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FINAL FANTASY TACTICS A2 - JOB GUIDE
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CONTENTS
1 - Updates [FFUP]
2 - Hume Jobs [FFHU]
3 - Moogle Jobs [FFMO]
4 - Nu Mou Jobs [FFNU]
5 - Bangaa Jobs [FFBA]
6 - Viera Jobs [FFVI]
7 - Seeq Jobs [FFSE]
8 - Gria Jobs [FFGR]
9 - Special Jobs [FFSP]
10 - Builds [FFBL]
11 - Accquiring Adelle's Skills [FFAL]
12 - Legal Stuff [FFLE]
13 - Contact [FFCO]
= = = = =
Updates
= = = = =
[FFUP]
v0.8
Been some time, huh?
New builds, a few rewrites plus some skill name fixes. Still need to get those
bloody Seeq skill names done though.
v0.7b
Bunch of stuff, mainly name fixes and a few new builds.
v0.7a
Blue Mage and White Mage comments are here.
v0.7
Chocobo Knights are the best. Check out the superior build I used to replace
the awful old two. Nothing can compare.
I think I did some other things as well besides fixing up those awesome Choco
Knights. Go find them on your own ==;
v0.6
Some skill name fixes and another build.
I need to get around to changing all the S abilities to P abilities. I have to
question why Square changed that (Along with removing the messages from after
battle and replacing them with quest reports... but thats irrelavent)
Oh yeah, Beastmaster is finally up.
v0.5
MOAR BUILDS!!!1
Plus a fix with the blue magick list and uh... a lot of things. Just read
through and spot them!
v0.4
All quest names are English now. Sky Pirate and Agent is up too. Also
1st build is ready.
v0.3
Some more English names also Adelle and Penelo's special class is up now.
v0.2
The English version changed more names than I thought. Oh well have some
English names. I'll try fix up the rest when my laziness doesn't continue to
plague my mind.
Also Summoners don't get Half HP and Nu Mou's DO get Blood Price. I'll need to
look into how Viera get Half MP and its probably a good guess Arcanists have
Blood Price.
v0.1
First version, very imcomplete but has most details. AP costs need to be
checked, MP costs need to be added, AOE as well.
Also comments need to be done for every job and Builds and Special jobs need
to be done at some point too. Finally I need to get the proper english names.
This will probably be done once my English copy arrives.
= = = = = =
Hume Jobs
= = = = = =
[FFHU]
Ah yes Humes, the most common units. They have the most classes of any race and
have all rounded stats making them capable at using magic and attacking up
close or from a distance. Luso is of the Hume race too however bear in mind
that his base magic and speed is very low.
Adelle is too.... but why use these when you got the Heritor ;)
Solider
~~~~~~~~~
- Requirements -
None
- Stat Growth -
HP - A
MP - E
Speed - C
Attack - B
Defense - C
Magic - E
Resistence - D
- Abilities -
--First Aid
Type - A
AP Needed - 100
Equipment - Broadsword
Effect - Cures poison status and restores a small number of HP
--Rend Power
Type - A
AP Needed - 250
Equipment - Barong
Effect - Lowers an enemy's attack stat.
--Rend Magick
Type - A
AP Needed - 250
Equipment - Buster Sword
Effect - Lowers an enemy's magic stat.
--Rend MP
Type - A
AP Needed - 250
Equipment - Ancient Sword
Effect - MP Damage to one enemy
--Rend Speed
Type - A
AP Needed - 350
Equipment - Silver Sword
Effect - Lowers an enemy's speed stat.
--Mug Gil
Type - A
AP Needed - 350
Equipment - Diamond Sword
Effect - Damages one enemy and steals some gil.
--Provoke
Type - A
AP Needed - 300
Equipment - Blood Sword
Effect - Inflict berserk status on one enemy.
--Gauge
Type - A
AP Needed - 150
Equipment - Burglar Sword
Effect - Decect hidden items held by the foe.
--Shieldbearer
Type - P
Ap Needed - 150
Effect - Enables any class to use a shield.
--Monkey Grip
Type - P
Ap Needed - 250
Equipment - Dagriohm
Effect - Enables holding two handed weapons with only one hand.
- Comments -
Horrible. Decent abilities but for your sake, don't main this class -_-;
Thief
~~~~~~~
- Requirements -
1 Soldier A-Ability
- Stat Growth -
HP - C
MP - E
Speed - B
Attack - D
Defense - D
Magic - D
Resistence - E
- Abilities -
--Steal Items
Type - A
AP Needed - 200
Equipment - Kard
Effect - Steal an enemy's item.
--Steal Gil
Type - A
AP Needed - 200
Equipment - Jackknife
Effect - Steal an enemy's money.
--Loot Lv1
Type - A
AP Needed - 100
Equipment - Scramasax
Effect - Steal an enemy's Lv1 item.
--Loot Lv2
Type - A
AP Needed - 200
Equipment - Rondel
Effect - Steal an enemy's Lv2 item.
--Loot Lv3
Type - A
AP Needed - 300
Equipment - Swordbreaker
Effect - Steal an enemy's Lv3 item.
--Loot Lv4
Type - A
AP Needed - 400
Equipment - Cinquedea
Effect - Steal an enemy's Lv4 item.
--Steal Accessories
Type - A
AP Needed - 550
Equipment - Jambiya
Effect - Steal an enemy's accessory.
--Steal Limelight
Type - A
AP Needed - 400
Equipment - Orichalcum Dirk
Effect - Steal an enemy's Smash Gauge
--Counter
Type - R
AP Needed - 150
Effect - Counter attack an enemy when attacked at close range.
--Maintenance
Type - P
AP Needed - 150
Effect - Prevents equipment from being stolen or broken.
- Comments -
The first of the two Thief classes. Of the two, the Hume one is stronger and
can take hits. Whereas the Moogle one is faster and more evasive.
Like Soldiers, the class itself is bad but the abilities are quite good and are
needed to get some of the game's better items. However they have taken quite a
blow as they can no longer steal certain items, only items determined by rank.
Because of this you can no longer steal an enemy's weapon. Counter is a good
easy to get R-Ability though and Maintenance is useful when fighting Snipers
and Turtles.
Also they're needed to get the Ninja class. One of the game's best classes.
White Mage
~~~~~~~~~~~~
- Requirements -
None
- Stat Growth -
HP - C
MP - B
Speed - C+
Attack - E
Defense - D
Magic - C
Resistence - B
- Abilities -
--Cure
Type - A
AP Needed - 100
Equipment - White Staff
Effect - Restores a small amount of HP. Damages Undead.
--Cura
Type - A
AP Needed - 200
Equipment - Healing Staff
Effect - Restores a moderate amount of HP. Damages Undead.
--Curaga
Type - A
AP Needed - 300
Equipment - Spring Staff
Effect - Restores a large amount of HP. Damages Undead.
--Esuna
Type - A
AP Needed - 200
Equipment - Cleansing Staff
Effect - Removes bad status conditions.
--Raise
Type - A
AP Needed - 400
Equipment - Staff of Blessings
Effect - Revive an ally. Damages Undead.
--Araise
Type - A
AP Needed - 400
Equipment - Nirvana
Effect - Revive and fully heal an ally. Damages Undead.
--Reraise
Type - A
AP Needed - 400
Equipment - Cheer Staff
Effect - Automatically casts Raise on an the targeted ally when he/she falls.
--Refresh
Type - A
AP Needed - 400
Equipment - Staff of the Magi
Effect - Restores bad status that the Esuna spell cannot cure.
--Turbo MP
Type - P
AP Needed - 250
Equipment - White Robe
Effect - Doubles MP cost but improves the effect of magic skills.
- Comments -
White Mages are useful to have but you'll find those Blood Price Summoners
make better healers. That doesn't mean they're useless though, healing magic
is always nice to have and now there's less laws to restrict their use.
They did lose Protect and Shell though, and their stat growth is really bad
but they're useful to have.
Black Mage
~~~~~~~~~~~~
- Requirements -
1 White Mage A-Ability
- Stat Growth -
HP - E
MP - A
Speed - C
Attack - E
Defense - E
Magic - S
Resistence - A
- Abilities -
--Fire
Type - A
AP Needed - 100
Effect - Small fire damage.
--Fira
Type - A
AP Needed - 250
Effect - Moderate fire damage.
--Firaga
Type - A
AP Needed - 350
Effect - Large fire damage.
--Thunder
Type - A
AP Needed - 100
Effect - Small thunder damage.
--Thundara
Type - A
AP Needed - 250
Effect - Moderate thunder damage.
--Thundaga
Type - A
AP Needed - 350
Effect - Large thunder damage.
--Blizzard
Type - A
AP Needed - 100
Effect - Small ice damage.
--Blizzara
Type - A
AP Needed - 250
Effect - Moderate ice damage.
--Blizzaga
Type - A
AP Needed - 350
Effect - Large ice damage.
--counter Magick
Type - R
AP Needed - 400
Effect - Counter attack magic by casting the same spell back at the caster.
You need to meet the MP requirement of that spell however.
--Geomancy
Type - A
AP Needed - 350
Effect - Lower target's elemental resistence by one level.
- Comments -
Black Mages get a boost from FFTA seeing that monster units are again often
weak to a certain element. Against non-monster units they're okay but they're
now competing with the Nu Mou's wide array of magic classes.
Archer
~~~~~~~~
- Requirements -
1 Soldier A-Ability
- Stat Growth -
HP - B
MP - E
Speed - B
Attack - C
Defense - D
Magic - E
Resistence - C
- Abilities -
--Boost
Type - A
AP Needed - 100
Effect - Improves weapon attack. Effect is lost once you attack.
--Leg Aim
Type - A
AP Needed - 250
Effect - Inflicts immobilise status to an enemy.
--Arm Aim
Type - A
AP Needed - 350
Effect - Inflicts disable status to an enemy.
--Cupid
Type - A
AP Needed - 250
Effect - Inflicts charm status to an enemy.
--Burial
Type - A
AP Needed - 200
Effect - Destroy undead completely.
--Take Aim
Type - A
AP Needed - 200
Effect - Has a high hit rate but does less damage.
--Lightning Strike
Type - A
AP Needed - 300
Effect - An attack that ignores the enemy's R-Ability
--Black Out
Type - A
AP Needed - 250
Effect - Inflicts blind status to an enemy.
--Archer's Bane
Type - R
AP Needed - 200
Effect - Grants immunity to bow attacks done by the attack command.
--Concentration
Type - P
AP Needed - 250
Effect - Improves Hit rate.
- Comments -
Archer's Bane sucks now and the boost from Concentration isn't
as ridiculous as FFTA's. They're a useful class but the Viera ones
do so much better and no longer have a hideous face art.
Paladin
~~~~~~~~~
- Requirements -
3 Soldier A-Ability
- Stat Growth -
HP - B
MP - D
Speed - C
Attack - D
Defense - A
Magic - D
Resistence - B
- Abilities -
--Nurse
Type - A
AP Needed - 100
Effect - Cures bad status and restores a small amount of HP.
--Defense
Type - A
AP Needed - 200
Effect - Improves defensive abilities. Effect is lost next turn.
--Cover
Type - A
AP Needed - 300
Effect - Take damage for one ally.
--Parley
Type - A
AP Needed - 150
Effect - Perusade an enemy to leave the battle.
--Saint Cross
Type - A
AP Needed - 400
Effect - Holy damage to all surrounding units
--Holy Blade
Type - A
AP Needed - 400
Effect - Heavy Holy damage.
--Sanctify
Type - A
AP Needed - 250
Effect - Destroy undead completely.
--War Cry
Type - A
AP Needed - 300
Effect - Raises resistence to status conditions.
--Reflex
Type - A
AP Needed - 350
Effect - Grants immunity to attacks done by the Attack command
--Defense UP
Type - A
AP Needed - 150
Effect - Reduces damage done by weapons
- Comments -
Paladins were one of the best classes in FFTA. In FFTA2 they still are but
their attack growth took a hit. They're still a fantastic defensive fighter.
Cover is a useful ability for defending mages or archers from taking damage
whilst Holy Blade, Saint Cross and Purification are just general useful
attacking abilities.
Fighter
~~~~~~~~~
- Requirements -
3 Soldier A-Ability
Complete Quest (To be a Fighter)
- Stat Growth -
HP - C
MP - E
Speed - C+
Attack - A
Defense - C
Magic - E
Resistence - D
- Abilities -
--Rush
Type - A
AP Needed - 100
Effect - Knocks back a target.
--Wild Swing
Type - A
AP Needed - 250
Effect - Attacks all surrounding units.
--Beatdown
Type - A
AP Needed - 250
Effect - All-or-nothing attack
--Blitz
Type - A
AP Needed - 250
Effect - Has a high hit rate but does less damage.
--Air Render
Type - A
AP Needed - 250
Effect - Ranged attack.
--Aurablast
Type - A
AP Needed - 250
Effect - Ranged attack.
--Air Blast
Type - A
AP Needed - 300
Effect - Wide wind attack.
--Backdraft
Type - A
AP Needed - 400
Effect - Self-damaging fire attack.
--Bonecrusher
Type - R
AP Needed - 250
Effect - Same as Counter only does more damage
--Strikeback
Type - R
AP Needed - 300
Effect - Prevents attacks done by the Fight attack and counters
--Doublehand
Type - P
AP Needed - 250
Effect - Hold a one-handed weapon in two hands, improving damage.
- Comments -
One of the best Hume classes. Their abilites are varied, from hitting hard to
attacking from a distance. They also sport the second highest attack growth
for Humes.
Parivir
~~~~~~~~~
- Requirements -
3 Fighter A-Ability
Complete Quest (The East Watch)
- Stat Growth -
HP - B
MP - E
Speed - B
Attack - S
Defense - D
Magic - E
Resistence - E-
- Abilities -
--Wind Slash
Type - A
AP Needed - 200
Effect - Ranged physical attack
--Iai Blow
Type - A
AP Needed - 300
Effect - An attack that may sometimes instantly kill the target
--Blade Bash
Type - A
AP Needed - 200
Effect - Weak attack. Inflicts Immobilise
--Shimmering Blade
Type - A
AP Needed - 400
Effect - Physical fire attack. Can inflict Confuse.
--Skyfury Blade
Type - A
AP Needed - 400
Effect - Physical thunder attack. Can inflict Berserk
--Hoarfrost Blade
Type - A
AP Needed - 400
Effect - Physical ice attack. Can inflict Slow
--Lifethread Blade
Type - A
AP Needed - 400
Effect - Physical dark attack. Can inflict Doom
--Unburdened Soul
Type - A
AP Needed - 400
Effect - Sacrifice yourself to restore HP and bad status to all allies
--Strikeback
Type - R
AP Needed - 300
Effect - Prevents attacks done by the Fight attack and counters
--Death Strike
Type - P
AP Needed - 150
Effect - Increases critical hit percentage
- Comments -
Paired up with Geomancy, Parivir's can do ridiculous amounts of damage that
makes Ultima Shot and Holy Blade seem pointless. However they do have a clear
flaw and that's their low defenses. They're pretty much a cannon made of
glass.
To make up for this though they have the highest attack growth of all Hume
classes. The best way to go with this one is alternate between levelling up
as a Parivir and as a Paladin or Fighter.
