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Final Fantasy Tactics Special Character Guide
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By:  Dan Isbell (a.k.a. Actionrat)
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E-mail:  actionrat@aol.com
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Date:  March 23, 2003
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Table of Contents
     1. Contact Info
     2. Intro
     3. Agrias
     4. Mustadio
     5. Meliadoul
     6. Orlandu
     7. Ramza *still to come*
     8. Thanks/Misc.
     9. Version History
    10. Legal Stuff
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1. Contact Info

     If you have any questions, corrections, advice, or input regarding this 
guide or FFT in general, feel free to e-mail me at <actionrat@aol.com>.  You 
can also use AIM to contact me <Actionrat>.  I can't promise a quick response 
to e-mails, but you will get one eventually (I promise!).
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2. Intro

     Well, here it is!  The long-awaited, highly anticipated Special Character 
Guide!  Ahem.  This all started out a while ago with another one of those 'How 
do I make Mustido not SUX?' sort of topics.  R y a n suggested the creation of
a guide to help FFT players with Agrias.  I thought that was a great idea and 
got to work.  I decided I would cover all the special characters, but there is 
already and excellent guide for Rafa and Malak, and Sword Seraph has the side-
quest characters covered in his guide.  So, that leaves me with Agrias, 
Mustadio, Meliadoul, Orlandu, and Ramza.  This guide was created with a huge 
amount of input and help from posters at the FFT Message Board at gamefaqs.com,
so you should all check that out sometime (like now).  There is no other guide 
out there that covers these characters so extensively, so enjoy!
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3. Agrias
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Agrias Character FAQ
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By Dan Isbell, copyright 2002
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Date Began: 8/6/02
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Table of Contents
1. Introduction
2. Backround
3. Stats
4. Abilities
5. Setups
  a. Chapter 2
  b. Chapter 3
  c. The Rest of the Game
  d. Theme Setups
6. Training/Levelling Strategies
*******************************79 Character Check******************************
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1. Introduction
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Its been five years since Final Fantasy Tactics came out, and there is no FAQ 
dedicated to Agrias Oaks, one of my favorite characters from FFT and one of the
most balanced ones.  With an increasing demand for an Agrias FAQ and FAQs for 
other characters from the FFT Message Board at GameFAQs.com, I decided to get 
one out there.  Agrias is needy of an FAQ because although she has great 
skills, she has relatively (to Orlandu) poor stats.  This FAQ is designed to 
help the average player develop Agrias into a more powerful and useful 
character than she is typically thought to be.  Also in this FAQ you'll find 
backround information, stat information, and ablility info.

This FAQ cannot be credited entirely to me.  I've received a large amount of 
input from several posters at the FFT MB, all who are credited where credit is
due. 
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2.Backround
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Name:  Agrias Oaks      Quote:  "Evanescence... What a sad word.........."

Birthdate:  June 22 (From Notti's Deep Dungeon Guide+)

Zodiac Sign:  Cancer

Base Job:  Holy Knight

Job Description:  "Devoted knight baptized by the church.  Draws 'Holy Sword' 
                   skill from the weapon under divine protection of God"

Profile:  Agrias is the level-headed protector of Princess Ovelia.  She firmly 
          believes in the code of knighthood, as seen when Ovelia is kidnapped 
          and Agrias vows to rescue her.  Lady Oaks generally doesn't express 
          emotion; she instead prefers to focus on the task at hand.  Despite 
          that, Agrias seems to be quite thoughtful on the inside; just look at 
          her quote.  I suppose if one word had to be used to describe Agrias' 
          personality, it would have to be loyal.  First loyal to Ovelia, then
          to Ramza and his cause.

