boss | Nothing | Nothing | Elixir | Elixir |
| | | | |
------------'--------------------------------------------------------'
NOTE: An enemy with a * by its name is a Boss!!
Pretty simple right?
Now to explain the items. Here are the Job Level ranges at which they can be
stolen.
------------------.
Item: | Job Level |
------|-----------|
1 | 1-30 |
1-2 | 31-70 |
1-3 | 71-98 |
1-4 | 99-99 |
------'-----------'
So if you are between Job Levels 1 and 30, you can only steal Item 1. If you
are between Job levels 31 and 70, you can steal Items 1 or 2, etc....
Next is the Steal Rate for each item.
------------------.
Item: |Steal Rate |
------|-----------|
1 | 19% |
2 | 17% |
3 | 15% |
4 | 12% |
------'-----------'
Another thing. When you steal, the game will try for the rarest item first.
So if you are Job Lv. 82, it will attempt to Steal Item 3. If it fails
to steal Item 3, it will try for Item 2. If that fails, Item 1, and if that
fails, you fail completely and have to try again!
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-RA} Ranger |
-----------------'
Description:
~~~~~~~~~~~~
In many ways, the Ranger plays a lot like a Warrior, but uses a bow instead of
a sword. It is believed by many that this job is worthless. This may be true
when nearing the final areas of the game, but when you first acquire the
Ranger, it's a very useful job.
Rangers can use higher defense armor like a Knight, which is pretty useful. And
sice their attack is ranged, they can also do FULL damage from the Back Row!
Seeing that you take LESS damage from the back row (and are wearing nice armor
to boot!), this is a huge advantage during the early stages of the game.
Even better though, many enemies at this time are weak against Light damage, so
using your Holy Arrows (which can be bought for 10 Gil a piece) will cause
considerable amounts of damage. You will also get the Rune Bow shortly after
you acquire the Ranger job, which will allow you to simply decimate everything!
With a Rune Bow + Holy arrows, you'll deal around 600-700 damage.
You can also use the other elemental arrows to exploit those weaknesses too,
making this a very good job. The game practically begs to use a Ranger because
the game provides all the necessary equipment upgrades to make it worthwhile.
I found their Barrage ability to be a mixed bag, which allows you to split the
damage of your attack while being able to attack multiple enemies at the same
time. Because most enemies require a full attack to destroy them, I can't
possibly see how this ability is useful. The best case scenario is that you can
use a Ranger to kill much weaker enemies more quickly, but where's the sense in
picking a Ranger just for that?
Even when you exploit a weakness using Barrage, the damage actually turns out
to be the same. This is also true when using Barrage against a single foe. So
let me get this straight... I use 4 Arrows, yet it only deals the same damage
as one arrow? In all honestly, Barrage is a complete waste of arrows and time
to use, regardless who your target is. I would suggest that you avoid using
Barrage completely.
As for end-game possibilities, the Ranger becomes less useful, mainly because
their ultimate Bow and Yoichi arrows have an attack power of 165, which is
about 100 points less compared to other jobs dual-weilding better weapons.
Furthermore, boomerang-type weapons (such as the Fullmoon Blade) deal
considerable more damage without having to refil your arrows.
Overall, the Ranger is decent pick when you acquire him, and nothing more.
There are a whole slew of superior jobs to choose from after you gain access to
the Water crystal. I suggest you replace your Ranger with one of those ASAP.
---------.-------------------------------------------------------.-------------
Profile: | Ranger | Fire Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ | "Rangers are experts in ranged
----------|------------|-----------| combat. With their bows, they can
Attack | 20 | 14 | attack for full damage from even
Barrage | 20 | 14 | the back line! Their Barrage
Guard | 20 | 14 | ability allows them to unleash
Item | 20 | 14 | a hail of projectiles at the enemy!"