Ninja
~~~~~~~
- Requirements -
4 Thief A-Ability
- Stat Growth -
HP - E
MP - D
Speed - S
Attack - B
Defense - E
Magic - D
Resistence - D+
- Abilities -
--Throw
Type - A
AP Needed - 100
Effect - Throws a weapon from your inventory to do damage to a single target
--Wood Veil
Type - A
AP Needed - 200
Effect - Damage and may inflict Immobilize
--Fire Veil
Type - A
AP Needed - 200
Effect - Fire damage and may inflict Confuse
--Earth Veil
Type - A
AP Needed - 200
Effect - Earth damage and may inflict Slow
--Gold Veil
Type - A
AP Needed - 200
Effect - Damage and may inflict Blind
--Water Veil
Type - A
AP Needed - 200
Effect - Water damage and may inflict Silence
--Unspell
Type - A
AP Needed - 300
Effect - Remove positive status conditions
--Oblivion
Type - A
AP Needed - 300
Effect - Inflict Addle
--Critical: Haste
Type - R
AP Needed - 300
Effect - Bestows Haste when character hits Critical status
--Dual Wield
Type - P
AP Needed - 999
Effect - Able to equip two one-handed weapons at once
- Comments -
This class is important for two things. Double Sword and excellent Speed
growth. Maining this class isn't a bad idea since its got decent stat growth,
but like the Parivir its defenses are pretty lacking. The Ninja's A-Abilities
sound useful but they're too weak and the chance they inflict status is too
low. Paired up with the Seer's abilities though and you're in the hands of a
fast and capable ranged fighter.
Illusionist
~~~~~~~~~~~~~
- Requirements -
4 Black Mage A-Ability
2 White Mage A-Ability
- Stat Growth -
HP - E
MP - A
Speed - E
Attack - E
Defense - E
Magic - A
Resistence - C
- Abilities -
--Prominence
Type - A
AP Needed - 200
Effect - Fire damage to all enemies
--Tempest
Type - A
AP Needed - 200
Effect - Thunder damage to all enemies
--Freezeblink
Type - A
AP Needed - 250
Effect - Ice damage to all enemies
--Star Cross
Type - A
AP Needed - 300
Effect - Holy damage to all enemies
--Stardust
Type - A
AP Needed - 300
Effect - Damages to all enemies
--Deluge
Type - A
AP Needed - 250
Effect - Water damage to all enemies
--Soil Evidence(?)
Type - A
AP Needed - 250
Effect - Earth damage to all enemies
--Wild Tornado
Type - A
AP Needed - 250
Effect - Wind damage to all enemies
--Absorb MP
Type - R
AP Needed - 300
Effect - Absorb the amount MP used in the spell you're hit by
--Halve MP
Type - P
AP Needed - 400
Effect - Hlaf MP cost for all spells
- Comments -
Not a very good class. Attacking all enemies is cool but the damage is low
and the MP cost is ridiculous. Their stat growth is significantly worse too.
Blue Mage
~~~~~~~~~~~
- Requirements -
1 Black Mage A-Ability
- Stat Growth -
HP - C
MP - C
Speed - D
Attack - C
Defense - B
Magic - C
Resistence - B
- Abilities -
--Magick Hammer
Type - A
Learnt From - Goblins (Baknamy)
Effect - Damages MP
--Unction
Type - A
Learnt From - Flans
Effect - Inflict Oil
--Self-Destruct
Type - A
Learnt From - Bombs
Effect - KO's the user but deals strong fire damage to surrounding units
--Mighty Guard
Type - A
Learnt From - Drakes
Effect - Raises defense and resistence to one unit
--Expose Weakness
Type - A
Learnt From - Drakes
Effect - Lowers defense and resistence of one enemy
--Dragon Force
Type - A
Learnt From - Drakes
Effect - Raises attack and magic to one unit.
--Night
Type - A
Learnt From - Irritating Snake Women
Effect - Inflicts sleep on all units except the caster
--Matra Magick
Type - A
Learnt From - Turtles
Effect - Switches MP with HP
--Bad Breath
Type - A
Learnt From - Malboros
Effect - Inflicts poison, blind and silence
--Roulette
Type - A
Learnt From - Ahriman
Effect - Instantly KO one random unit
--White Wind
Type - A
Learnt From - Sprite
Effect - Restores HP equal to the amount of HP as the caster
--Angel Whisper
Type - A
Learnt From - Titania
Effect - Restores HP and bestows Reraise
--Quake
Type - A
Learnt From - Headless
Effect - Earth damage
--Roar
Type - A
Learnt From - Werewolf
Effect - Dispels all positive statuses on all units
--Screech
Type - A
Learnt From - Wolves
Effect - Damages and inflicts Confuse
--Cornered (Limit Glove)
Type - A
Learnt From - Turtles
Effect - Heavy damage, can only be used when user has single digit HP
--War Dance
Type - A
Learnt From - Evil Fluffy Bunnies!
Effect - Raises attack
--Doom
Type - A
Learnt From - Ghosts
Effect - Inflicts Doom
--Sandstorm
Type - A
Learnt From - Bugs
Effect - Earth damage and inflicts Blind
--Eerie Sound Wave
Type - A
Learnt From - Malboros
Effect - Dispels positive status
--MP Shield
Type - R
AP Needed - 300
Effect - HP damage becomes MP damage until you run out of MP
--Learn
Type - P
AP Needed - 100
Effect - Enables learning Blue Magic when you are hit with them.
--Immunity
Type - P
AP Needed - 250
Effect - Buffs and debuffs cannot be removed
- Comments -
Of all the Hume magick users, this class is my favorite. Its abilties are fun
to use and they're also very useful. Dragon Force and Mighty Gaurd are
fantastic buff spells. White wind and Angel Whisper are great healing spells
too, considering Blue Magick is useful even to melee fighters, you'll find
they can heal more HP than Curaga would ever dream of. Roar is very useful
in the Brightmoon Tor and finally Matra Magic is fairly overpowered.
The best part about it is that any class can use it as a sub command. Fighters,
Paladins, Ninjas and Parivirs can use it as a way to buff up and become
walking tanks. Hunters and Archers can use Dragon Force to improve their
damage. Mages can add to their elemental coverage with Quake and Sandstorm.
Of course this class does have a weakness and that is the bad stat growth he
gets and the difficulty of actually learning the spells. Otherwise this is a
top tier class and is recommended for any party.
Hunter
~~~~~~~~
- Requirements -
3 Archer A-Ability
- Stat Growth -
HP - C
MP - C
Speed - B
Attack - C
Defense - E
Magic - D
Resistence - B
- Abilities -
--Sonic Boom
Type - A
AP Needed - 200
Effect - Ranged Area damage
--Counter Force
Type - A
AP Needed - 150
Effect - Attempts to remove a monster from the battlefield
--Advice
Type - A
AP Needed - 100
Effect - Improve one ally's critical hit rate
--Vitals Shot
Type - A
AP Needed - 300
Effect - Inflicts random status conditions or reduce target's HP to 1
--Hunting
Type - A
AP Needed - 250
Effect - A weaker attack that grants bonus treasure if the enemy unit is killed
by it.
--Addle
Type - A
AP Needed - 200
Effect - Inflicts Addle. Only works on monsters.
--Sidewinder
Type - A
AP Needed - 300
Effect - Heavy damage to monster units
--Ultima Shot
Type - A
AP Needed - 990
Effect - Heavy damage
--Regenerate
Type - R
AP Needed - 200
Effect - Bestows Regen when attacked
--Attack UP
Type - P
AP Needed - 150
Effect - Increases attack
- Comments -
Fellow fans of the Hunter class lament with me; they've been nerfed. The
Concentrate nerf is one thing but their attack growth has been lowered too.
They still get Ultima Shot though, and Sidewinder is even more useful as
monster units are more common now. However they're competing with Gria
Hunters... the superior hunter who get access to Sudden Strike which is
better than Ultima Shot plus excellent movement. Poor poor Hume Hunter...
Seer
~~~~~~
- Requirements -
4 White Mage A-Ability
Complete Quest (Cat's Meow)
- Stat Growth -
HP - C
MP - S
Speed - D
Attack - E
Defense - D
Magic - B
Resistence - S
- Abilities -
--Recharge
Type - A
AP Needed - 350
Effect - Recover MP
--Magick Frenzy
Type - A
AP Needed - 550
Effect - Deal weapon damage and magic damage consecutively
--Cura
Type - A
AP Needed - 200
Effect - Restores a moderate amount of HP. Damages Undead.
--Raise
Type - A
AP Needed - 400
Effect - Revive an ally. Damages Undead.
--Fira
Type - A
AP Needed - 250
Effect - Moderate fire damage.
--Thundara
Type - A
AP Needed - 250
Effect - Moderate thunder damage.
--Blizzara
Type - A
AP Needed - 250
Effect - Moderate ice damage.
--MP Channelling
Type - R
AP Needed - 350
Effect - Gain MP after taking damage
--Pierce
Type - P
AP Needed - 200
Effect - Spells ignore Reflect Status
--Equip Ribbon
Type - P
AP Needed - 300
Effect - Able to equip ribbons
- Comments -
Average stat growth but it has useful abilities. Ninjas and Blue Mages will get
a lot of fun out of Magic Frenzy. Ribbons are among the best helmets in the
game and will prevent those nasty status conditions. And finally, Damage>MP
is a useful reaction for mages... though Reflex is preferred anyway.
= = = = = = =
Moogle Jobs
= = = = = = =
[FFMO]
Hooray gimmicky jobs! Moogles are still a pretty weak race overall but the
Flintlock class can prove to be very useful.
Animist
~~~~~~~~~
- Requirements -
None
- Stat Growth -
HP - B
MP - D
Speed - C
Attack - C
Defense - B
Magic - D
Resistence - C
- Abilities -
--100% Wool
Type - A
AP Needed - 200
Effect - Bestows Protect and Shell on the user
--Catnip
Type - A
AP Needed - 200
Effect - inflict berserk on one unit
--Chocobo Rush
Type - A
AP Needed - 250
Effect - Inflict damage in a straight line
--Frog Song
Type - A
AP Needed - 400
Effect - Inflict Frog on one enemy unit
--Cuisine
Type - A
AP Needed - 350
Effect - Recover all HP
--Invite Friend(?)
Type - A
AP Needed - 400
Effect - Use a random esper (Not scion! ESPER)
--Tail Wag
Type - A
AP Needed - 350
Effect - Inflict charm
--Sheep Count
Type - A
AP Needed - 150
Effect - Inflict sleep on a group of enemies
--Archer's Bane
Type - R
AP Needed - 200
Effect - Grants immunity to bow attacks done by the attack command.
- Comment -
Check out that legendary stat growth. Nothing can beat that. NOTHING.
Its abilties aren't too bad though, but they're considerbly worse since
Concentration got nerfed.
Thief
~~~~~~~
- Requirements -
None
- Stat Growth -
HP - C
MP - E
Speed - A
Attack - D
Defense - D
Magic - D
Resistence - E
- Abilities -
--Steal Items
Type - A
AP Needed - 200
Effect - Steal an enemy's item.
--Steal Gil
Type - A
AP Needed - 200
MP Cost - 0
Effect - Steal an enemy's money.
--Loot Lv1
Type - A
AP Needed - 100
Effect - Steal an enemy's Lv1 item.
--Loot Lv2
Type - A
AP Needed - 200
Effect - Steal an enemy's Lv2 item.
--Loot Lv3
Type - A
AP Needed - 300
Effect - Steal an enemy's Lv3 item.
--Loot Lv4
Type - A
AP Needed - 400
Effect - Steal an enemy's Lv4 item.
--Steal Accessories
Type - A
AP Needed - 550
Effect - Steal an enemy's accessory.
--Steal Limelight
Type - A
AP Needed - 400
MP Cost - 0
Effect - Steal an enemy's Smash Gauge
--Counter
Type - R
AP Needed - 150
Effect - Counter attack an enemy when attacked at close range.
--Maintenance
Type - P
AP Needed - 150
Effect - Prevents equipment from being stolen or broken.
- Comments -
Hey, they're faster than Hume ones.
Black Mage
~~~~~~~~~~~~
- Requirements -
None
- Stat Growth -
HP - E
MP - A
Speed - C
Attack - E
Defense - E
Magic - S
Resistence - A
- Abilities -
--Fire
Type - A
AP Needed - 100
Effect - Small fire damage.
--Fira
Type - A
AP Needed - 250
Effect - Moderate fire damage.
--Firaga
Type - A
AP Needed - 350
Effect - Large fire damage.
--Thunder
Type - A
AP Needed - 100
Effect - Small thunder damage.
--Thundara
Type - A
AP Needed - 250
Effect - Moderate thunder damage.
--Thundaga
Type - A
AP Needed - 350
Effect - Large thunder damage.
--Blizzard
Type - A
AP Needed - 100
Effect - Small ice damage.
--Blizzara
Type - A
AP Needed - 250
Effect - Moderate ice damage.
--Blizzaga
Type - A
AP Needed - 350
Effect - Large ice damage.
--Counter Magick
Type - P
AP Needed - 400
Effect - Counter attack magic by casting the same spell back at the caster.
You need to meet the MP requirement of that spell however.
--Geomancy
Type - A
AP Needed - 350
Effect - Lower target's elemental resistence by one level.
- Comments -
Use a Nu Mou or Hume Black Mage instead. Moogle Black Mages don't get any good
S abilities to fix their MP costs.
Moogle Knight
~~~~~~~~~~~~~~~
- Requirements -
1 Animist A-Ability
- Stat Growth -
HP - B
MP - C
Speed - C
Attack - A
Defense - S
Magic - E
Resistence - B
- Abilities -
--Mog Rush
Type - A
AP Needed - 100
Effect - Knocks back the target as well as damages them
--Mog Guard
Type - A
AP Needed - 200
Effect - Raises defense and resistence for one turn
--Mog Lance
Type - A
AP Needed - 200
Effect - Ranged attack
--Mog Attack
Type - A
AP Needed - 200
Effect - Heavy damage but has low accuracy
--Mog Shield
Type - A
AP Needed - 300
Effect - Nullifies one status condition
--Disarm
Type - A
AP Needed - 300
Effect - Destroys the target's weapons and armor
--Mog Aid
Type - A
AP Needed - 300
Effect - Recovers a small amount of HP and removes bad status
--Ultima Charge
Type - A
AP Needed - 990
Effect - Heavy damage
--Critical: Haste
Type - R
AP Needed - 300
Effect - Bestows Haste when character hits Critical status
--Shieldbearer
Type - P
Ap Needed - 150
Effect - Enables any class to use a shield.
--Equip Heavy Armor
Type - P
Ap Needed - 150
Effect - Enables any class to wear heavy armor.
- Comments -
Has good stat growth plus Ultima Charge is great when a Gunner is using it.
Pretty bland and generic in terms of abilities compared to the other moogle
classes though =/
Fusiler
~~~~~~~~~
- Requirements -
1 Animist A-Ability
Complete Quest (Goug Consortium)
- Stat Growth -
HP - C
MP - E
Speed - B
Attack - C
Defense - C
Magic - E
Resistence - D
- Abilities -
--Fireshot
Type - A
AP Needed - 150
Effect - Fire damage
--Iceshot
Type - A
AP Needed - 150
Effect - Ice damage
--Boltshot
Type - A
AP Needed - 150
Effect - Thunder damage
--Confushot
Type - A
AP Needed - 400
Effect - Damage and inflict confuse
--Charmshot
Type - A
AP Needed - 400
Effect - Damage and inflict charm
--Silenshot
Type - A
AP Needed - 200
Effect - Damage and inflict silence
--Stopshot
Type - A
AP Needed - 450
Effect - Damage and inflict stop
--Blindshot
Type - A
AP Needed - 200
Effect - Damage and inflict charm
--Concentration
Type - P
AP Needed - 250
Effect - Improves Hit rate.