History:  Agrias is a Holy Knight under the order of the St. Konoe Knights, who
          are based out of Lesalia and charged with the protection of the royal
          family.  Being only about five years older than Ramza, she has moved 
          up in that order fairly quickly to a position of leadership and great
          responsibility.  After the death of King Omdolia, Agrias is assigned 
          to protect Princess Ovelia due to escalating tensions between Goltana 
          and Larg.  Agrias first meets Ramza when he, Gafgarion, and Rad are 
          hired to assist in escorting Pricess Ovelia from Orbonne Monastery.  
          When the monastery is attacked by the Nanten, Agrias, with the help 
          of Lavian and Alicia, join with Ramza's group to defeat the 
          attackers.  However, the attack was a diversion which enabled Delita
          to kidnap Ovelia and get away clean.  Devastated by the kidnap and 
          her  failure in perfoming her duty, Agrias vows to rescue the 
          princess.  Ramza asks to accompany, motivated by his desire to find 
          out what Delita is up to.The group fights their way east to Zirekile 
          Falls, where Delita and the Princess are attacked by Hokuten knights.
          Gafgarion betrays the group for monetary reasons, leaving Agrias, 
          Delita, and Ramza's group to protect the princess.  After 
          successfully doing so, Delita leaves Ovelia with Agrias, who decides 
          to take her to Lionel to seek the Church's assistance  in protecting 
          Ovelia.  Along the way, Agrias assists Ramza in saving a young 
          engineer named Mustadio.  When the group reaches Lionel, Agrias 
          decides to stay there with Ovelia and Ramza heads of to Goug with 
          Mustadio.  While Ramza is away, Agrias and Ovelia are taken prisoner 
          by the Church.  Agrias is able to escape, but without the princess.  
          Ramza finds her in Barius Valley with Church troops hot on her tail.  
          Ramza is able to save Agrias, who then joins Ramza because she is 
          convinced by his actions that he can be trusted.  The rest, they say,
          is history. 
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3. Stats
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To be straight-to-the-point, Agrias' stats are pretty crappy when compared to 
the likes of Orlandu and Reis.  Her Holy Sword skills are dependant on PA, 
which she lacks.  However, her MA is pretty good for a physical class, so MA 
based secondaries like White Magic and Draw Out will be fairly effective in her
base class.

Move:3

Jump:3

Class Evade:  25%

Inherents/Immunities:  immune to Invite (Aerostar's Battle Mechanics Guide)

Equips:  Swords, Knight Swords, Shields, Helmets, Ribbons, Armor, Robes, all 
         accessories.

Zodiac Compatibility:  Good-Pisces, Scorpio  Bad-Libra, Aries  
                       Best/Worst-Sagittarius

Class Multipliers (credit to the BMG):  HP   MP   PA   MA   Spd
                                       140  100  100  100   100

Class Growth (also from the BMG):  HP   MP   PA   MA   Spd
                                   10   11   50   50   100

Level 99 stats (levels 1-99 as Holy Knight):  HP   MP   PA   MA   Spd
                                             406  141   11   14   11

Agrias' Move and Jump of 3 is pretty standard for many job classes.  Her Class 
Evade is excellent; it's the same as a Thief.

Agrias has decent equipment options.  Basically the same as a generic Knight, 
but the fact that she's female gives her advantages over Orlandu and Beowulf.

Not too much to say about her Zodiac sign.  Eventually I'll list characters 
that she is Good, Bad, or Best/Worst with.

Considering Holy Knight to be a physical class, Agrias has great HP, good MP, 
slightly below average PA, good MA, and average Spd multipliers.  As far as 
growth, where lower numbers are better, she has good HP, slightly above average
MP, slightly below average PA, average MA, and average Spd.  Her level 1-99 
stats aren't too impressive for a special character, but aren't too bad.  HP is
good, so is MP.  PA is P-U, while MA is good.  Spd is average, the same as most
generic classes and some special ones.  If you want to use Holy Sword 
effectively, you don't want to level up as a Holy Knight, but more on that
later.
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4. Abilities
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As a Holy Knight, Agrias uses the Holy Sword techniques.  Each one of these 
techniques requires that Agrias be equipped with at least one sword (they don't
call it Holy SWORD for nothin', you know).  These abilities are instantly cast 
and each has a 20% chance of causing a negative status effect on the target.  
None of the abilities have elemental property, UNLESS the weapon equipped (in 
the top hand) has one.  Ex., using an Ice Brand with Holy Sword skills will 
make the skills Ice elemental.  Perfect for Goblin extermination :).  If you 
use Two Swords as a support, the WA of the weapon in the top hand will be used 
in the damage equation, even if its not a sword.  Ex., using a Morning Star in 
the top  hand and a Rune Blade in the bottom will put the Morning Star's 16 WA 
in the equation.