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 8 | 14 | -- | 112 | | 12 |
2 | 7 | 14 | 12 | 110 | | 10 |
3 | 7 | 14 | 10 | 108 | | 8 |
4 | 7 | 14 | 8 | 106 | | 6 |
5 | 7 | 14 | 6 | 104 | | 4 |
6 | 7 | 14 | 4 | 102 | | 2 |
7 | 7 | 14 | 2 | 100 | | -- |
8 | 8 | 14 | -- | 112 | | 12 |
9 | 7 | 14 | 12 | 110 | | 10 |
10 | 7 | 14 | 10 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 7-8 actions per battle to level up a Ranger.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 10 | 11 | 10 | 9 | 9 |
----|-----|-----|-----|-----|-----|
20 | 17 | 20 | 16 | 14 | 14 |
----|-----|-----|-----|-----|-----|
30 | 24 | 28 | 22 | 18 | 18 |
----|-----|-----|-----|-----|-----|
40 | 31 | 36 | 28 | 22 | 22 |
----|-----|-----|-----|-----|-----|
50 | 38 | 45 | 34 | 26 | 26 |
----|-----|-----|-----|-----|-----|
60 | 44 | 53 | 40 | 29 | 29 |
----|-----|-----|-----|-----|-----|
70 | 51 | 61 | 46 | 33 | 33 |
----|-----|-----|-----|-----|-----|
80 | 58 | 69 | 52 | 37 | 37 |
----|-----|-----|-----|-----|-----|
90 | 65 | 78 | 58 | 41 | 41 |
----|-----|-----|-----|-----|-----|
99 | 71 | 85 | 63 | 45 | 45 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Barrage: Attacks randomly, 4 times, with decreased damage.
Damage Per Hit = Original Damage x Factor
.-------.---------.
| JobLv | Factor: |
|-------|---------|
| 1-20 | 0.2 |
| 21-70 | 0.3 |
| 71-99 | 0.4 |
'-------'---------'
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Bows: All
Arrows: All
Throwing: Boomerang, Chakram.
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
Black Cowl, Ribbon.
Body: Vest, Leather Armor, Mythril Armor, Shell Armor, Ice Armor,
Flame Mail, Black Garb.
Arm: Bronze Bracers, Mythril Gloves, Power Bracers, Diamond Gloves,
Protect Ring.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Artemis Bow
Atk: 122
Bonus: +10 STR, +10 AGI
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-KN} Knight |
-----------------'
Description:
~~~~~~~~~~~~
The Knight is a very solid job to use in Final Fantasy 3. Warriors should
immediately upgrade to a Knight once it's available. The automatic cover
ability has saved my butt more than a few times when other characters had low
life, which really made me feel like I made a good investment. It's
unfortunate the actual Defend ability is garbage because the Knight will do
this automatically during battle anyway. So in this way, you lose the ability
to have an effective special command.
Still, Knights can cast Cure spells, and while they don't heal as much as a
White Mage's cure spell, it's nice to have that extra safety net when you are
playing between the Fire and Water Crystals. It takes some pressure off the
White Mage. I found that in a few parts of the game, my White Mage was low on
Cure Magic. Those extra Cures on the Knight were enough so that I didn't have
to go to my inventory and use potions. Poisona was also a nice spell to use.
I think the Knight loses its appeal when the 3rd tier jobs come in. To me,
Viking, Dragoon and Dark Knight are all more interesting. That's not to say the
Knight is useless. I guess I consider it on the same tier as these jobs because
it's definitely usable from the Fire Crystal onwards until the end of the game.
Unlike the Dark Knight, the Knight can wear Crystal armor (very good defense)
as well as equip the both Excalibur and Ragnorok found in Eureka. It can also
use the Ultima Weapon. This setup makes him a top contender for the endgame.
So even though the Knight goes out of fashion for a big chunk of the game,
it'll become viable again since some fighting jobs cannot use those weapons. In
the Ancient's Maze, the game provides you with Crystal armor and a Break Sword.
The game is practically saying, "You really should start using your Knight
again... there's big things in store for you."
Overall, the Knight is a fairly solid job. They have great stats, do excellent
damage, and are a tough mark for enemies to kill. Unlike other final jobs like
the Ninja or Black Belt, the Knight is capable of surviving focused magical
attacks like Flare. And by equipping the best weapons in the game, he'll also
have the highest attack power out of any other job to my knowledge.