- Comments -
Bad stat growth aside, Fusilers haven't changed much. They still have the best
ranged weapon and with Ultima Charge they can be a force to be reckoned with.
However Concentrate's accuracy boost is lower plus the chances of that status
shots inflicting status now it a lot lower. Its still one of the best Moogle
classes anyway.
Juggler
~~~~~~~~~
- Requirements -
2 Tinker A-Ability
- Stat Growth -
HP - C
MP - E
Speed - A
Attack - B
Defense - B
Magic - D
Resistence - E
- Abilities -
--Hurl
Type - A
AP Needed - 100
Effect - Throws a weapon from your inventory to do damage to a single target
--Ring Toss
Type - A
AP Needed - 450
Effect - Inflict Stop
--Molotov Cocktail
Type - A
AP Needed - 250
Effect - Fire damage and inflicts berserk
--Ball Toss
Type - A
AP Needed - 450
Effect - Inflict Confuse
--Dagger Toss
Type - A
AP Needed - 450
Effect - Damage and inflicts Disable
--Smile Toss
Type - A
AP Needed - 450
Effect - Allows target to act next turn
--Gil Toss
Type - A
AP Needed - 200
Effect - Throw Gil to inflict damage
--Sticky Fingers
Type - R
AP Needed - 250
Effect - Catch thrown weapons and keep them
--Return Fire
Type - R
AP Needed - 150
Effect - catch a fired arrow and throw it back at the attacker
- Comments -
No more concentrated Ring. Smile is still useful though.
Tinker
~~~~~~~~
- Requirements -
2 Thief A-Ability
- Stat Growth -
HP - B
MP - D
Speed - C
Attack - B
Defense - B
Magic - C
Resistence - S
- Abilities -
--Red Spring
Type - A
AP Needed - 250
Effect - Inflicts Haste on either all allies or all enemies
--Blue Screw
Type - A
AP Needed - 250
Effect - Removes al positive status on either all allies or all enemies
--Green Gear
Type - A
AP Needed - 250
Effect - Inflicts Poison on either all allies or all enemies
--Silver Disc
Type - A
AP Needed - 250
Effect - Inflicts Blind on either all allies or all enemies
--Gold Battery
Type - A
AP Needed - 250
Effect - Heals HP on either all allies or all enemies
--Black Ingot
Type - A
AP Needed - 250
Effect - Inflicts Doom on either all allies or all enemies
--Chroma Gem
Type - A
AP Needed - 250
Effect - Inflicts Sleep on either all allies or all enemies
--Yellow Spring
Type - A
AP Needed - 250
Effect - Inflicts Regen on either all allies or all enemies
--Gold Mecha
Type - A
AP Needed - 250
Effect - Inflicts Protect and Shell on either all allies or all enemies
--Auto-Regen
Type - R
AP Needed - 200
Effect - Bestows Regen when attacked
--MP Shield
Type - R
AP Needed - 300
Effect - HP damage becomes MP damage until you run out of MP
--Equip Ribbon
Type - P
AP Needed - 300
Effect - Able to equip ribbons
- Comments -
Hey look, its the worst class in the game. Stat growth isn't half bad though
and equipping ribbons is always nice.
Time Mage
~~~~~~~~~~~
- Requirements -
5 Black Mage A-Ability
- Stat Growth -
HP - E
MP - A
Speed - C
Attack - E
Defense - E
Magic - A
Resistence - A
- Abilities -
--Haste
Type - A
AP Needed - 250
Effect - Bestows Haste on one ally
--Reflect
Type - A
AP Needed - 250
Effect - Bestows Reflect on one ally
--Slow
Type - A
AP Needed - 250
Effect - Inflicts Slow on one enemy
--Hastega
Type - A
AP Needed - 400
Effect - Bestows Haste on a group of allies
--Quicken
Type - A
AP Needed - 400
Effect - Allows target to act next turn
--Stop
Type - A
AP Needed - 350
Effect - Inflict Stop on one enemy
--Extend
Type - A
AP Needed - 150
Effect - Increases the duration of positive status effects
--Undo
Type - A
AP Needed - 300
Effect - Resets HP and MP to the amount on the previous turn
--Critical: Quicken
Type - R
AP Needed - 450
Effect - Bestows Quick when in critical status
--Magic Evade
Type - R
AP Needed - 250
Effect - Improves mage evasion
- Comments -
Nu Mou Time Mages are a lot better.
Chocobo Knight
~~~~~~~~~~~~~~~~
- Requirements -
2 Animist A-Ability
Complete Quest (Popocho's Chocobos)
- Stat Growth -
HP - E
MP - E
Speed - S
Attack - E
Defense - D
Magic - D
Resistence - D
- Abilities -
--Choco Cure
Type - A
Chocobo Needed - Any
Effect - Recovers HP
--Choco Esuna
Type - A
Chocobo Needed - Green
Effect - Removes bad status
--Choco Ball
Type - A
Chocobo Needed - Black
Effect - Ranged attack
--Choco Meteor
Type - A
Chocobo Needed - Red
Effect - Heavy damage
--Choco Beak
Type - A
Chocobo Needed - Any
Effect - Attack one enemy
--Choco Heal
Type - A
Chocobo Needed - White
Effect - Recovers MP
--Choco Guard
Type - A
Chocobo Needed - Brown
Effect - Raises defense and resistence and bestows Regen
--Choco Barrier
Type - A
Chocobo Needed - Any
Effect - Bestows Protect and Shell
- Comments -
Gimmicky at its finest. Chocobo Knights aren't very good but at least they're
very fast. As far as Chocobo Choices go the ones you should consider are Red,
White and Black.
Red Chocobo's have the mighty Choco Meteor, Black Chocobo have the best
movement of the lot and White ones can restore MP straight off the bat
without having to waste a turn.
Flintlock
~~~~~~~~~~~
- Requirements -
2 Tinker A-Ability
2 Guuner A-Ability
Complete Quest (Of Kupos and Cannons)
- Stat Growth -
HP - E
MP - B
Speed - C
Attack - C
Defense - D
Magic - D
Resistence - D
- Abilities -
--Prime
Type - A
AP Needed - 100
Effect - Needs to be used first before using the other abilities
--Cure Cannon
Type - A
AP Needed - 250
Effect - Restores HP and removes bad status
--Protect Cannon
Type - A
AP Needed - 250
Effect - Bestows Protect and Regen
--Shield Cannon
Type - A
AP Needed - 250
Effect - Bestows Shell and Protect
--Ether Cannon
Type - A
AP Needed - 500
Effect - Restores MP
--Teleport Cannon
Type - A
AP Needed - 450
Effect - Warps the target close to you
--Ether Damage
Type - A
AP Needed - 250
Effect - Ranged damage
--Full Burst
Type - A
AP Needed - 250
Effect - Self-damaging attack
--Blur
Type - R
AP Needed - 150
Effect - Evade gun and cannon attacks
--MP Attack(?)
Type - P
AP Needed - 150
Effect - Attacks consume MP to do more damage
- Comments -
Primed.
A great support unit hindered by wasting one turn to prepare abilities and
bad stat growth.
= = = = = = =
Nu Mou Jobs
= = = = = = =
[FFNU]
Nu Mou are all centered on using magic. They're frail but they have high base
magic and resistence making them superior in magic battles. If you want a
mage, make it a Nu Mou.
White Mage
~~~~~~~~~~~~
- Requirements -
None
- Stat Growth -
HP - E
MP - A
Speed - C+
Attack - E
Defense - D
Magic - C
Resistence - B
- Abilities -
--Cure
Type - A
AP Needed - 100
Effect - Restores a small amount of HP. Damages Undead.
--Cura
Type - A
AP Needed - 200
Effect - Restores a moderate amount of HP. Damages Undead.
--Curaga
Type - A
AP Needed - 300
Effect - Restores a large amount of HP. Damages Undead.
--Esuna
Type - A
AP Needed - 200
Effect - Removes bad status conditions.
--Raise
Type - A
AP Needed - 400
Effect - Revive an ally. Damages Undead.
--Araise
Type - A
AP Needed - 400
Effect - Revive and fully heal an ally. Damages Undead.
--Reraise
Type - A
AP Needed - 400
Effect - Automatically casts Raise on an the targeted ally when he/she falls.
--Refresh
Type - A
AP Needed - 400
Effect - Restores bad status that the Esuna spell cannot cure.
--Turbo MP
Type - A
AP Needed - 250
Effect - Doubles MP cost but improves the effect of magic skills.
- Comments -
White Mages are useful to have but you'll find those Blood Price Summoners
make better healers. That doesn't mean they're useless though, healing magic
is always nice to have and now there's less laws to restrict their use.
They did lose Protect and Shell though, and their stat growth is really bad
but they're useful to have.
Black Mage
~~~~~~~~~~~~
- Requirements -
1 White Mage A-Ability
- Stat Growth -
HP - E
MP - A
Speed - D
Attack - E
Defense - E
Magic - S
Resistence - A
- Abilities -
--Fire
Type - A
AP Needed - 100
Effect - Small fire damage.
--Fira
Type - A
AP Needed - 250
Effect - Moderate fire damage.
--Firaga
Type - A
AP Needed - 350
Effect - Large fire damage.
--Thunder
Type - A
AP Needed - 100
Effect - Small thunder damage.
--Thundara
Type - A
AP Needed - 250
Effect - Moderate thunder damage.
--Thundaga
Type - A
AP Needed - 350
Effect - Large thunder damage.
--Blizzard
Type - A
AP Needed - 100
Effect - Small ice damage.
--Blizzara
Type - A
AP Needed - 250
Effect - Moderate ice damage.
--Blizzaga
Type - A
AP Needed - 350
Effect - Large ice damage.
--Counter Magick
Type - R
AP Needed - 400
Effect - Counter attack magic by casting the same spell back at the caster.
You need to meet the MP requirement of that spell however.
--Geomancy
Type - P
AP Needed - 350
Effect - Lower target's elemental resistence by one level.
- Comments -
Black Mages get a boost from FFTA seeing that monster units are again often
weak to a certain element.
Beastmaster
~~~~~~~~~~~~~
- Requirements -
Complete Quest (Knowing the Beast)
- Stat Growth -
HP - B
MP - D
Speed - C+
Attack - A
Defense - C
Magic - E
Resistence - D
- Abilities -
--Bakanamy
Type - A
AP Needed - 150
Effect - Force a Bakanamy to execute one command
--Dreamhare
Type - A
AP Needed - 150
Effect - Force a Dreamhare to execute one command
--Flan
Type - A
AP Needed - 150
Effect - Force a Flan to execute one command
--Lamia
Type - A
AP Needed - 150
Effect - Force a Lamia to execute one command
--Deadly Nightshade
Type - A
AP Needed - 150
Effect - Force a Nightshade to execute one command
--Wolf
Type - A
AP Needed - 150
Effect - Force a Wolf to execute one command
--Shelling
Type - A
AP Needed - 150
Effect - Force a Turtle to execute one command
--Headless
Type - A
AP Needed - 150
Effect - Force a Headless to execute one command
--Zombie
Type - A
AP Needed - 150
Effect - Force a Zombie to execute one command
--Ghost
Type - A
AP Needed - 150
Effect - Force a Ghost to execute one command
--Deathscythe
Type - A
AP Needed - 150
Effect - Force a Deathscythe to execute one command
--Malboro
Type - A
AP Needed - 150
Effect - Force a Malboro to execute one command
--Bomb
Type - A
AP Needed - 150
Effect - Force a Bomb to execute one command
--Ahriman(?)
Type - A
AP Needed - 150
Effect - Force an Ahriman to execute one command
--Floating Eyeball
Type - A
AP Needed - 150
Effect - Force a Floating Eyeball to execute one command
--Sprite
Type - A
AP Needed - 150
Effect - Force a Sprite to execute one command
--Antlion
Type - A
AP Needed - 150
Effect - Force an Antlion to execute one command
--Cockatrice
Type - A
AP Needed - 150
Effect - Force a Cockatrice to execute one command
--Drake
Type - A
AP Needed - 150
Effect - Force a Dragon to execute one command
--Immunity
Type - P
AP Needed - 150
Effect - Buffs and debuffs cannot be removed
- Comments -
If you're going to use a Blue Mage you'll need this job since it helps make
enemies actually use the spell on your character with Learning. Outside that
though they're pretty much another gimmick class and are overall not very
useful.
Time Mage
~~~~~~~~~~~
- Requirements -
5 Black Mage A-Ability
- Stat Growth -
HP - E
MP - A
Speed - C
Attack - E
Defense - E-
Magic - A
Resistence - A
- Abilities -
--Haste
Type - A
AP Needed - 250
Effect - Bestows Haste on one ally
--Reflect
Type - A
AP Needed - 250
Effect - Bestows Reflect on one ally
--Slow
Type - A
AP Needed - 250
Effect - Inflicts Slow on one enemy
--Hastega
Type - A
AP Needed - 400
Effect - Bestows Haste on a group of allies
--Quicken
Type - A
AP Needed - 400
Effect - Allows target to act next turn
--Stop
Type - A
AP Needed - 350
Effect - Inflict Stop on one enemy
--Extend
Type - A
AP Needed - 150
Effect - Increases the duration of positive status effects
--Undo
Type - A
AP Needed - 300
Effect - Resets HP and MP to the amount on the previous turn
--Critical: Quicken
Type - R
AP Needed - 450
Effect - Bestwos Quick when in critical status
--Magic Evade
Type - R
AP Needed - 250
Effect - Improves mage evasion
- Comments -
Haste is always helpful as is Quick, outside that though there's better classes
to choose from anyway.
Illusionist
~~~~~~~~~~~~~
- Requirements -
4 Black Mage A-Ability
2 White Mage A-Ability
- Stat Growth -
HP - E
MP - A+
Speed - D
Attack - E
Defense - E
Magic - B
Resistence - C
- Abilities -
--Prominence
Type - A
AP Needed - 200
Effect - Fire damage to all enemies
--Tempest
Type - A
AP Needed - 200
Effect - Thunder damage to all enemies
--Freezeblink
Type - A
AP Needed - 250
Effect - Ice damage to all enemies
--Star Cross
Type - A
AP Needed - 300
Effect - Holy damage to all enemies
--Stardust
Type - A
AP Needed - 300
Effect - Damages to all enemies
--Deluge
Type - A
AP Needed - 250
Effect - Water damage to all enemies
--Soil Evidence(?)
Type - A
AP Needed - 250
Effect - Earth damage to all enemies
--Wild Tornado
Type - A
AP Needed - 250
Effect - Wind damage to all enemies
--Absorb MP
Type - R
AP Needed - 300
Effect - Absorb the amount MP used in the spell you're hit by
--Halve MP
Type - P
AP Needed - 400
Effect - Half MP cost for all spells
- Comments -
Not a very good class. Attacking all enemies is cool but the damage is low
and the MP cost is ridiculous. Their stat growth is significantly worse too.