Note:  All the formulas and ranges in this section are from Aerostar's BMG.  
       Praise him like you should. :)

Holy Sword description:  "Holy Knight Job command.  Beats enemies with holy
                          secrets of the weapon."

Formula for 
Holy Sword attacks:  PA*(WA+K), where K is a variable assigned to each ability
                                 For Good compatibility, (PA+[PA/4])*(WA+K)
                                 For Bad compatibility,  (PA-[PA/4])*(WA+K)
                                 For Best compatibility, (PA+[PA/2])*(WA+K)
                                 For Worst compatibiliy, (PA-[PA/2])*(WA+K)

Ability:        Jp:   K:  Added Effect:   Range:
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Stasis Sword    100   2   Stop            2/2v0 (2 panels away, + radius, no 
                                                 height tolerance)
Split Punch     400   3   Death Sentence  3v2/1 (3 away and 2 up/down, 1 panel 
                                                 radius)
Crush Punch     500   2   Dead            3v1/1 (3 away and 1 up/down, 1 panel 
                                                 radius)
Lightning Stab  700   4   Silence         3/2v1 (3 away, + radius, +/- 1 height
                                                 tolerance)
Holy Explosion  800   5   Confusion       4dir/5 (5 panels straight in 4 
                                                  directions, +/- 2 height)
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Stasis Sword:  The basic Holy Sword skill.  It's power is nothing to scream 
               about, but it can hit multiple targets and the  added effect is 
               very nice.  This skill will tide you over until you get the Jp 
               for Lightning Stab.

Split Punch:  This is the black sheep of the Holy Sword skillset.  You can only
              target one enemy, and the added status is Death Sentence.  
              Whoop-de-doo.  It is more powerful than Stasis Sword, so only use
              it if Stasis Sword can't finish off an enemy.

Crush Punch:  Not a bad ability.  Its range isn't great, but the added status 
              is awesome.  If you can't kill an enemy outright with Lightning 
              Stab or Holy Explosion, or if you're in a tight spot and need to 
              make some quick kills, take a chance with Crush Punch.  This one
              has the same power as Stasis Sword, so only use it when you can't 
              target multiple enemies. 
 
Lightning Stab:  The cream of the crop when it comes to Holy Sword skills.  
                 Range, power, multiple targets, this one has got it all.  
                 Silence is usually a good thing in Tactics, but in this case 
                 it has no point.  Why, you ask?  With the help of this guide, 
                 you should have no problem KILLING mages in one hit, so 
                 silence is kind of redundant.        

Holy Explosion:  No other Holy Sword skill matches Holy Explosion in power.  It
                 also has a nice status effect in Confusion.  There's nothing 
                 funnier than seeing a recently criticaled Dark Behemoth go and
                 kill a Morbol :)  The only thing hurting this skill is range.  
                 You can hit several targets at once, but they have to be lined
                 up.  Holy Explosion also lacks the vertical range of Lightning
                 Stab, putting it in second place.
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5. Setups
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This section is the meat of the guide.  Here you will find a variety of setups 
for almost any situation.  Each of these setups has been chosen for inclusion 
because it can do exactly what it was designed to do better than similar 
setups, giving you an optimized Agrias to destroy things, assist your party, or
fit a certain theme.  Some setups may be refined from several others to yield 
the best results.  Credit is given where its due for each setup, so be sure to 
thank whoever created the setup you use when you see them on the message board.