For these reasons, you just might want to stick with your Knight until the end
of the game to make sure his job level will be the highest possible, but you
have to be pretty stubborn not to use some of the cooler 3rd tier jobs in the
meantime. Overall, I give this job 2 thumbs up.
---------.-------------------------------------------------------.-------------
Profile: | Knight | Fire Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Knights take pride in their high
Attack | 20 | 12 | defense. Their Defend ability
Magic | 20 | 12 | allows them to step in and take
Defend | 20 | 12 | damage for weakened allies. And
Item | 20 | 12 | they can use white magic, too!"
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 9 | 12 | -- | 108 | | 8 |
2 | 8 | 12 | 8 | 104 | | 4 |
3 | 8 | 12 | 4 | 100 | | -- |
4 | 9 | 12 | -- | 108 | | 8 |
5 | 8 | 12 | 8 | 104 | | 4 |
6 | 8 | 12 | 4 | 100 | | -- |
7 | 9 | 12 | -- | 108 | | 8 |
8 | 8 | 12 | 8 | 104 | | 4 |
9 | 8 | 12 | 4 | 100 | | -- |
10 | 9 | 12 | -- | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 8-9 actions per battle to level up a Knight.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 1 0 0 0 0 0 0 0 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 7 0 0 0 0 0 0 0 | | 10 | 11 | 9 | 11 | 9 | 10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 12 0 0 0 0 0 0 0 | | 20 | 20 | 14 | 20 | 14 | 15 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 15 0 0 0 0 0 0 0 | | 30 | 28 | 18 | 28 | 18 | 20 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 17 0 0 0 0 0 0 0 | | 40 | 36 | 22 | 36 | 22 | 24 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 20 0 0 0 0 0 0 0 | | 50 | 45 | 26 | 45 | 26 | 29 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 20 0 0 0 0 0 0 0 | | 60 | 53 | 29 | 53 | 29 | 34 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 20 0 0 0 0 0 0 0 | | 70 | 61 | 33 | 61 | 33 | 38 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 20 0 0 0 0 0 0 0 | | 80 | 69 | 37 | 69 | 37 | 43 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 20 0 0 0 0 0 0 0 | | 90 | 78 | 41 | 78 | 41 | 48 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 50 0 0 0 0 0 0 0 | | 99 | 85 | 45 | 85 | 45 | 52 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can use Lv. 1 white magic.
Defend: Increases defense. Takes damage for weakened allies.
Damage Received = Original Damage x (100 - (40 + JobLv / 5))%
If JobLv = 99, total percentage cut is about 60%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Swords: All (excluding Onion Blade, Onion Sword)
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
Diamond Helm, Ribbon, Crystal Helm.
Body: Vest, Rusty Mail, Leather Armor, Mythril Armor, Shell Armor,
Ice Armor, Flame Mail, Knight Armor, Reflect Mail, Diamond Mail,
Crystal Mail.
Arm: Bronze Bracers, Mythril Gloves, Gauntlets, Power Bracers,
Diamond Gloves, Protect Ring, Crystal Gloves.
Shield: Leather Shield, Mythril Shield, Ice Shield, Heroic Shield,
Diamond Shield, Aegis Shield, Crystal Shield.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Save The Queen
Atk: 140
Bonus: +10 VIT, +10 MIND
Effect: Casts reflect.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-SC} Scholar |
------------------'
Description:
~~~~~~~~~~~~
The Scholar is essentially a misfit Job. It's definitely a niche Job, because
you can't really plug it into any sort of group like "fighter" or "caster" for
example. The Scholar really doesn't stand for anything. The best way to
describe a Scholar is that it's a collage of several "interesting" abilities.
Lets start with the good points, because there aren't many. The Scholar has a
very useful ability called Item Lore. This ability doubles the effect of any
item used by the Scholar, whether its attack or support. This means that
Hi-Potions will restore 1000 HP instead of 500 HP. Likewise, attack items will
deal double damage (or quadruple if the enemy has a weakness to that item's
element). Up until you acquire the Jobs from the Fire Crystal, taking advantage
of elemental weaknesses this way is a good way to decimate enemy bosses
quickly.