Alchemist
~~~~~~~~~~~
- Requirements -
2 Beastmaster(?) A-Ability
- Stat Growth -
HP - C
MP - A+
Speed - C
Attack - D
Defense - E
Magic - A
Resistence - S
- Abilities -
--Astra
Type - A
AP Needed - 200
Effect - Nullify one bad status
--Warp
Type - A
AP Needed - 350
Effect - Turn an enemy in Critical status into an item
--Protometeor
Type - A
AP Needed - 400
Effect - Heavy damage
--Rasp
Type - A
AP Needed - 100
Effect - Damage MP
--Flare
Type - A
AP Needed - 300
Effect - Heavy damage
--Poison
Type - A
AP Needed - 100
Effect - Inflict Poison
--Toad
Type - A
AP Needed - 200
Effect - Inflict Frog
--Magic UP
Type - P
AP Needed - 150
Effect - Improves magic
--Maintenance
Type - P
AP Needed - 150
Effect - Prevents equipment from being stolen or broken.
--Item Lore
Type - P
AP Needed - 150
Effect - Improves the effect of items
- Comments -
Unique class. One of the good thing about it is that they always have access
to the Item command which enables fast healing.
Also Protometeor is the best looking spell in the game.
Arcanist
~~~~~~~~~~
- Requirements -
2 Time Mage A-Ability
Complete Quest (Nu Mou Nobles)
- Stat Growth -
HP - E
MP - S
Speed - E
Attack - E
Defense - E-
Magic - C
Resistence - D
- Abilities -
--Syphon
Type - A
AP Needed - 300
Effect - Steal one target's MP
--Death
Type - A
AP Needed - 450
Effect - Instant KO to one unit
--Gravity
Type - A
AP Needed - 250
Effect - Target takes damage equal to 1/4 of their current HP
--Drain
Type - A
AP Needed - 300
Effect - Steal one target's HP
--Graviga
Type - A
AP Needed - 450
Effect - Target takes damage equal to 1/2 of their current HP
--Level 3 Dark
Type - A
AP Needed - 450
Effect - Dark damage to all units with a level dividable by 3
--Level 5 Haste
Type - A
AP Needed - 450
Effect - Bestows Haste on all units with a level dividable by 5
--Level ? S Flare
Type - A
AP Needed - 450
Effect - Dark damage to all units with last level digit that is the same as the
caster.
--MP Shield
Type - R
AP Needed - 300
Effect - HP damage becomes MP damage until you run out of MP
--Pierce
Type - P
AP Needed - 200
Effect - Spells ignore Reflect Status
- Comments -
I had high hopes for this class. Arcane magic was very powerful and useful in
Final Fantasy XII. Here our old master of Arcane magic has AWFUL stat growth
and gimmicky spell options. Its really too bad =(
Sage
~~~~~~
- Requirements -
2 White Mage A-Ability
1 Beastmaster A-Ability
- Stat Growth -
HP - B
MP - B
Speed - C
Attack - C
Defense - D
Magic - B
Resistence - C
- Abilities -
--Blind
Type - A
AP Needed - 100
Effect - Inflicts Blind
--Water
Type - A
AP Needed - 200
Effect - Water damage
--Aero
Type - A
AP Needed - 200
Effect - Wind damage
--Esunaga
Type - A
AP Needed - 300
Effect - Removes bad status
--Scathe
Type - A
AP Needed - 450
Effect - Heavy damage to enemies in a line
--Giga Flare
Type - A
AP Needed - 450
Effect - Heavy damage
--Bio
Type - A
AP Needed - 300
Effect - Damage and inflicts poison
--Ultima Blow
Type - A
AP Needed - 990
Effect - Heavy damage
--Reflex
Type - R
AP Needed - 350
Effect - Grants immunity to attacks done by the Attack command
--Defense UP
Type - P
AP Needed - 350
Effect - Improves defense
--Shieldbearer
Type - P
Ap Needed - 150
Effect - Enables any class to use a shield.
- Comments -
This class remains pretty much almost exactly the same from FFTA =/
They've lost Raise though but gained Esunaga instead they've also got a new
spell which is Scathe. They're still the all rounder, being good at physical
combat and magical combat. Their magic will always remain stronger though.
Scholar
~~~~~~~~~
- Requirements -
1 Sage A-Ability
1 Time Mage A-Ability
Complete Quest (Treasured Tomes)
- Stat Growth -
HP - B
MP - C
Speed - C+
Attack - A
Defense - D
Magic - D
Resistence - D
- Abilities -
--Scan(?)
Type - A
AP Needed - 150
Effect - Reveals tresure held by the unit
--Biologic(?)
Type - A
AP Needed - 300
Effect - Deals damage to all units of the selected race
--Writings of Earth(?)
Type - A
AP Needed - 300
Effect - Earth damage to all units
--Writings of Cold(?)
Type - A
AP Needed - 300
Effect - Ice damage to all units
--Writings of Storm(?)
Type - A
AP Needed - 300
Effect - Thunder damage to all units
--Writings of Darkness(?)
Type - A
AP Needed - 300
Effect - Dark damage to all units
--Force(?)
Type - A
AP Needed - 200
Effect - Improves status resistence
--Mad Science
Type - A
AP Needed - 350
Effect - Inflicts a random status condition
--Spellbound
Type - P
AP Needed - 300
Effect - Improves the duration of positive status
- Comments -
Hey their status growth is similar to the removed Morpher class =/
They damage everyone including allies which is a problem but you can work
equipment builds to take advantage of it.
= = = = = = =
Bangaa Jobs
= = = = = = =
[FFBA]
Slow but tough. Bangaa are a bit faster this time round though and they have
more classes to choose from now. Bangaa's are weak at casting spells however.
Warrior
~~~~~~~~~
- Requirements -
None
- Stat Growth -
HP - S
MP - D
Speed - C+
Attack - B
Defense - C
Magic - E
Resistence - E
- Abilities -
--First Aid
Type - A
AP Needed - 100
Effect - Cures poison status and restores a small number of HP
--Rend Power
Type - A
AP Needed - 250
MP Cost - 0
Effect - Lowers an enemy's attack stat.
--Rend Magic
Type - A
AP Needed - 250
Effect - Lowers an enemy's magic stat.
--Rend MP
Type - A
AP Needed - 250
Effect - MP Damage to one enemy
--Rend Speed
Type - A
AP Needed - 350
Effect - Lowers an enemy's speed stat.
--Body Slam
Type - A
AP Needed - 300
Effect - Self-damaging attack
--Greased Bolt
Type - A
AP Needed - 300
Effect - Attack that ignores the enemy's R-Ability
--Downsize
Type - A
AP Needed - 300
Effect - Target takes damage equal to half of their current HP
--Shieldbearer
Type - P
Ap Needed - 150
Effect - Enables any class to use a shield.
--Monkey Grip
Type - P
Ap Needed - 250
Effect - Enables holding two handed weapons with only one hand.
- Comments -
Hey look! Its an improved version of everyone's favorite Hume class!
Yaaaaay~~~~
White Monk
~~~~~~~~~~~~
- Requirements -
None
- Stat Growth -
HP - C
MP - D
Speed - B
Attack - B
Defense - D
Magic - D
Resistence - D
- Abilities -
--Whirlwind
Type - A
AP Needed - 100
Effect - Damages adjacent units
--Air Render
Type - A
AP Needed - 250
Effect - Ranged attack.
--Earth Render
Type - A
AP Needed - 250
Effect- Earth damage to enemies in a line
--Aurablast
Type - A
AP Needed - 250
Effect - Ranged attack.
--Chakra
Type - A
AP Needed - 200
Effect - Recover HP and removes bad status
--Revive
Type - A
AP Needed - 300
Effect - Revive a KO'd ally
--Exorcise
Type - A
AP Needed - 250
Effect - Removes undead enemies from battle
--Holy Sign
Type - A
AP Needed - 300
Effect - Dispels positive status
--Reflex
Type - R
AP Needed - 350
Effect - Grants immunity to attacks done by the Attack command
--Counter
Type - R
AP Needed - 150
Effect - Counter attack an enemy when attacked at close range.
- Comments -
Pretty good for a starting class O_o
I recommend one for Exorcise which helps for those annoying ghosts. They're
fast for a Bangaa class too. Whats even better is they finally got an advanced
version of their class too, which is one of the best Bangaa classes.
Dragoon
~~~~~~~~~
- Requirements -
2 Warrior A-Ability
Complete Quest (Kyrra, Dragoon)
- Stat Growth -
HP - A
MP - E
Speed - B
Attack - S
Defense - B
Magic - E-
Resistence - E-
- Abilities -
--Jump
Type - A
AP Needed - 100
Effect - Ranged attack
--Fire Breath
Type - A
AP Needed - 300
Effect - Fire damage
--Ice Breath
Type - A
AP Needed - 300
Effect - Ice damage
--Thunder Breath
Type - A
AP Needed - 300
Effect - You guessed it, thunder damage
--Bangaa Cry
Type - A
AP Needed - 300
Effect - Non-elemental damage
--Wyrmtamer
Type - A
AP Needed - 150
Effect - Removes dragons from battle
--Wyrmkiller
Type - A
AP Needed - 300
Effect - Heavy damage to dragons
--Lancet
Type - A
AP Needed - 300
Effect - Steals a unit's HP
--Dragonheart
Type - R
AP Needed - 300
Effect - Gain Reraise when attacked at close range
- Comments -
Look at that awesome stat growth. Look at it and drool.
Dragoons are exactly the same overall though. Still a good class and
Dragonheart is a FANTASTIC R-Ability.
Defender
~~~~~~~~~~
- Requirements -
2 White Monk A-Ability
- Stat Growth -
HP - A
MP - E
Speed - D
Attack - C
Defense - S
Magic - E
Resistence - D
- Abilities -
--Temor
Type - A
AP Needed - 100
Effect - Damages and knocks back adjacent units
--Meltdown
Type - A
AP Needed - 200
Effect - KO's the user and does damage equal to the user's HP to adjacent units
--Defense
Type - A
AP Needed - 200
Effect - Improves defensive abilities. Effect is lost next turn.
--Drop Weapon
Type - A
AP Needed - 200
Effect - Forces the target to unequip their weapon
--Hibernate
Type - A
AP Needed - 100
Effect - Removes all bad status and causes the unit to fall asleep
--Mow Down
Type - A
AP Needed - 200
Effect - Damages surrounding units and nullifies evasion for 1 turn
--Aura
Type - A
AP Needed - 300
Effect - Bestows Reraise and Regen
--Bulwark
Type - A
AP Needed - 300
Effect - Become immune to all damage until next turn
--Critical: Berserk
Type - R
AP Needed - 300
Effect - Become berserk when in critical status
--Defense UP
Type - P
AP Needed - 350
Effect - Improves defense
--Equip Heavy Armor
Type - P
Ap Needed - 150
Effect - Enables any class to wear heavy armor.
- Comments -
Nice abilities however Aura costs MP now =(
A good defensive fighter however like in FFTA, it is outclassed by the Hume's
Paladin. Aura and Expert Guard are always useful though.
Gladiator
~~~~~~~~~~~
- Requirements -
2 Warrior A-Ability
- Stat Growth -
HP - A
MP - D
Speed - B
Attack - S+
Defense - C
Magic - E
Resistence - D
- Abilities -
--Rush
Type - A
AP Needed - 100
Effect - Knocks back the target as well as damages them
--Wild Swing
Type - A
AP Needed - 250
Effect - Attacks all surrounding units.
--Beatdown
Type - A
AP Needed - 250
Effect - All-or-nothing attack
--Blitz
Type - A
AP Needed - 250
Effect - Has a high hit rate but does less damage.
--Fire Soul
Type - A
AP Needed - 300
Effect - Fire damage
--Thunder Assault
Type - A
AP Needed - 300
Effect - Thunder damage
--Ice Tackle
Type - A
AP Needed - 300
Effect - Ice damage
--Ultima Sword
Type - A
AP Needed - 990
Effect - Heavy damage
--Strikeback
Type - R
AP Needed - 300
Effect - Prevents attacks done by the Fight attack and counters
--Doublehand
Type - P
AP Needed - 250
Effect - Hold a one-handed weapon in two hands, improving damage.
- Comments -
Watch out Dragoon! You got a rival for best stat growth!
Gladiators get the upper hand though by getting the mighty Ultima Sword.
However since Bangaas have very low MP, don't expect to be using it a lot.
Great class though! Just be weary about their low defenses.
Master Monk
~~~~~~~~~~~~~
- Requirements -
2 Warrior A-Ability
2 White Monk A-Ability
Complete Quest (Banbangaa!)
- Stat Growth -
HP - C
MP - c
Speed - A+
Attack - S
Defense - C
Magic - C
Resistence - D
- Abilities -
--Inner Focus
Type - A
AP Needed - 300
Effect - Restore HP and removes bad status
--Armor Rend
Type - A
AP Needed - 350
Effect - Destroy the target's armor
--Holy Strike
Type - A
AP Needed - 350
Effect - Holy damage
--Dark Fist
Type - A
AP Needed - 300
Effect - Self-damaging attack
--Cross-Counter
Type - A
AP Needed - 350
Effect - Does damage, heavy damage if the target has Counter set as their R
ability (Blink Counter works too)
--Lifebane
Type - A
AP Needed - 400
Effect - Damage and inflicts Doom
--Pummel
Type - A
AP Needed - 300
Effect - Attack the target twice
--withered Blow
Type - A
AP Needed - 400
Effect - Damage based on current HP
--Blink Counter
Type - R
AP Needed - 250
Effect - Knocks the target back and counters
--Focus
Type - P
AP Needed - 300
Effect - Improves damage when at full HP
- Comments -
Japanese players consider this to be the best Bangaa Job, and you can see why.
Great speed and attack growth, paired with some powerful abilities, White
Monks were already good enough O_o
Its defenses are average at best though but they shouldn't bother you at all.
Bishop
~~~~~~~~
- Requirements -
2 White Monk A-Ability
- Stat Growth -
HP - C
MP - B
Speed - E
Attack - E
Defense - E
Magic - A
Resistence - C
- Abilities -
--Cura
Type - A
AP Needed - 200
Effect - Restores a moderate amount of HP. Damages Undead.
--Dispel
Type - A
AP Needed - 200
Effect - Dispels positive status
--Holy
Type - A
AP Needed - 300
Effect - Holy damage
--Water
Type - A
AP Needed - 200
Effect - Water damage
--Aero
Type - A
AP Needed - 200
Effect - Wind damage
--Barrier
Type - A
AP Needed - 300
Effect - Bestows Protect and Shell
--Drop
Type - A
AP Needed - 150
Effect - Forces the enemy to drop some treasure
--Break
Type - A
AP Needed - 200
Effect - Inflicts Petrify
--Counter Magick
Type - R
AP Needed - 400
Effect - Counter attack magic by casting the same spell back at the caster.
You need to meet the MP requirement of that spell however.
--Halve MP
Type - P
AP Needed - 400
Effect - Half MP cost for all spells
- Comments -
The only magic using Bangaa class. They got some unique spells but otherwise
this class isn't very useful. It did gain the advantage of being able to use
Trickster abilities as a secondary ability over its FFTA1 counterpart.