Note:  All setups and commentary on them are by me unless otherwise indicated. 

a. Chapter 2 Setups

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Chapter 2 is when Agrias joins your party, right after you save her in Barius
Valley.  These setups are designed to be easily accessible because you haven't 
had a whole chapter and a half to train her.  On sort of a side note, make sure
to bring Agrias to the Golgorand Execution Site battle to get a little extra 
in-battle dialog.

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Holy Knight

Holy Sword       Coral Sword   
Item             Gold Shield
Weapon Guard     Cross Helm
Gained Jp-UP     Gold Armor
Move +1          Battle Boots

This setup is designed to be used once you get Agrias as a permanent member of
your party.  Item is there to assist the party and to get easy Jp.  The way 
that works is kill all but one enemy and then start attacking eachother.  When 
people start getting low on health, have Agrias use regular Potions on them for
easy Jp.  Weapon Guard is there from shared Knight Jp, but it's not a must have
in this setup.  Gained Jp-UP is there to help you master Holy Knight as fast as
you can so you can move on.  Move +1 is for added mobility, as are the Battle 
Boots, because Agrias only has a move radius of 3.  The rest of the equipment 
is the best that money can buy, and the Coral Sword will make wasting Squids a 
piece of cake for Agrias.
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Knight

Battle Skill     Coral Sword/Blood Sword
Holy Sword       Gold Shield
Counter          Cross Helm
Attack Up        Gold Armor
Move+1/2         Battle Boots/Power Wrist

Now that you've trained Agrias a little, try this setup, which makes Agrias 
into a powerful attacker.  Knights have good PA, which helps Holy Sword.  If 
you've spent some time as a Monk, use Counter (this is really lethal if you've 
got the Blood Sword).  Use Attack Up if you've trained as a Geomancer; it 
boosts your Holy Sword skills. Move+1 (2 if you have it) gives Agrias more 
mobility.  As far as the equips go, the shield, helmet, and armor are the best 
that money can buy.  If you were crafty enough to steal the Blood Sword from 
Gaffy at Golgorand Execution Site, then give it to Agrias to make her a self
-sufficient killing machine.  Otherwise, stick with the Coral Sword.  Only 
equip the Power Wrist if you've learned Move+2 because extra movement>1 point 
of PA at this stage in the game.
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Geomancer (with input from trampoline)

Elemental        Coral Sword/Blood Sword
Holy Sword       Gold Shield/Mythril Shield (if you want Magic Evade)
Counter (Flood)  Green Beret/Headgear
Attack Up        Wizard Robe/Brigandine        
Move +1          Wizard Mantle/Diamond Armlet

This is a great Chapter 2 setup if you've gone to Geomancer as fast as you 
could and did a little training.  This setup also makes Agrias into a powerful
attacker, but this time with some more range.  Geomancers have good PA and 
equipment options, making them popular for Agrias setups. If you don't have the
Blood Sword or didn't pick up Counter from the Monk Class, use Counter Flood.
Counter Flood is an underrated little reaction ability that counters any 
physical attack with geomancy, regardless of whether or not you know the spell 
for the ground you're standing on. Attack Up boosts Holy Sword, as stated 
above.  Equipment-wise, you have a couple options here.  If you have the Blood 
Sword, then by all means use it.  If you've got the need for speed, grab a 
Green Beret; or power up Elemental and Holy Sword with the Headgear (PA+1).  I 
reccomend equipping the Wizard Robe to power up elemental further, but if you 
need the HP, go with the Brigandine.  The Wizard Mantle is there to power up 
elemental even further (how much farther can it go?!) and provide a little more
evade, while the Diamond Armlet does the same except adds some oomph to Holy 
Sword at the sacrifice of evade.
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Priest

White Magic      Coral Sword/Blood Sword (if someone else isn't using it)
Holy Sword       nothing
Weapon Guard     Triangle Hat
Equip Sword      Wizard Robe
Move+1           Diamond Armlet