Secondly, the Scholar has a Study ability that analyzes the enemy and tells
you its HP and Weakness while nullifying any positive status effects (like
Haste, Protect, etc.). During the Hein Castle incident, a Scholar makes the
final battle much easier because their Study ability removes Hein's special
protective Barrier, which constantly reactivates and changes his elemental
weakness. This makes the Scholar almost essential during this point in the
game.
Thirdly, the Scholar can make good use of the gear found in Castle Argus.
There, you'll find armor and elemental books for the Scholar well before you
can even utilize the Job. You can complete your set of equipment by eventually
beating the Molten cave. All this early access to equipment is nice, and
definitely hints at their necessity later on in the game. These books actually
deal okay damage when you first get them, even from the back row, however only
initially.
That's about all the Scholar's actually good for. Unfortunately, Scholars have
the worst Vitality in the game, which means they have the worst HP growth when
your character levels up. While I don't imagine anyone would take a Scholar to
level 99, if someone uses the Scholar Job and gains a few levels with it, you
will notice that this character will PERMANENTLY be behind in their HP growth
compared to other characters!
Also, vitality impacts the character's defense too (an area where Scholars are
already troubled in due to weak armor), which means Scholars are limited to
being placed in the back row. What does that mean? Their rather weak physical
attacks become even worse! Sure, the books have elements which can exploit
elemental weaknesses... and when you first acquire them, they are actually
somewhat effective. But when the enemies become more difficult, ask yourself
this: "Does weakness exploiting really make a huge difference?" Because we're
talking about the Scholar, the answer is NO!
The Scholar has the ability to cast Black Magic at Level 1-3. However, due to
his insanely low MP curve, you'll only have access to Level 1 spells for a
majority of the time. You will only start gaining access to level 2 Black Magic
spells when your character level reaches mid 30's - That's around the time most
people reach the Temple of Time! How well do you think the basic Thunder spell
fairs in this crazy-difficult dungeon? NOT GOOD! During the endgame, level 1-3
Black Magic is even more useless. Not even Magi or Sages use it!
Also, the Study ability further minimizes their usefulness, because shortly
after the Hein Castle incident, you will be able to find/purchase the Libra
White Magic spell, making the Study ability obsolete.
Lastly, while Item Lore is decent, it also loses effectiveness in the endgame.
Elixirs being the best support item in the game, giving a character 100% HP and
MP. How is using Item Lore going to improve 100%? Exactly - it can't!
Also, given that powerful spells become readily available later on in the game,
the Scholar's Item Lore ability becomes obsolete entirely. Even an improved
Arctic Wind won't be enough to compensate for the sheer power of the Geomancer
or Black Mage at this point by the time the Water Crystal roles around.
Essentially, the Scholar is only good for the Hein's Castle segment of the
storyline, just so you can eliminate Hein's Elemental Barrier. However, later
on in the game in Eureka, there is a similar boss to Hein called Anon, and
neither Study or Libra are required to defeat him - he's a real pushover
despite being much tougher compared to Hein.
Overall, The Scholar is highly situational and quirky Job. It simply doesn't
make the cut for endgame... or even after Hein's Castle for that matter. Take
my advice: Use it for Hein's Castle... and never use it again!
---------.-------------------------------------------------------.-------------
Profile: | Scholar | Fire Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------. "Scholars can examine enemies and
JP Gain: | JobLv 1-14 | JobLv 14+ | spot their weak points. They can
----------|------------|-----------| also enhance the effects of the
Attack | 24 | 24 | items they use. They can dispel magic
Magic | 24 | 24 | effects from enemies they've studied.
Study | 24 | 24 | Surprisingly enough, these bookworms
Item | 24 | 24 | can also use magic!"
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 5 | 24 | -- | 120 | | 20 |
2 | 4 | 24 | 20 | 116 | | 16 |
3 | 4 | 24 | 16 | 112 | | 12 |
4 | 4 | 24 | 12 | 108 | | 8 |
5 | 4 | 24 | 8 | 104 | | 4 |
6 | 4 | 24 | 4 | 100 | | -- |
7 | 5 | 24 | -- | 120 | | 20 |
8 | 4 | 24 | 20 | 116 | | 16 |
9 | 4 | 24 | 16 | 112 | | 12 |
10 | 4 | 24 | 12 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
Scholars are by far the easiest Job to level up. Every action you take, no
matter what Job Level, you will always gain 24 JP.