Templar
~~~~~~~~~
- Requirements -
2 White Monk A-Ability
- Stat Growth -
HP - B
MP - C
Speed - E
Attack - B
Defense - A
Magic - D
Resistence - D
- Abilities -
--Astra
Type - A
AP Needed - 200
Effect - Nullify one bad status
--Haste
Type - A
AP Needed - 250
Effect - Bestows Haste on one ally
--Rasp
Type - A
AP Needed - 100
Effect - Damage MP
--Warcry
Type - A
AP Needed - 300
Effect - Reduce speed of all adjacent units
--Rasp
Type - A
AP Needed - 100
Effect - Damage MP
--Silence
Type - A
AP Needed - 200
Effect - Inflict Silence
--Cheer
Type - A
AP Needed - 100
Effect - Increases the power of attacks on the next turn
--Soul Sphere
Type - A
AP Needed - 300
Effect - Damage MP
--Lifebreak
Type - A
AP Needed - 100
Effect - Damages the target equal to amount of HP the user has lost
--Bonecrusher
Type - R
AP Needed - 250
Effect - Same as Counter only does more damage
--Attack UP
Type - P
AP Needed - 150
Effect - Increases attack
- Comments -
My favorite Bangaa class from FFTA seems to remain the same as ever. Still
worth the effort unlocking; however Lifebreak's hit rate is considerbly worse
now. Haste really helps this guy stand out though as Bangaa's do have really
bad speed.
Templar's are still a grat anti-mage unit too with Soul Sphere though...
usually the Templar is able to kill a mage in one hit with a normal attack.
Cannoneer
~~~~~~~~~~~
- Requirements -
2 Dragoon A-Ability
Complete Quest (The Bangaa Brotherhood)
- Stat Growth -
HP - B
MP - C
Speed - B
Attack - D
Defense - D
Magic - D
Resistence - D
- Abilities -
--Reload
Type - A
AP Needed - 150
Effect - Raises attack power for one attack
--Attachment
Type - A
AP Needed - 150
Effect - Raises the number of attacks for one attack
--Backshot
Type - A
AP Needed - 150
Effect - Improves the range of one attack
--Scope
Type - A
AP Needed - 150
Effect - Improves the accuracy of one attack
--Fixed Shot
Type - A
AP Needed - 200
Effect - Improves damage but inflicts Disable on the user
--Lock On
Type - A
AP Needed - 200
Effect - Improves the damage of one attack
--Potion Shot
Type - A
AP Needed - 300
Effect - Restores an ally's HP
--Ether Shot
Type - A
AP Needed - 300
Effect - Restores an ally's MP
--Blur
Type - R
AP Needed - 150
Effect - Evade gun and cannon attacks
- Comment -
Also known as the class that spends a lot of turns doing nothing and then
finally does something only to repeat the whole waste turns process again.
Of course I haven't used one yet but looking at the AI, they do seem more
focused on charging and wasting turns. The bad stats don't help it much
either. Recovering MP is always useful though.
Trickster
~~~~~~~~~~~
- Requirements -
2 Master Monk(?) A-Ability
Complete Quest (Sleight of Hand)
- Stat Growth -
HP - E
MP - E
Speed - S
Attack - D
Defense - D
Magic - A+
Resistence - D
- Abilities -
--Snigger
Type - A
AP Needed - 150
Effect - Inflict berserk
--Allusion(?)
Type - A
AP Needed - 450
Effect - Inflict frog
--Placebo(?)
Type - A
AP Needed - 150
Effect - Inflict poison
--Ambiguity
Type - A
AP Needed - 250
Effect - Inflict disable
--Charisma
Type - A
AP Needed - 400
Effect - Inflict charm
--Trauma
Type - A
AP Needed - 300
Effect - Damage is based on the number of bad status on the target
--Agitate
Type - A
AP Needed - 400
Effect - Damages the target equal to amount of HP the user has lost
--Snatch
Type - A
AP Needed - 250
Effect - Damage and steals treasure from the target
--Equip Ribbon
Type - P
AP Needed - 300
Effect - Able to equip ribbons
- Comments -
Always wanted a Bangaa as fast as a Ninja or Assassin?
They got unique spells, and cards are the best ranged weapon in the game, since
they have great range and ignore obstacles.
Their stat growth is fantastic for a magic Bangaa and is worth maining for
those two reasons alone. Ultima Sword + Cards is force to be feared.
However if you're going for their abilities to aid a physical Bangaa try to
avoid levelling up as this unless you need the speed growth.
= = = = = = =
Viera Jobs
= = = = = = =
[FFVI]
Like Humes, they have great stats all around. However they traded defenses for
speed. A great race overall.
Fencer
~~~~~~~~
- Requirements -
None
- Stat Growth -
HP - A
MP - E
Speed - A
Attack - A
Defense - D
Magic - E
Resistence - D
- Abilities -
--Swarmstrike
Type - A
AP Needed - 100
Effect - Low damage but inflicts poison
--Shadowstick
Type - A
AP Needed - 200
Effect - Lowers the target's speed
--Checkmate
Type - A
AP Needed - 300
Effect - Inflicts Doom
--Featherblow
Type - A
AP Needed - 200
Effect - Low damage but always hits
--Swallowtail
Type - A
AP Needed - 300
Effect - Damages all adjacent units
--Manastrike
Type - A
AP Needed - 300
Effect - MP damage
--Piercethrough
Type - A
AP Needed - 200
Effect - Attacks 2 spaces
--Nighthawk
Type - A
AP Needed - 200
Effect - Damages all adjacent units
--Reflex
Type - R
AP Needed - 350
Effect - Grants immunity to attacks done by the Attack command
--Shieldbearer
Type - P
Ap Needed - 150
Effect - Enables any class to use a shield.
- Comments -
This one is also pretty decent for a starting class O_o
They have good stats and decent abilities, they're stronger than the
Spellblade too, surprisingly enough. Its either this or Assassin if you want a
melee Viera fighter.
White Mage
~~~~~~~~~~~~
- Requirements -
None
- Stat Growth -
HP - C
MP - B+
Speed - C+
Attack - E
Defense - D
Magic - C
Resistence - B
- Abilities -
--Cure
Type - A
AP Needed - 100
Effect - Restores a small amount of HP. Damages Undead.
--Cura
Type - A
AP Needed - 200
Effect - Restores a moderate amount of HP. Damages Undead.
--Curaga
Type - A
AP Needed - 300
Effect - Restores a large amount of HP. Damages Undead.
--Esuna
Type - A
AP Needed - 200
Effect - Removes bad status conditions.
--Raise
Type - A
AP Needed - 400
Effect - Revive an ally. Damages Undead.
--Araise
Type - A
AP Needed - 400
Effect - Revive and fully heal an ally. Damages Undead.
--Reraise
Type - A
AP Needed - 400
Effect - Automatically casts Raise on an the targeted ally when he/she falls.
--Refresh
Type - A
AP Needed - 400
Effect - Restores bad status that the Esuna spell cannot cure.
--Turbo MP
Type - A
AP Needed - 250
Effect - Doubles MP cost but improves the effect of magic skills.
- Comments -
White Mages are useful to have but you'll find those Blood Price Summoners
make better healers. That doesn't mean they're useless though, healing magic
is always nice to have and now there's less laws to restrict their use.
They did lose Protect and Shell though, and their stat growth is really bad
but they're useful to have.
Green Mage
~~~~~~~~~~~~
- Requirements -
1 White Mage A-Ability
Complete Quest (Green Dominion)
- Stat Growth -
HP - C
MP - C
Speed - A+
Attack - D
Defense - D
Magic - C
Resistence - D
- Abilities -
--Protect
Type - A
AP Needed - 150
Effect - Bestows Protect
--Shell
Type - A
AP Needed - 150
Effect - Bestows Shell
--Sleep
Type - A
AP Needed - 200
Effect - Inflicts Sleep
--Silence
Type - A
AP Needed - 200
Effect - Inflicts Silence
--Oil
Type - A
AP Needed - 250
Effect - Inflicts Oil
--Blind
Type - A
AP Needed - 200
Effect - Inflicts Blind
--Leap
Type - A
AP Needed - 200
Effect - Improves movement
--Tranq
Type - A
AP Needed - 200
Effect - Improves accuracy
--Magick Evade
Type - R
AP Needed - 250
Effect - Improves mage evasion
--Spellbound
Type - P
AP Needed - 300
Effect - Improves the duration of positive status
- Comments -
An important Viera class since they're the only ones who have access to our
favorite buff spells!
Archer
~~~~~~~~
- Requirements -
None
- Stat Growth -
HP - B
MP - E
Speed - A
Attack - C
Defense - D
Magic - E
Resistence - D
- Abilities -
--Boost
Type - A
AP Needed - 100
Effect - Improves weapon attack. Effect is lost once you attack.
--Leg Aim
Type - A
AP Needed - 250
Effect - Inflicts immobilise status to an enemy.
--Arm Aim
Type - A
AP Needed - 350
Effect - Inflicts disable status to an enemy.
--Cupid
Type - A
AP Needed - 250
Effect - Inflicts charm status to an enemy.
--Burial
Type - A
AP Needed - 200
Effect - Destroy undead completely.
--Take Aim
Type - A
AP Needed - 200
Effect - Has a high hit rate but does less damage.
--Lighting Strike
Type - A
AP Needed - 300
Effect - An attack that ignores the enemy's R-Ability
--Black Out
Type - A
AP Needed - 250
Effect - Inflicts blind status to an enemy.
--Archer's Bane
Type - R
AP Needed - 200
Effect - Grants immunity to bow attacks done by the attack command.
--Concentration
Type - P
AP Needed - 250
Effect - Improves Hit rate.
- Comments -
Pretty much the same as a Hume Archer. Only you'll want to use for the Sniper
Class.
Elementalist
~~~~~~~~~~~~~~
- Requirements -
2 White Mage A-Ability
- Stat Growth -
HP - C
MP - C
Speed - C
Attack - D
Defense - D
Magic - A
Resistence - D
- Abilities -
--Fire Whip
Type - A
AP Needed - 250
Effect - Fire damage and inflicts disable
--Earth Heal
Type - A
AP Needed - 200
Effect - Restores HP
--White Flame
Type - A
AP Needed - 100
Effect - Restores HP
--Shining Air
Type - A
AP Needed - 250
Effect - Wind damage and inflicts blind
--Evil Gaze
Type - A
AP Needed - 300
Effect - Dark damage and inflicts confuse
--Boulder Crush
Type - A
AP Needed - 200
Effect - Earth damage and inflicts immobilize
--Sliprain
Type - A
AP Needed - 200
Effect - Water damage and inflicts slow
--Thunder Roar
Type - A
AP Needed - 200
Effect - Thunder damage and inflicts silence
- Comments -
Pretty much the same from FFTA only that have 1 new attack. A good secondary
class ability but I would never use this as a primary class.
Red Mage
~~~~~~~~~~
- Requirements -
1 White Mage A-Ability
1 Fencer A-Ability
- Stat Growth -
HP - C
MP - D
Speed - B
Attack - B
Defense - E
Magic - B
Resistence - E
- Abilities -
--Protect
Type - A
AP Needed - 150
Effect - Bestows Protect
--Shell
Type - A
AP Needed - 150
Effect - Bestows Shell
--Cure
Type - A
AP Needed - 100
Effect - Restores a small amount of HP. Damages Undead.
--Fire
Type - A
AP Needed - 100
Effect - Small fire damage.
--Thunder
Type - A
AP Needed - 100
Effect - Small thunder damage.
--Blizzard
Type - A
AP Needed - 100
Effect - Small ice damage.
--Silence
Type - A
AP Needed - 200
Effect - Inflicts Silence
--Doublecast
Type - A
AP Needed - 990
Effect - Cast two spells in one turn
--Sticky Fingers
Type - R
AP Needed - 250
Effect - Catch thrown weapons and keep them
--Magic UP
Type - P
AP Needed - 150
Effect - Improves magic
- Comments -
There is only two reasons you would use this class and that is for Doublecast
and unlocking Magic Fencer. Stat growth isn't too bad though.
Spellblade
~~~~~~~~~~~~
- Requirements -
2 Red Mage A-Ability
Complete Quest (To be a Spellblade)
- Stat Growth -
HP - D
MP - D
Speed - B
Attack - C
Defense - D
Magic - D
Resistence - D
- Abilities -
--Oil Sword
Type - A
AP Needed - 300
Effect - Damage and inflict Oil
--Slow Sword
Type - A
AP Needed - 300
Effect - Damage and inflict Slow
--Poison Sword
Type - A
AP Needed - 200
Effect - Damage and inflict Poison
--Confuse Sword
Type - A
AP Needed - 300
Effect - Damage and inflict Confuse
--Sleep Sword
Type - A
AP Needed - 250
Effect - Damage and inflict Sleep
--Doom Sword
Type - A
AP Needed - 300
Effect - Damage and inflict Doom
--Maim Sword
Type - A
AP Needed - 300
Effect - Damage and inflict Immobilize
--Stun Sword
Type - A
AP Needed - 300
Effect - Damage and inflict Disable
--Critical: Evade
Type - R
AP Needed - 200
Effect - Improves evade when in Critical status
--Blood Price
Type - P
AP Needed - 150
Effect - Spells consume HP instead of MP
- Comments -
Blood Price. Its all you need.
Well actually their abilities are much better than Aim for a Sniper's second
skill slot.
Stat growth is strangely enough, worse than a Fencer. So much for a Fencer
upgrade -_-;
Summoner
~~~~~~~~~~
- Requirements -
2 Elementalist A-Ability
- Stat Growth -
HP - E
MP - B
Speed - C
Attack - E
Defense - E
Magic - S
Resistence - D
- Abilities -
--Unicorn
Type - A
AP Needed - 200
Effect - Restore HP and remove bad status
--Ifrit
Type - A
AP Needed - 200
Effect - Fire damage
--Shiva
Type - A
AP Needed - 200
Effect - Ice damage
--Ramuh
Type - A
AP Needed - 200
Effect - Thunder damage
--Kirin
Type - A
AP Needed - 200
Effect - Bestows Regen
--Carbuncle
Type - A
AP Needed - 200
Effect - Bestows Reflect
--Phoenix
Type - A
AP Needed - 300
Effect - Revives KO'd units
--Maduin
Type - A
AP Needed - 300
Effect - Holy damage
--Halve MP
Type - P
AP Needed - 400
Effect - Hlaf MP cost for all spells
- Comments -
Great class. They have the best magic growth and the wide range of their spells
is very nice. MP cost is quite high though so make sure you get Half MP or
Blood Price as soon as possible.
Assassin
~~~~~~~~~~
- Requirements -
2 Elementalist A-Ability
1 Sniper A-Ability
Complete Quest (Veis, Assassin)
- Stat Growth -
HP - E
MP - E
Speed - S
Attack - C
Defense - E
Magic - D
Resistence - E
- Abilities -
--Shadowbind
Type - A
AP Needed - 200
Effect - Inflicts Stop
--Last Breath
Type - A
AP Needed - 300
Effect - Instantly KO a unit
--Aphonia
Type - A
AP Needed - 200
Effect - Inflicts Silence
--Nightmare
Type - A
AP Needed - 300
Effect - Inflicts Sleep and Doom
--Ague
Type - A
AP Needed - 200
Effect - Inflicts Slow
--Rockseal
Type - A
AP Needed - 200
Effect - Inflicts Petrify
--Oblivion
Type - A
AP Needed - 200
Effect - Inflicts Addle
--Ultima Masher
Type - A
AP Needed - 990
Effect - Heavy damage
--Shadowbind
Type - A
AP Needed - 200
Effect - Inflicts Stop
--Return Fire
Type - R
AP Needed - 150
Effect - catch a fired arrow and throw it back at the attacker
- Comments -
Of all classes, Assassins took the biggest blow with the nerf of Concentrate.