Okay, I know what many of you are thinking:  Agrias as a Priest!  What the 
hell?!  Just calm down a second and let me explain myself.  Okay, are we ready?
Good.  Out of all the mage classes, Priests have the best PA and HP, so Holy 
Sword doesn't suffer too badly (in fact, Priests have roughly the same PA as 
the Holy Knight).  Priests also have a high speed multiplier.  This setup 
focuses on versatility over power.  Agrias can still inflict some pain and 
finish enemies off with Holy Sword, but can also heal the party and provide 
some tenacious D-efence with White Magic.  Since you spent some time in Knight 
to get Equip Sword, you may have picked up Weapon Guard, which will add a 
little evade.  If not, pretty much anything will work (try Counter Flood if 
you've got it).  The Blood Sword isn't necessary in this setup because Agrias 
should be using Holy Sword for offense, so the Coral Sword is fine if someone 
else needs the Blood Sword.  Triangle Hat is to boost MA and MP (Priest have 
good speed, so you don't really need the Green Beret); the Wizard Robe also 
boosts MA.  The Diamond Armlet is there to help both skillsets (+1PA/+1MA).  
Give this one a shot, you might be surprised.
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Holy Knight- by trampoline

Holy Sword               Blood Sword
White Magic              Mythril Shield             
Counter                  Cross Helm
Defense Up/Attack Up     Wizard Robe
Move + 1                 Battle Boots

With Counter and a Blood Sword, she'll be able to heal up most of the damage 
that she's been dealt. I chose the Mythril Shield over the Gold Shield because 
of the extra Magic Evasion (Gold Shield doesn't have any). Gafgarion's Cross 
Helmet gives the most HP. Wizard Robe for a little boost in MA and MP since her
HP is already pretty decent. With Battle Boots and Move + 1 she has a move of 5
so she should be able to catch up to any unit.

Spend a little bit of time in Priest to learn a few of the basic spells like 
Raise, Cure 2, Esuna, and maybe Protect & Shell/Wall. Oracle should be opened 
up after some of the training and you can get Defense Up if you want Agrias to 
be a more Defensive Support unit, or you can train a little bit more in Monk to
open Geomancer and get Attack up for a more Offensive unit.

My thoughts:  This one is similar to my Priest setup, just swithced around a 
little bit to provide more offensive firepower.  If you don't like the Priest 
setup, don't rule this one out yet.  The higher HP and the Blood Sword will let
Agrias get in the thick of things without worry.
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b. Chapter 3 Setups

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By the time this chapter rolls around, Agrias should be trained sufficiently to
move into some higher-tier jobs and have learned some more expensive abilities,
and these setups reflect that.  By now you should also have raised Agrias' 
brave and faith.  Also, with the opening of Fur Shops, you'll have access to 
some rare equipment like the Chantage and Defender.  If you haven't gotten any 
of the rares yet, substitute them with something similar(like a Platinum Sword 
for a Defender).  

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Ninja   (with input from trampoline)

Throw                  Flame Whip/Morning Star
Holy Sword             Platinum Sword/Blood Sword
Speed Save/Counter     Twist Headband
Equip Sword            Power Sleeve
Move +2                108 Gems/Chantage/Germinas Boots

Here's a speedy Agrias that can inflict some serious pain in Chapter 3.  Using 
the Flame Whip in the top hand will give you Fire elemental Holy Sword skills, 
perfect for offing the undead.  The 108 Gems boosts the power of the Flame Whip
and your Holy Sword skills, and with Blood Sword counter, you shouldn't worry 
about dying too much.  If you want to use Speed Save, I'd reccomend also using
the Chantage to prevent dying from being a problem.  Once you get a Morning
Star you won't need the Gems, so try equipping Germinas Boots.  Those, along
with Move +2, will give Agrias a Move and Throw range of 7 each, combining for
a total range of 14!  To make her two sworded attack more powerful, consider a
Platinum Sword; however you will loose the healing. 