On average, you must take 4-5 actions per battle to level up a Scholar.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 1 0 0 0 0 0 0 0 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 5 0 0 0 0 0 0 0 | | 10 | 10 | 10 | 9 | 11 | 9 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 10 0 0 0 0 0 0 0 | | 20 | 16 | 17 | 12 | 20 | 14 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 15 0 0 0 0 0 0 0 | | 30 | 22 | 24 | 15 | 30 | 18 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 20 7 3 0 0 0 0 0 | | 40 | 28 | 31 | 19 | 40 | 22 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 25 10 5 0 0 0 0 0 | | 50 | 34 | 38 | 22 | 50 | 26 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 29 13 7 0 0 0 0 0 | | 60 | 40 | 44 | 25 | 60 | 29 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 34 17 9 0 0 0 0 0 | | 70 | 46 | 51 | 29 | 70 | 33 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 39 20 12 0 0 0 0 0 | | 80 | 52 | 58 | 32 | 80 | 37 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 44 23 14 0 0 0 0 0 | | 90 | 58 | 65 | 35 | 90 | 41 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 48 26 15 0 0 0 0 0 | | 99 | 63 | 71 | 38 | 99 | 45 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can cast up to Lv. 3 White Magic and Lv. 3 Black magic.
Study: Scan enemies HP and weakness. Also dispels beneficial magic.
Item: Items have double the potency. Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Books: All
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Feathered Hat, Scholar Hat, Ribbon.
Body: Vest, Leather Armor, Mage Robe, Scholar Robe, White Robe.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Omnitome
Atk: 130
Bonus: +10 INT, +5 MIND
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-GE} Geomancer |
--------------------'
Description:
~~~~~~~~~~~~
Coming Soon!
---------.-------------------------------------------------------.-------------
Profile: | Geomancer | Fire Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ | "Geomancers harness the power of
----------|------------|-----------| nature itself, manifested in their
Attack | 20 | 14 | different terrain attacks. Their
Terrain | 20 | 14 | damage potential rises
Guard | 20 | 14 | exponentially by job level."
Item | 20 | 14 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 8 | 14 | -- | 112 | | 12 |
2 | 7 | 14 | 12 | 110 | | 10 |
3 | 7 | 14 | 10 | 108 | | 8 |
4 | 7 | 14 | 8 | 106 | | 6 |
5 | 7 | 14 | 6 | 104 | | 4 |
6 | 7 | 14 | 4 | 102 | | 2 |
7 | 7 | 14 | 2 | 100 | | -- |
8 | 8 | 14 | -- | 112 | | 12 |
9 | 7 | 14 | 12 | 110 | | 10 |
10 | 7 | 14 | 10 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 7-8 actions per battle to level up a Geomancer.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 10 | 10 | 10 | 10 | 10 |
----|-----|-----|-----|-----|-----|
20 | 15 | 17 | 15 | 17 | 15 |
----|-----|-----|-----|-----|-----|
30 | 20 | 24 | 20 | 24 | 20 |
----|-----|-----|-----|-----|-----|
40 | 24 | 31 | 24 | 31 | 24 |
----|-----|-----|-----|-----|-----|
50 | 29 | 38 | 29 | 38 | 29 |
----|-----|-----|-----|-----|-----|
60 | 34 | 44 | 34 | 44 | 34 |
----|-----|-----|-----|-----|-----|
70 | 38 | 51 | 38 | 51 | 38 |
----|-----|-----|-----|-----|-----|
80 | 43 | 58 | 43 | 58 | 43 |
----|-----|-----|-----|-----|-----|
90 | 48 | 65 | 48 | 65 | 48 |
----|-----|-----|-----|-----|-----|
99 | 52 | 71 | 52 | 71 | 52 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Terrain: Uses the environment for an attack.
Damage = (Power + JobLv x 2) x (INT + MND) / Adjustment x Random No.
Random No. = number between 0.8 to 1.0
.-------------.--------.-------------.-----.