No more will Last Breath reach 70% or higher on a healthy unit. Their stat
growth isn't great either except for speed. Still a good class though but
now they're shadowed by the other Viera options.
Sniper
~~~~~~~~
- Requirements -
2 Archer A-Ability
- Stat Growth -
HP - C
MP - E
Speed - C+
Attack - S
Defense - E
Magic - D
Resistence - D
- Abilities -
--Doubleshot
Type - A
AP Needed - 300
Effect - Attack twice
--Beso Toxico
Type - A
AP Needed - 200
Effect - Damage and inflict poison
--Death Sickle
Type - A
AP Needed - 300
Effect - Inflicts Doom
--Vanish
Type - A
AP Needed - 100
Effect - Bestows Vanish
--Markman's Spite
Type - A
AP Needed - 300
Effect - HP and MP damage based on how much HP the user has lost
--Armor Aim
Type - A
AP Needed - 300
Effect - Destroy the target's armor
--Weapon Aim
Type - A
AP Needed - 300
Effect - Destroy the target's weapon
--Wallet Aim
Type - A
AP Needed - 300
Effect - Steal gil based on the target's Max HP
--Auto-Regen
Type - R
AP Needed - 200
Effect - Bestows Regen when attacked
- Comments -
They have the highest attack of all Viera classes plus Double Shot has been
boosted. Its going neck and neck for the best bow user, rivalling Sudden Strike
Hunters.
= = = = = =
Seeq Jobs
= = = = = =
[FFSE]
The first of the new races. These pigs hail from Final Fantasy XII. They're
slower but stronger than a Bangaa. They also look uglier too >_>
Berserker
~~~~~~~~~~~
- Requirements -
None
- Stat Growth -
HP - B+
MP - E
Speed - D
Attack - S
Defense - E
Magic - E
Resistence - E
- Abilities -
--Scream
Type - A
AP Needed - 300
Effect - Removes positave status of adjacent units
--Hone Senses
Type - A
AP Needed - 200
Effect - Improves critical hit rate
--Furore
Type - A
AP Needed - 200
Effect - Damages units in a line
--Groud Shaker(?)
Type - A
AP Needed - 350
Effect - Earth damage
--Smite of Rage
Type - A
AP Needed - 350
Effect - Damage and inflict a random bad status
--しゅうちゅう
Type - A
AP Needed - 250
Effect - Improves attack(?)
--Rend Helm
Type - A
AP Needed - 400
Effect - Damage and destroys the target's helm
--Body Blow
Type - A
AP Needed - 400
Effect - Damage and destroys the target's accessory
--Critical: Berserk
Type - R
AP Needed - 300
Effect - Become berserk when in critical status
--Counter
Type - R
AP Needed - 150
Effect - Counter attack an enemy when attacked at close range.
--Attack UP
Type - P
AP Needed - 150
Effect - Increases attack
--Death Strike
Type - P
AP Needed - 150
Effect - Increases critical hit percentage
- Comments -
Great attack growth and their abilities are useful. They're fun to use though
not quite as fun as a Lanista. Their equipment selection is the worst however
so if you're going for a non-Ranger Seeq go master this class, level up as it
and then move on to Lanista.
Ranger
~~~~~~~~
- Requirements -
None
- Stat Growth -
HP - B
MP - E
Speed - S
Attack - C
Defense - C+
Magic - D
Resistence - B
- Abilities -
--Stem Needle
Type - A
AP Needed - 150
Effect - Sets a needle trap
--Choking Gas
Type - A
AP Needed - 200
Effect - Sets a silence gas trap
--Leech
Type - A
AP Needed - 250
Effect - Sets a mp drain trap
--Love Potion
Type - A
AP Needed - 300
Effect - Sets a charm inducing trap
--Mirror Item
Type - A
AP Needed - 300
Effect - Reverses the effect of items
--Camoflage
Type - A
AP Needed - 300
Effect - Makes the unit become invisible
--Revealer
Type - A
AP Needed - 250
Effect -
--Life Charge
Type - A
AP Needed - 250
Effect - Consume HP to heal a unit
--Critcal: Vanish
Type - A
AP Needed - 400
Effect - Bestows Vanish when in Critical status
--Item Lore
Type - P
AP Needed - 150
Effect - Improves the effect of items
--Evade Traps
Type - P
AP Needed - 150
Effect - Makes you immune to traps
- Comments -
Reversing items is pretty broken. Paired up with Item Lore and high Speed
growth you have a Seeq that is usuable even in post-game. They're boring to
use if you ask me though but they're useful.
Traps are gimmicky though. And there's very few chokepoints to untilise them
in.
Lanista
~~~~~~~~~
- Requirements -
1 Berserker A-Ability
Complete Quest (Lanista's Pride)
- Stat Growth -
HP - B
MP - D
Speed - D
Attack - B
Defense - B
Magic - D
Resistence - E
- Abilities -
--Souleater
Type - A
AP Needed - 150
Effect - Self-damaging attack
--Charge!
Type - A
AP Needed -
Effect - Damages and knocks back one enemy
--Block!
Type - A
AP Needed - 250
Effect - Improves defense
--Assault(?)
Type - A
AP Needed -
Effect -
--Razzle-Dazzle
Type - A
AP Needed -
Effect - Steals HP from all surrounding enemies
--Sword of Darkness
Type - A
AP Needed - 350
Effect - Dark damage and steal a target's HP
--Sword of Light
Type - A
AP Needed - 350
Effect - Holy damage and steal a target's MP
--Blink Counter
Type - R
AP Needed - 250
Effect - Knocks the target back and counters
--Dragonheart
Type - R
AP Needed - 500
Effect - Gain Reraise when attacked at close range
- Comments -
These guys are a lot of fun to use and their abilities are unique. They seem
to not do as much damage as other classes though but they're great in the
main storyline. Look for something else post-game.
An important class though since they have the best R-Abilities for Seeqs.
The Bonga Bugle editor is right though, Rangers are better than Lanistas =/
Viking
~~~~~~~~
- Requirements -
1 Ranger A-Ability
Complete Quest (Lord Grayl!)
- Stat Growth -
HP - B+
MP - C
Speed - C
Attack - C
Defense - D
Magic - D
Resistence - S
- Abilities -
--Thunder
Type - A
AP Needed - 100
Effect - Small thunder damage.
--Thundara
Type - A
AP Needed - 250
Effect - Moderate thunder damage.
--Thundaga
Type - A
AP Needed - 350
Effect - Large thunder damage.
--Pickpocket
Type - A
AP Needed - 250
Effect - Steal gil
--Strong-Arm
Type - A
AP Needed - 250
Effect - Damage and steal items or loot
--Plunder
Type - A
AP Needed - 350
Effect - Damage and steals the target's armor
--Warcry
Type - A
AP Needed - 300
Effect - Reduce speed of all adjacent units
--Riptide
Type - A
AP Needed - 350
Effect - Water damage, can only be used when in water(?)
--Absorb Damage
Type - R
AP Needed - 300
Effect - Restore HP based on damage taken
--Gil Snapper
Type - R
AP Needed - 300
Effect - Obtain gil and items
--Maintenance
Type - P
AP Needed - 150
Effect - Prevents equipment from being stolen or broken.
--Doublehand
Type - P
AP Needed - 250
Effect - Hold a one-handed weapon in two hands, improving damage.
- Comments -
Bad. Seeqs are AWFUL with magic, and aside from magic the only useful abilities
are Doublehand, Warcry and that destroy armor skill. Go with a Lanista or a
Ranger instead.
You will need them for a few dispatch missions though.
= = = = = =
Gria Jobs
= = = = = =
[FFGR]
The second of the new races and my personal favorite. Gria have average stats
but superior movement and high speed. Like Seeq though, they only have 4 jobs.
Hunter
~~~~~~~~
- Requirements -
None
- Stat Growth -
HP - C
MP - C
Speed - B+
Attack - C
Defense - E
Magic - D
Resistence - C
- Abilities -
--Sonic Boom
Type - A
AP Needed - 200
Effect - Ranged Area damage
--Counter Force
Type - A
AP Needed - 150
Effect - Attempts to remove a monster from the battlefield
--Advice
Type - A
AP Needed - 100
Effect - Improve one ally's critical hit rate
--Vitals Shot
Type - A
AP Needed - 300
Effect - Inflicts random status conditions or reduce target's HP to 1
--Hunting
Type - A
AP Needed - 250
Effect - A weaker attack that grants bonus treasure if the enemy unit is killed
by it.
--Addle
Type - A
AP Needed - 200
Effect - Inflicts Addle. Only works on monsters.
--Sidewinder
Type - A
AP Needed - 300
Effect - Heavy damage to monster units
--Ultima Shot
Type - A
AP Needed - 990
Effect - Heavy damage
--Auto-Regen
Type - R
AP Needed - 200
Effect - Bestows Regen when attacked
--Attack UP
Type - P
AP Needed - 150
Effect - Increases attack
- Comments -
Pretty much the same except with more speed and less magic resistence. They're
superior to Hume hunter in that they get access to Sneak Attack and they can
fly.
Raptor
~~~~~~~~
- Requirements -
1 Hunter A-Ability
Complete Quest (Instrument of Inspiration)
- Stat Growth -
HP - B
MP - C
Speed - B
Attack - B
Defense - E
Magic - C
Resistence - E
- Abilities -
--Power Crush
Type - A
AP Needed - 250
Effect - Damage and lower defense
--Mind Crush
Type - A
AP Needed - 250
Effect - Damage and lower resistence
--Speed Crush
Type - A
AP Needed - 350
Effect - Damage and lower speed
--Soul Crush
Type - A
AP Needed - 350
Effect - Damage and lower magic
--Cyclone
Type - A
AP Needed - 300
Effect - Wind damage
--Whirlwind
Type - A
AP Needed - 300
Effect - Wind damage and inflict confuse
--Shield Bash
Type - A
AP Needed - 400
Effect - Damage and inflict disable (Requires a shield)
--Bulwark
Type - A
AP Needed - 300
Effect - Become immune to all damage until next turn
--Reflex
Type - R
AP Needed - 350
Effect - Grants immunity to attacks done by the Attack command
--Counter
Type - R
AP Needed - 150
Effect - Counter attack an enemy when attacked at close range.
--Shieldbearer
Type - P
Ap Needed - 150
Effect - Enables any class to use a shield.
--Maintenance
Type - P
AP Needed - 150
Effect - Prevents equipment from being stolen or broken.
--Monkey Grip
Type - P
Ap Needed - 250
Effect - Enables holding two handed weapons with only one hand.
- Comments -
Hey another Soldier upgrade -_-;
Don't think low of them though as their abilities work well with any of the
Gria classes.
The Crush moves are useful on a Hunter, the wind spells work well on a
Geomancer and their Crush skills also work great with a Ravager.
Ravager
~~~~~~~~~
- Requirements -
1 Hunter A-Ability
Complete Quest (Ravager)
- Stat Growth -
HP - B
MP - D
Speed - C+
Attack - A
Defense - B
Magic - E
Resistence - E
- Abilities -
--Sweeping Spin
Type - A
AP Needed - 250
Effect - Attack all adjacent units
--Sneak Attack
Type - A
AP Needed - 300
Effect - Damage depends on the direction the target is facing
--Full Assault
Type - A
AP Needed - 350
Effect - Heavy damage but the user falls asleep
--En Garde
Type - A
AP Needed - 100
Effect - Enter a stance where you will counter any attacks sent at you
--Overpower
Type - A
AP Needed - 300
Effect - Damage and ignores R-Ability
--Battle Cry
Type - A
AP Needed - 200
Effect - Raises attack but lowers defense
--Tentacity
Type - A
AP Needed - 300
Effect - Damage depends on the number of bad status
--Blast Wave
Type - A
AP Needed - 350
Effect - Damages enemies in a line
--Bonecrusher
Type - R
AP Needed - 250
Effect - Same as Counter only does more damage
--Strikeback
Type - R
AP Needed - 300
Effect - Prevents attacks done by the Fight attack and counters
--Defense UP
Type - P
AP Needed - 350
Effect - Improves defense
--Tank
Type - P
Ap Needed - 150
Effect - Enables any class to wear heavy armor.
--Unscarred
Type - P
AP Needed - 300
Effect - Improves damage when at full HP
- Comments -
The best Gria class hands down. Has great stat growth and fantastic abilities.
In particular; the mighty Sneak Attack which does heavy damage when you attack
a unit from behind. You have to wait a long time to actually get it though =(
Geomancer
~~~~~~~~~~~
- Requirements -
1 Hunter A-Ability
Complete Quest (Geomancer's Way(Sun-Rain-Snow-Mist))
- Stat Growth -
HP - C
MP - B
Speed - C+
Attack - D
Defense - S
Magic - D
Resistence - S
- Abilities -
--Shining Flare
Type - A
AP Needed - Already learnt
Effect - Fire damage, can only be used in Clear weather
--Nature's Embrace
Type - A
AP Needed - Already learnt
Effect - Earth(?) damage, can only be used on normal ground
--Venom Squall
Type - A
AP Needed - 250
Effect - Water damage and inflicts poison, can only be used in the Rain
--Mist Storm
Type - A
AP Needed - 250
Effect - Dark HP and MP damage, can only be used in misty weather
--Artifice's Embrace
Type - A
AP Needed - 250
Effect - Damage and inflicts slow, can only be used on artificial terrain
--Life's Embrace
Type - A
AP Needed - 250
Effect - Damage and inflicts Immbobilize, can only be used on natural terrain
--Earth's Embrace
Type - A
AP Needed - 250
Effect - Damage and inflicts Disable, can only be used on buildings.
--Critical: EvadeUP
Type - R
AP Needed - 200
Effect - Improves evade when in Critical status
--Counter Magick
Type - R
AP Needed - 400
Effect - Counter attack magic by casting the same spell back at the caster.
You need to meet the MP requirement of that spell however.
--Magic Defense UP
Type - R
AP Needed - 150
Effect - Improves resistence
--Evade Traps
Type - P
AP Needed - 150
Effect - Makes you immune to traps
- Comments -
The only useless Gria class. Grias are very limited in magic use having only
these spells and the Raptor's magic spells to work with. Strangely enough
their magic growth is actually pretty bad, go with Raptor for better magic.
I really can't recommend this class either way though, they look the worst out
of all Gria classes too.
= = = = = = = =
Special Jobs
= = = = = = = =
[FFSP]
Bard
~~~~~~
- Requirements -
Hurdy Only
Obtained through the main storyline
- Stat Growth -
HP - ?
MP - ?
Speed - ?
Attack - ?
Defense - ?
Magic - ?
Resistence - ?
- Abilities -
- Comments -
Soon.
Heritor
~~~~~~~~~
- Requirements -
Adelle Only
Before fighting Illua for the 3rd time go to Lezaford's House and then head
to Zeldei Woods. Win the battle to unlock this class.
- Stat Growth -
HP - C
MP - C
Speed - A
Attack - C
Defense - C
Magic - C
Resistence - C
- Abilities -
--Wermut
Type - A
AP Needed - 300
Effect - Damage and inflict Slow
--Nesiaam
Type - A
AP Needed - 300
Effect - Damage and inflict Addle
--Lennart
Type - A
AP Needed - Already learned
Effect - Exactly the same as Scathe, right down to the animation
--Hilo
Type - A
AP Needed - 300
Effect - Damage and inflict confuse
--Elpe
Type - A
AP Needed - 300
Effect - Sacrifice self to fully heal all allies
--Viola
Type - A
AP Needed - 300
Effect - Damage is equal to the amount of HP lost
--Ldja
Type - A
AP Needed - 300
Effect - Inflict Charm
--Adelaide
Type - A
AP Needed - Complete Quest
Effect - ?