trampoline's comments:  Ninx0r. Speed and Power. ph33r. 
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Geomancer- a mix of setups by trampoline and trc1986, put together by me

Elemental                        Platinum Sword/Blood Sword
Holy Sword                       Aegis Shield/Diamond Shield
Blade Grasp/ Counter (Flood)     Twist Headband/Green Beret
Attack UP                        Power Sleeve
Move +2/Teleport                 Bracer/Diamond Armlet

trc1986's comments:  With this set-up she will be able to do tons of damage 
with Holy Sword, im talking 300+ damage in Chapter, assuming she is around 
Level 35 or so at this point.... her elemental will give her extra long 
distance when needed to take out a weaker, injured enemy. Blade Grasp will help
evade physical attacks, and with Aegis Shield, she should be able to avoid 50% 
of the attack magic thrown at her, which is vital because of her high faith to 
also allow her to be hasted, shelled etc....

trampoline's comments:  PA!

My comments:  trc1986 and trampoline both posted powerful but quite similar 
setups, so I decided to put them together.  This setup focuses on boosting PA, 
and it shows.  Choosing the Twist Headband, Power Sleeve, and Bracer give a 
total of +7(!), and Attack Up increases PA by a third. Use Blade Grasp if you 
want the Magic Evade and +1 MA of the Aegis Shield, otherwise use Counter or 
Counter Flood if you equip the Diamond Shield.  You can equip the Blood Sword 
if you want, but it only has a WA of 8, meaning your Holy Sword attacks will 
suffer.  If you need the extra speed (maybe for the Rooftop battle) use the 
Green Beret, and if you want to boost both sides of the Elemental equation use 
the Diamond Armlet.  As far as movement abilities go, its just a matter of 
personal preference.
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Holy Knight- by trampoline

Holy Sword      Diamond Sword
White Magic     Diamond Shield
Regenerator     Diamond Helmet
Defense Up      Diamond Armor
Move-HP-Up      Diamond Armlet

Shiny.. and pretty effective.

My comments:  Another solid setup by tramp.  This is a very defensive Agrias 
who will likely play the role of support instead of frontline attacker.  My 
only suggestion for this setup is to equip the Platinum Sword, Platinum Armor, 
and Circlet when they become available.  Still, having all Diamond equips is 
pretty bling-bling:). Word.
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Knight

Battle Skill       Defender/Platinum Sword
Holy Sword         Diamond Shield
Abandon/Hamedo     Circlet
Attack Up          White Robe
Move +2            Bracer/Dracula Mantle

This tank is basically an upgraded Chapter 2 Agrias.  If you've poached 
Defender, give it to Agrias to enhance her Holy Sword skills.  If not, a 
Platinum Sword will do just fine.  For story battles, go with Hamedo and a 
Bracer; for random battles use Abandon and a Dracula Mantle.  The White Robe is
there for magic defense.  You can substitute Move +2 with Teleport if you'd 
like.  With this setup, you should be able to do close to 300 damage if you 
have ~14-15 PA and with the reactions, not a whole lot is going to hurt you.
-------------------------------------------------------------------------------
Monk

Punch Art              Platinum Sword
Holy Sword             nothing
Counter/HP Restore     Barette
Equip Sword            Power Sleeve
Move +2                Bracer

Punch Art is the reason this setup was created.  I needed to find some way to 
get Punch Art on Agrias and make it strong, and this is the best way I've found
to do it.  Punch Art gives you some added range with Earth Slash and some HP/MP
restoring capabilities with Chakra.  You can choose between Counter and HP 
Restore if you want a little more offense or defense, respectively. The Bracer 
boosts both skillsets.  A nice thing about this Agrias setup is that if your 
sword gets broken, she's still very potent on offense.  Oh yeah, Monks have MAD
PA, which is always good for Lady Oaks.
-------------------------------------------------------------------------------
Holy Knight- by trampoline

Holy Sword       Defender
White Magic      Aegis Shield
Weapon Guard     Barette
Attack Up        White Robe  
Move + 2         Salty Rage

Poach a Defender(Taiju), a Salty Rage(Red Dragon), and take Alma's Barette(Red
Chocobo). You'll have to do a bit of breeding to get these though since they 
don't usually appear until later. You can also get a Chantage(Porky) and 
Ribbon(Wildbow) if you're willing the breed the pig at Zigolis.

Defender's high weapon evade will be be sufficient to fend off the majority of 
physical attacks and with the Aegis Shield you'll be able to ward off magical 
attacks as well. Salty Rage and White Robe will soak up attacks that do manage 
to get through your defense and the Barette(Ribbon) will protect you from most
(all) status. Early defensive unit.
-------------------------------------------------------------------------------
Thief/Archer- by trampoline, with a little input by me

Steal/Charge     Platinum Sword
Holy Sword       Diamond Shield/Flame Shield (Archer ONLY)
Speed Save       Green Beret/Twist Headband
Equip Sword      Power Sleeve
Move +2          Bracer

Decent speed/power set-up.

Also a good set-up for Archers, except they can equip shields.

My comments:  Pretty good setups that will carry you until Ninja is unlocked.
With the Archer's ability to equip shields, you have a pretty strong Agrias.
-------------------------------------------------------------------------------

c. The Rest of the Game

-------------------------------------------------------------------------------

Here's where we can finally let Agrias loose to wreak some serious havoc.  With
all of the rare equips you can get in Chapter 4, Agrias can easily be the most
powerful attacker on your team.  If you don't have some of the rare equips seen
in these setups, substitute them with something similar (i.e. if you don't have
the Grand Helmet yet, use a Crystal Helmet).  In these setups you'll also see 
Teleport or Move +2.  Use whichever you prefer, but I'd reccommend using 
Teleport in the Deep Dungeon and on other maps with a lot of height variation
(like Zirekile Falls), and use Move +2 on more level maps (think Mandalia 
Plains).

-------------------------------------------------------------------------------
Geomancer- by R y a n, also submitted by thatguyagain

Elemental      Ice Brand
Holy Sword     Kaiser Plate
Abandon        Twist Headband
Attack UP      Power Sleeve/Robe of Lords
Teleport       Bracer

R y a n's comments:  Be ready for a world of hurtin' as she gets +7 PA to her 
skills, plus another 25% boost after that thanks to the Kaiser Shield (46% 
P-EV, 20% M-EV) coupled with the Ice Brand, and another 33% boost thanks to 
good ol' Attack UP. It's just a shame that Elemental is just there as a novelty
now. ;_; So the only downside to this setup is she's a one-trick pony. But 
she's no pony.  More like a wild stallion mowing over anything in her path. ;)

Before this time you'll probably be using the Aegis Shield with Abandon as a 
reaction, and 108 Gems as the accessory instead of the Bracer. Still good, 
still good. =D That was my first ultimate setup with Agrias, until I discovered
that Holy Sword could be boosted with that good ol' Ice Brand. You may even 
want to swap in the Black Robe for the Power Sleeve and use a Bracer instead. 
It's all a matter of the math, I think.

Fun with thought put in to it, and without it being handed to you is such a 
rarity these days.
-------------------------------------------------------------------------------
Geomancer- by CloudStrifeSOLDIER

Elemental                             Ice Brand
Holy Sword                            Aegis Shield
(Anything, but I like HP Restore)     Flash Hat
Attack UP                             Black Robe
Move+2                                Genji Gauntlet

Good, solid Agrias. Sure, her PA isn't all that great, but it's good enough to 
have Holy Sword used regularly. This Agris isn't meant to be cheap. She's meant
to be strong, but to a degree. A low degree. but still.