- Comments -
Has some pretty cool abilities and great equipment selection but her stat
growth is very lacking.
Dancer
~~~~~~~~
- Requirements -
Penelo Only
Before the 3rd and final battle with Illua head to the Flourogis Aerodome after
the scene Penelo joins you
- Stat Growth -
HP - ?
MP - ?
Speed - ?
Attack - ?
Defense - ?
Magic - ?
Resistence - ?
- Abilities -
--Minuet Step
Type - A
AP Needed - Already learned
Effect - Ranged attack
--Sword Dance
Type - A
AP Needed - Already learned
Effect - Attack twice, can only be used with bladed weapons
--Slow Dance
Type - A
AP Needed - Already learned
Effect - Inflict Slow
--Witch Hunt
Type - A
AP Needed - Already learned
Effect - MP damage
--Polka Polka
Type - A
AP Needed - 250
Effect - Lowers attack
--Frolic(?)
Type - A
AP Needed - 250
Effect - Lowers magic
--Jitterbug
Type - A
AP Needed - 300
Effect - Steal target's HP
--Nameless Dance(?)
Type - A
AP Needed - 350
Effect - Inflict random status
- Comments -
Dancers were awesome in FFT, Nameless Dance was fantastic. Here though
they can be done straight away but only effect one target.
Sounds good but Snipers with Spellblade skills do the same thing AND damage
the enemy while they're at it too.
Sky Pirate
~~~~~~~~~~~~
- Requirements -
Vaan Only
After Penelo joins you head to the battle that appears. After the battle Vaan
joins you.
- Stat Growth -
HP - B
MP - E
Speed - C
Attack - D
Defense - D
Magic - D
Resistence - D
- Abilities -
--Shadow Stalk
Type - A
AP Needed - Already learnt
Effect - An attack that ignores the enemy's R-Ability
--Salavage
Type - A
AP Needed - Already learnt
Effect - Turns a trap into treasure
--Steal
Type - A
AP Needed - Already learnt
Effect - Steals either Gil, items or loot
--Razor's Edge
Type - A
AP Needed - Already learnt
Effect - Increases Evade
--Flee
Type - A
AP Needed - 300
Effect - Improves movement range
--Snatch
Type - A
AP Needed - 300
Effect - Steal Gil
--アクティーハント
Type - A
AP Needed - 300
Effect - Less damage but makes enemies drop better loot if it scores a kill
--Life Of Crime
Type - A
AP Needed - 300
Effect - Deals damage based on the number of successful steals
--Sticky Fingers
Type - R
AP Needed - Already learnt
Effect - Catch thrown weapons and keep them
--Vigilante
Type - P
AP Needed - Already learnt
Effect - Attacks on the side and back do normal damage
- Comments -
The ultimate thief. Vaan will be your best character in gathering loot. As a
fighter though look somewhere else. Vigilante is a cool ability though.
Oh don't level up as this class, the bad stat growth is just... =(
Agent
~~~~~~~
- Requirements -
Al-Cid Only
After Vaan joins the party take the Quest "A Dashing Duel". After finishing the
quest head to any town. Al-Cid will then join you.
- Stat Growth -
HP - B
MP - E
Speed - C
Attack - C
Defense - C
Magic - E
Resistence - D
- Abilities -
--Escort
Type - A
AP Needed - Already learnt
Effect - Protect a female unit
--Insider
Type - A
AP Needed - Already learnt
Effect - Reveals hidden enemies and traps
--Breakdown
Type - A
AP Needed - Already learnt
Effect - Inflict berserk and raise critcal hit chance
--Flourish
Type - A
AP Needed - 150
Effect - Damage improves if there are more females in the party
--Reception
Type - A
AP Needed - 150
Effect - Bestows Regen and Astra to a female unit
--Management
Type - A
AP Needed - 150
Effect - Inflict Charm to an enemy female unit
--Succor
Type - A
AP Needed - 150
Effect - Restore HP and removes bad status
--Serious!
Type - A
AP Needed - 250
Effect - Damage and lower speed
- Comments -
If you're using a lot of Gria and Viera he might be useful. I haven't tried
using him yet.
Stat growth leaves much to be desired though so level up as another class.
= = = = =
Builds
= = = = =
[FFBU]
Soldier
~~~~~~~~~
--General
- Battle Tech
- Pugilism
- Reflex/Strikeback
- Dual Wield
Pros
+ Attack twice
+ Can lower stats
+ Varied ranged attacks
Cons
- Its a soldier
- Weak
- Its a soldier
- Bad equip options
- Its a soldier
- No real damaging moves outside of Beat Down
- Its a soldier
- Comments -
Good early game build but don't you have the Fighter class unlocked? Shouldn't
you be using that instead???
--Powerhouse
- Battle Tech
- Flair
- Strikeback/MP Shield
- Geomancy
Pros
+ Strong
+ Can lower stats
Cons
- Its a soldier
- Weak
- Its a soldier
- Bad equip options
- Its a soldier
- Slow
- Its a soldier
- No ranged attacks
- Its a soldier
- Comments -
Strong but really why would you use it?
Blue Mage
~~~~~~~~~~~
--Magick Frenzy
- Blue Magick
- Great Magick
- Reflex/Strikeback/Recover MP
- Dual Wield
Pros
+ Attack twice
+ Varied spell effects
+ Varied ranged attacks
Cons
- Bad stat growth
- Poor equipment selection
- Reflex screws this set over
- Enemies with Earth absorbation screw this over too
- Comments -
It seems Quake is the only spell that works with Magick Frenzy.
The set still works though, since they get access to 2nd level spells in
both White and Black categories.
Fighter
~~~~~~~~~
--Backdrafter (no toilet jokes plz thnx)
- Pugilism
- Flair
- Reflex/Strike Back
- Monkey Grip/Geomancy
Pros
+ Fire damage
+ If you're not using Geomancy you can heal yourself with every attack
+ Decent attack power
+ Varied ranged attacks
Cons
- Equipment selection is not too good
- Requires a fire shield
- Not too good against enemies that resist fire
- Comments -
A build posted by mattster on the boards in attempt to attack the mighty
Paladin/Parivir build. Naturally it failed since fully charged Peytral and
Sequencer plus Flair is something that cannot lose (Unless you're like me
and your Ravager is using the Peytral).
Anyway its simple run around using Backdraft (No toilet humor plz thnx) to
do some decent damage and get healed from it thanks to the fire shield
equipped. If you want more power, use Geomancy instead however the recoil
will do 0 damage instead of healing you.
It works but Paladin/Parivir or Parivir/Blue Mage are much stronger and are
superior.
--BEHOLD THE POWER OF THE AURA
- Pugilism
- Flair
- Bonecrusher/Strike Back/First Strike
- Geomancy
Pros
+ Very high damage
+ Varied ranged attacks
Cons
- Slow
- Equipment selection isn't the best
- Comments -
Exactly the same as the Aura-build I posted on the Parivir in an early version
of the guide. Right down to mocking Lucario's terrible voice acting in Brawl.
Anyway, works exactly the same only you don't look as cool and you're slower.
Aurablast for the approach, proceed to batter with elemental baldes once you're
in range. Great build but the Parivir itself does the job better.
Paladin
~~~~~~~~~
--The most overused Hume build EVAR
- Chivalry
- Flair
- Reflex/Strike Back
- Geomancy
Pros
+ Ridiculously powerful, easily reaching 999 damage
+ Elemental damage
+ Capable at defending other units
+ Great stats
+ Fantastic equipment selection
Cons
- Slow. Even slower if you're using Luso with this build.
- Limited range attacks
- Chibalry is mostly useless on this set
- Comments -
The Pros and Cons pretty much say it all. Yeah its powerful, Peytral + Sequence
for the win. Bonecrusher works on this build too but is probably better to have
a more defensive R-Ability
--Marche Build
- Chivalry
- Pugilism
- Strike Back
- Dual Wield
Pros
+ Holy Blade is powerful
+ Can attack twice with normal Attack commands
+ Great stats
+ Fantastic equipment selection
+ Varied ranged attacks
+ Capable at defending other units
Cons
- Slow
- Requires a lot of AP to set up
- Holy Blade costs a lot of MP
- Damage is lower than the above build
- Comments -
Yup, its the old Marche build everyone was using in FFTA1. It still works but
just isn't as effective. Again Bonecrusher works but Strike Back is preferred
for defensive ability. You can use Reflex if you want but attacking back twice
is a lot more satisfying.
--Putting the 'D' in Paladin
- Chivalry
- Blue Magick
- Counter
- Defense UP
Pros
+ High defense
+ Capable at defending other units
+ Great stats
Cons
- Slow
- Low damage
- Gimmicky
- Comments -
A little experiment build I thought up, the idea is to use Mighty Guard (Relax
its the easiest Blue Magick to learn next to Dragon Force), and start Covering
units. It will shrug of hits like no tommorrow. To boost its effectiveness cast
Shell, Protect and Regen on this guy too.
Obviously it will see little practical use either way but it might be fun to
play around with.
--Magick Frenzy
- Chivalry
- Great Magick
- Strike Back
- Dual Wield
Pros
+ Attacks twice
+ Can attack a group of enemies
+ Ranged attack
+ THIS BUILD HAS NO WEAK!!!1
Cons
- Low damage
- Requires a lot of AP to set up
- Reflex is this build's worst enemy
- Comments -
Honestly the Seer is overrated. This build can work but the damage is so low
that you may as well not bother. The magic hits add no benefit but to allow
targeting for Magick Frenzy. And Reflex blocks this set off completly.
Even moreso the Paladin is really slow and both jobs have bad speed growth,
it works on a Ninja but not a Paladin guys.
Ninja
~~~~~~~
--Magick Frenzy
- Ninjutsu
- Great Magick
- Bonecrusher/Strike Back/Reflex
- Dual Wield
Pros
+ Attack twice
+ Powerful ranged attack
+ Very fast
+ High evade
+ Can inflict status
Cons
- Bad equips
- No area of effect attacks
- Comments -
Similar to the Blue Mage version only you look cooler and you lose area of
effect attacks. It works quite well otherwise and is a good alternative.
Parivir
~~~~~~~~~
--Powerhouse + Support
- Flair
- Blue Magick
- Bonecrusher/Strike Back/First Strike
- Geomancy
Pros
+ Can raise stats
+ Very high damage
+ Fast (Only if you equip speed raising items)
Cons
- Slow (Unless you equip speed raising items)
- Bad weapon equips
- Limited ranged attacks
- Comments -
Katanas are annoyingly rare. At least the best Katana is easy to get but it
doesn't raise speed like the others. Its your choice weather you want speed
or power.
Dragon Force and Mighty Guard are only Blue Magicks you need. Though honorable
mention to War Dance, White Wind and Angel Whisper is needed. The Parivir will
probably hit 999 anyway though Dragon Force helps out with the damage plus it
helps the team too.
Roar works too but I like my buffs >_>;
--Hey guys I'm the Samurai class from FFT
- Flair
- Ninjutsu
- Counter
- Geomancy
Pros
+ Very high damage
+ Fast (Only if you equip speed raising items)
+ Varied ranged attacks
Cons
- Slow (Unless you equip speed raising items)
- Bad weapon equips
- Limited range for ranged attacks
- Comments -
The best build for a Samurai in FFT was Draw Out/Terrain/Counter/Doublehand/
Move + 3. Here is a recreation of the build though with a number of differences
Counter is actually pretty good now as it can work on most close ranged attacks
Geomancy replaces Doublehand since it allows the elemental blades to do more
damage. Doublehand can still work though if you want to strengthen your normal
attacks for some reason.
Ninjutsu is the closest to the Geomancy skills from FFT. They do small damage
but may inflict status.
This build is good but really, the Blue Magick build is preferred. Or you can
have this one...
--WATCH THE POWER OF THE AURA
- Flair
- Pugilism
- Bonecrusher/Strike Back/First Strike
- Geomancy
Pros
+ Very high damage
+ Fast (Only if you equip speed raising items)
+ Varied ranged attacks
Cons
- Slow (Unless you equip speed raising items)
- Bad weapon equips
- Comments -
Aurablast is great. Its the only Fighter move you'll need on this set.
Naturally it lacks the various uses that the Blue Magick build has but it makes
up for it by having the best physical ranged skill in the game.
Hunter (Hume)
~~~~~~~~~~~~~~~
--Ultima Spammer
- Trapping
- Aim/Blue Magick
- MP Channeling
- Geomancy/Half MP/Attack UP
Pros
+ Elemental damage (If using Geomancy)
+ Powerful
+ Decent speed
+ Ranged attacks
Cons
- Must be equipped with an elemental bow (If using Geomancy)
- Almost outclassed by Gria Hunters
- Ultima Shot is expensive
- Must wait several turns to actually do something outside Sidewinder
- Walled by certain enemies (If using Geomancy)
- Comments -
Gria Hunters vs Hume Hunters the long time debate.
Here is the best build a Hume Hunter can possibly get. Ultima Shot is your main
attack here, Hume's don't get the stat growths of a Raptor to get both attack
and magic high but the Parivir's growth should be enough.
Sidewinder is for those ever so common monsters. Aim is if you want your Hunter
to bestow some debuffs whilst Blue Magick is for Dragon Force to make use of
those turns waiting for Ultima Shot.
Even with the sheer power of Ultima Shot, Hume hunters are still outclassed by
Gria ones. Gria ones have the Raptor's high attack and magic growth to work
with plus Gria's have Sneak Attack which allows them to double damage at every
turn whilst Hume's have to wait 4 turns in order to use their triple damage
attack. Not worth it.
Geomancy with elemental bows makes up for this loss though. Geomancy with the
Seventh Haven or Max's Oathbow is cool. However this limits your Hunter's
options on what enemies you can attack. And mind you enemies that absorb
Light and Dark damage are very common. Although...
--Lv50 Hunter, Alignment: Neutral
- Trapping
- Chivalry
- MP Channelling
- Geomancy
Pros
+ Elemental damage
+ Powerful
+ Decent speed
+ Ranged attacks
Cons
- Ultima Shot is expensive
- Holy Blade is expensive
- Must have Max's Oathbow
- Almost Outclassed by Gria Hunters
- Needs MP to actually do something
- Comments -
Holy Blade for undead, Ultima Shot for everything else.
Hey look you're not walled anymore! Actually I'm not sure if Holy Blade works
with Bows or not but I'm pretty sure it does.
Again like the Ultima Spammer it needs MP in order to do anything but outside
that though.
Illusionist (Hume)
~~~~~~~~~~~~~~~~~~~~
--Sweep
- Illusion
- Blue Magick
- Restore MP
- Geomancy
Pros
+ Attacks all enemies
+ Spells look cool
Cons
- Somewhat slow
- Damage isn't the best
- Frail
- Comments -
Okay guys here it is, the best Hume magic user and the best Illusionist build.
Sure Nu Mou's are pretty good too but they don't get that oh so useful
R-Ability and Dragon Force.
Anyway cast Dragon Force to boost your magic and proceed to batter the enemies
with your Illusion skills, Geomancy boosts its power to a somewhat decent
level of damage.
I haven't tried this out yet but I do plan to. In thoery it should work quite
well, just make sure you level up as a Black Mage first.
Seer
~~~~~~
--Basic
- Great Magick
- Illusion
- Replenish MP
- Geomancy
Pros
+ Needs MP to do anything
+ Can restore MP
+ Attack all enemies
Cons
- Damage is lacking
- Comments -
First off, this is all thoery but if this theory works... well have fun.
Anyway...
With proper stat growth you have a unit capable of hitting both ends of the
spectrum. Great Magick + Magick Frenzy serves as your physical and magical
attacks. Though they're great for attacking a group of units I wouldn't use
this too much. The main highlight is Illusion.
Illusion + Magick Frenzy = Carnage. Whilst you won't be doing much damage you
will be softening the enemies enough so your Paladin or Trickster or whatever
move in and score kills with little effort.
Geomancy allows the Illusion spells to hit much harder. Whilst Replenish MP
allows your Seer to go super saiyan and begin his book storm when attacked.
They only flaw is that Illusion spells have stupidly high MP costs. To fix
this the Great Magick contains a spell that also restores MP. Despite this
you may consider having a unit with the Item command (Like a Ranger) or a
Chocobo Knight to fix your MP problems.
I have yet to try this however and I cannot confirm if Magick Frenzy does work
with Illusion. If it does however this set might be fun to use.
Arcanist
~~~~~~~~~~
--Here is true power~~~!
- Arcane Magick
- Illusion
- Reflex/Absorb MP
- Halve MP
Pros
+ Attacks all units
+ Paired up with the right equipment it can heal all allies
+ Can haste all allies too
+ Elemental damage
+ Rarely gets attacked (Assuming you're smart and will keep the guy as far away
as possible)
Cons
- MP Costs are expensive
- Bad stat growth
- Weak attacks
- Slow
- No Peytral for your awesome Ravager or Paladin =(
- Comments -
Arcanists have the best design of all Nu Mou characters (Admit it, you're gar
for Duke Snakeheart), and if they had the cool arcane spells from FFXII they
would've been great... but alas we can only dream. This set works pretty well
though. Set up your characters to abosrb dark damage and start throwing L?
Shadow Flare and Level 3 Dark like no tommorrow. L5 Haste is helpful and the
Illusion spells will attack all enemies who are weak to a certain element.
Though Star Cross would probably get the most use since the enemies who absorb
Dark will often be weak to Holy attacks >_>
Trickster
~~~~~~~~~~~
--TRAP CARD!!!1
- Sleight of Hand
- Sparring
- Dragonheart
- Halve MP/Unscarred
Pros
+ Ultima Sword
+ Best ranged weapon in the game
+ Can inflict status
+ Very Fast
+ Elemental Damage
Cons
- Frail
- Comment -
This bangaa set seems have gotten quite a lot of popularity. Anyway this makes
you no longer have to worry about the Trickster's stat growth since Ultima is
magic based. Anyway run around throwing Ultima Sword with the best ranged
weapon in the game. Halve MP allows you to pull off Ultima Sword quickly and
Dragonheart improves the chances of survival.
The Trickster abilities can be helpful too while waiting for a good amount of
MP.
Also if you prefer, you can have Unscarred and use Beat Down or normal attacks
while waiting for your MP to build. Not very effective but its useful in long
survival runs (Like the Brightmoon Tor) since you gain boosted stats to assist
your Trickster.
--Magic the Gathering
- Sleight of Hand
- Prayer
- Dragonheart
- Halve MP
Pros
+ Varied spell effects
+ Can inflict status
+ Very fast
Cons
- Outclassed by every other magic user
- Comments -
Neat support unit but as or offense you may want to try something else.
Mog Knight
~~~~~~~~~~~~
--Let me be the hero, kupo!
- Mog Knight command
- Stunt
- MP Shield
- Concentrate/Geomancy
Pros
+ Ultima Charge
+ Good stats for a moogle
+ Smile Toss
+ Decent equips
Cons
- Outclassed by other melee attackers
- Comments -
For those who want their moogle to go on the offensive this is the way to go.
Ultima Charge serves as your strongest attack though the other Mog Knight
skills can be useful however instead while waiting for MP to build up you
have Smile Toss... the move mentioned on every single moogle build I've made
thus far!
Smile Toss that Ranger and force him to give you an Ether already and prepare
to have your Moogle pass divine judgment on your weak and pitiful foes!
Naturally its outclassed since it lacks anyway to reduce that MP cost but
when paired up with a Ranger its a force to be considered. Smile Toss plus
offensive capabilies is pretty darn good.
If you have an elemental sword though you've just made your Moogle better!
Geomancy + elemental Ultima Charge is stupidly powerful. However Hume Hunters
share that fame too plus they can attack from a distance and their elemental
bows are their best weapons whilst the moogle's elementals are his most basic.
--I'll show Illua that I'm good at manipulating time too, kupo!
- Mog Knight command
- Time Magick
- MP Shield
- Concentrate/Geomancy
Pros
+ Ultima Charge
+ Good stats for a moogle
+ Haste is always useful
+ Decent equips
Cons
- Outclassed by other melee attackers
Same as above only you trade smile toss in favour of Haste and Quicken.
Haste allows your beefy Paladin or Ravager to speed past the moogle and show
him how REAL MEN/WOMEN get the job done.
You can also Quicken that Ranger to ether you so you can blast them away
with the mighty Ultima Charge.
Personally I would rather go with Smile Toss but its your choice.
Juggler
~~~~~~~~~
--Support
- Juggler command
- Time Magick
- MP Shield
- Concentrate/Geomancy
Pros
+ Smile Toss
+ Fast
+ Haste
Cons
- Needs MP in order to do something other than Smile Toss
- Low damage
- Comments -
Haste allies, Smile Toss allies, inflict status.
So why Geomancy? Simple. It turns Molokov Cocktail into a poweful attack
if your moogle needs to fight. Won't be much in the damage department but
at least it gets the job done. Watch out for Berserk though.
Chocobo Knight
~~~~~~~~~~~~~~~~
--Support
- Chococraft
- Stunt (Or whatever the juggle command is called)
- MP Shield
- Concentrate
Pros
+ High movement
+ Very fast
+ Can restore MP (If White)
+ Smile Toss
Cons
- Frail
- Weak attacks
- You lose the chocobo you're riding on if it gets killed
- Bad stat growth
- Weak to water attacks
- Weak to thunder attacks
- Weak to holy attacks
- Limited abilities
- Comments -
Flaws aside this is a great support unit for Smile Toss alone. Don't expect it
to actually do any form damage. Just have stay in the back throwing various
things and restoring MP or HP.
Assassin
~~~~~~~~~~
--Ultima Spammer
- Assassination
- Sharpshooting
- Reflex/Avoid Magick
- Blood Price/Concentrate
Pros
+ High damage
+ Ranged attack
+ Very fast
Cons
- Blood Price uses up HP
- Strongest great bows just HAD to be Holy and Dark =(
- Comments -
First Viera build on the guide. Spam Ultima Masher and watch as you OHKO almost
anything and everything.
If you don't like using up your HP concentrate works too since you can always
use Doubleshot until you have enough MP.
This combo works like wonders with Marksman's Spite too. Bear in mind that its
accuracy is considerbly worse than in FFTA1.
--FFTA1 Assassin
- Assassination
- Green Magick
- Reflex/Avoid Magic
- Concentrate/Blood Price
Pros
+ High accuracy
+ Last Breath works on almost everything
+ Can inflict various debuffs
+ Ultima Masher works on stuff that Last Breath doesn't
Cons
- Much better options for a Viera unit
- Last Breath can still miss often
- Comments -
Closest thing you'll get to good ol' concentrated Last Breath. Anyway, cast
Tranq and procede to cripple the enemy team with OHKOs and various debuffs.
Its a good set but IMO, its outclassed by other Viera sets.
--Debuffer
- Assassination (I never get bored of typing this >_>)
- Spellblade/Elementalist Commands
- Reflex/Avoid Magick
- Blood Price/Concentrate
Pros
+ Can inflict status
+ Ultima Masher does a lot of damage
Cons
- Accuracy is bad for Assassination commands
- Comments -
Use Spellblade if you're going with bows, elementalist for katanas. Anyway run
around inflicting status and use Ultima Masher when needed.
Actually you may as well stick with Masher anyway. Pretty much the same as the
first set only you trade Doubleshot and Marksman's Spite in favor of various
debuff skills.
Summoner
~~~~~~~~~~
--The most overused and overpowered Viera set
- Summon Magick
- Red Magick
- Reflex/Avoid Magick
- Blood Price
Pros
+ Doublecast
+ Phoenix
+ Fast for a mage
Cons
- Frail
- Comments -
The most powerful magic user in the game. Doublecasting summons is ridiculous.
With the new improved Phoenix summon you'll never need a White Mage. Doublecast
also removes that HP loss from Blood Price too by just casting a healing spell
on yourself whenever you're using an attack spell.
Ranger
~~~~~~~~
--Mirror Item
- Survivalism
- Item
- Critical: Vanish/Dragonheart
- Item Lore
Pros
+ Mirror Item
+ Surprisingly fast
+ Mirror Item
+ Improved item effects
+ Mirror Item
+ Becomes immune to attacks when low on health
+ Mirror Item
+ Inflict status
+ Mirror Item
Cons
- Outside of bow attacks, no ranged attacks
- Traps are gimmicky and mostly useless
- Not very Gil friendly
- YOUR RANGER WILL NEVER LOOK AS AWESOME AS THE BONGA BUGLE HEAD EDITOR
- Comments -
Mirror Item is broken. Anyway its obvious what to do here, run around dropping
Mirrored X-Potions and Elixers. If the enemy is undead, use normal X-Potions
and Elixers (Duh) and finish off the tombstone with a Phoenix Down (NORMAL).
You can also drop Reversed Curatives like Holy Water, and Antidote as well.
Don't expect much else from it outside Mirror Item. Yeah, its pretty boring to
use but its very effective.
--Mirror Item: Take 2
- Survivalism
- Astutia
- Critical: Vanish/Dragonheart
- Item Lore
Pros
+ Mirror Item x10000
+ Surprisingly fast
+ Improved item effects
+ Becomes immune to attacks when low on health
+ Inflict status
+ Razzle-Dazzle
Cons
- Outside of bow attacks, no ranged attacks
- Traps are gimmicky and mostly useless
- Not very Gil friendly
- YOUR RANGER WILL NEVER LOOK AS AWESOME AS THE BONGA BUGLE HEAD EDITOR
- Comments -
Here you're trading improved healing potions in favor of Razzle-Dazzle. An
amazing move for attack and recovery purposes when low on health. Whilst
it will keep the Ranger alive it won't keep the team alive so the above
set is perferred.
Hunter (Gria)
~~~~~~~~~~~~~~~
--Sneak Attack and Sidewinder
- Trapping
- Feralism
- Reflex/Rengerate
- Attack UP/Unscarred
Pros
+ Can fly
+ Great ranged attacks
+ Sidewinder
+ Fast
Cons
- Frail
- Average stat growth
- Comments -
As I said earlier, Sneak Attacking Gria rival those Doubleshooting Snipers for
the best ranged attack. Grias get both Ultima Shot and Sneak Attack, two really
powerful options. Ultima Shot should only be used when the Gria is unable to
shoot anyones back though. And Sidewinder should be used instead when fighting
monsters.
--Debuffer
- Trapping
- Devastation
- Reflex/Rengerate
- Attack UP/Unscarred
Pros
+ Can fly
+ Great ranged attacks
+ Sidewinder
+ Fast
+ Can damage MP
+ can lower stats
Cons
- Frail
- Average stat growth
- Not very powerful compared to the above set
- Not really much different from a Hume Hunter
- Comments -
In a lot of cases this set is better save for only one problem. It has to rely
on Ultima Shot for non-monster damage. Otherwise it's great.
Raptor
~~~~~~~~
--All-Purpose Attacker
- Devastation
- Feralism
- Bonecrusher/Reflex/Strike Back
- Attack UP/Defense UP/Unscarred
Pros
+ High attack
+ Fast
+ Can lower stats
+ Can damage MP
+ Can fly
Cons
- Gets ganged up on by enemies very often
- Ranged attacks are weak
- Equip options aren't as good as the Ravager version
- Comments -
Exactly the same as the Ravager build I wrote earlier only you look better but
have inferior equip options. Just look at the Ravager section if you want
comments.
--Magic Knight
- Devastation
- Geomancy
- Bonecrusher/Reflex/Strike Back
- Defense UP/Unscarred
Pros
+ Good damage
+ Can do both physical and magical damage
+ Varied ranged attacks
+ Can fly
+ Can damage MP
Cons
- Gets ganged up on by enemies very often
- Comments -
Capable of using both magic and physical attacks. Its pretty powerful but won't
be doing as much damage as the other Grias with their Sneak Attacks.
Ravager
~~~~~~~~~
--Powehouse
- Feralism
- Devastation
- Bonecrusher/Reflex/Strike Back
- Attack UP/Defense UP/Unscarred
Pros
+ High damage easily reaching even up to 999
+ Fast
+ Can lower stats
+ Can damage MP
+ Great equips
+ Can fly
Cons
- Gets ganged up on by enemies very often
- Ranged attacks are weak
- Comments -
The ultimate close range fighting Gria. There's no set better for close range
fighting than this one. Sneak Attack is your main form of offense here, whilst
the Raptor's Breaks are to help cripple the enemy. Her ranged attacks are
really weak though so give her a Ninja Tabi.
Unscarred is recommended due to the high boosts. Ravagers do get damaged easily
up close though so Attack UP and Defense UP are worth considering.
= = = = = = = = = = = = = = =
Accquiring Adelle's Skills
= = = = = = = = = = = = = = =
The Heritor class' weapons can actually only be accquired from quests. Here's
the rundown. These also the best of their kind too, so even you're not using
Adelle you should get these >_>
--Tiptaptwo
After unlocking the Heritor class read the notice "A Lost Friend" and head to
the Rupie Mountains. Defeat the (Really easy) boss and you'll get this weapon.
--Whale Whisker
Master Viola and then read the notice "Send Help!". Head to Zeldei Forest and
you'll get this weapon. You'll need a potion of any kind however in order for
the event to appear.
--Ayvuir Blue
Master Wermut and then read the notice "Screaming Beauty". Head to Morrabella
and defeat the boss.
--Nagrarok
Master (You guessed it!) Ldja and then read the notice "The Beast of
Aisenfield". Head to Aisenfield (Didn't see that coming!) and defeat the
boss.
--Hyakushiki-masamune
You know the drill. Master Nesiaam and read "The Shrine of the Paling Gods".
Win the battle and you'll get the weapon with the longest name ever.
Oh the battle is in the Fens by the way.
--Chirijaden
Master Elpe. Read new notice. Go to Goug. Beat the really annoying boss.
--Adelaide Skill
After you master Elpe read the new notice and head to Neslowe. You'll need
to defeat all the enemies in order to open the treasure chest and finish the
battle.
Adelle will automatically master it after you win the battle.
= = = = = = =
Legal Stuff
= = = = = = =
This guide's written content and comments are all written by Goshi. Do not
claim the content of this guide as your own.
Also only the following sites can host this masterpiece:
http://www.gamefaqs.com/
= = = = =
Contact
= = = = =
You can annoy er... ask me stuff by sending a mail to lemm105@hotmail.com
Please put a title I can recognise since I've been getting spam mail a lot
lately.