My comments:  Not as powerful as the previous setup, but instead able to use
Elemental more effectively.
-------------------------------------------------------------------------------
Knight- by Xshortguy007

Br. 97 Fa. 84

Battle Skill     Chaos Blade
Holy Sword       Chaos Blade  
Blade Grasp      Ribbon
Two Swords       Robe of Lords
Move +2          Setiemson

My comments:  Ahh, the power of cheese :)  Lots of power here.  Use either Holy
Sword or your dual Chaos Blade attack if you're up close to make quick work of
just about anything.
-------------------------------------------------------------------------------
Samurai- by R y a n

Draw Out                     Ice Brand
Holy Sword                   nothing
Auto-Potion/Damage Split     Crystal Helm/Ribbon
Equip Sword                  Black Robe
Teleport                     Bracer/Genji Gauntlet

This Agrias is not as strong as her Geomancer and Ninja equivalents, but she 
gets the job done. The question "do you want HP or status protection?" comes up
when deciding which headgear you like more. Likewise, "do you want more MA for 
Draw Out, or a little extra boost in your Holy Sword attacks?" is asked when 
choosing between Bracer and Genji Gauntlet. Depending on your HP levels and how
lucky you feel, take Auto Potion or Damage Split. Damage Split is a little out
of the way for a physical class, but it is nice to have at your disposal. Else,
you can always just resort to Blade Grasp, which seems to be a safety net, 
fitting for pretty much all setups in a way. Holy Sword isn't going to be 
nearly as brutal as a part of this class, though the Bracer and the 25% boost 
the Ice Brand + Black Robe gives you, and the nice amount of PA the Samurai has
is nothing to sneeze at.
-------------------------------------------------------------------------------
Ninja- by R y a n

Throw           Scorpion Tail
Holy Sword      (any sword)
Auto Potion     Thief Hat/Twist Headband
Equip Sword     Power Sleeve
Teleport        Bracer

This Agrias is rather boring, but at least she's fast, and strong, so she gets 
the job done. The 23 PA from the Scorpion Tail is what will be used in the Holy
Sword attacks, despite what sword you use. So, your possibilities are many for 
what sword you can equip. Nagrarock might give you a little fun, if you feel 
the need to really add insult to injury after your two-sworded physical attack.
Or, you can just opt for a Rune Blade for all out power. Swapping out the 
Bracer for a 108 Gems will allow you to use an Ice Brand which will be much 
stronger on a regular attack. Unfortunately, you cannot use the Scorpion Tail 
trick and the elemental boost at the same time. It's only one or the other. You
must choose between moving faster and doing more damage when deciding between 
the Thief Hat and Twist Headband. Most FFT vets will tell you Speed is better 
and the +2 PA from the Twist Headband becomes negligible. Your choice. :)

My comments:  You'll probably want to equip either the Rune Blade or Blood 
Sword in the second hand.  Also, I'd reccommend using Move +2 instead of 
Teleport to increase Throw range.
-------------------------------------------------------------------------------
Holy Knight- by trc1986

Holy Sword      Rune Blade
Draw Out        Rune Blade
Blade Grasp     Grand Helmet
Two Swords      Robe of Lords
Move +2         Genji Gauntlet

She will still be able to cause okay damage with Lighting Stab, Id guess around
300 damage, which is good to clean up already damaged enemies, but also, she 
can use draw out, to aid allies, heal herself, and also damage the enemies if 
they are really cluttered around her, a good all-around set-up.
-------------------------------------------------------------------------------
Holy Knight- a mix of setups by Wicked Souls and CloudStrifeSOLDIER, put 
             together by me

Holy Sword                   Chaos Blade
Math Skill/Time Magic        Excalibur
Blade Grasp/Sunken State     Grand Helmet
Two Swords                   Robe of Lords
Move+2/Teleport/Float        Chantage/Setiemson

Wicked Souls' comments:  Super Cheezemeister:...Setiemson(YAY!)/Chantage(BOO!).
.. And don't forget about elemental Holy Sword attacks. If you equip an Ice 
Brand or Coral Sword as a Holy Knight, your Holy Sword attacks will be 
Ice-element or Thunder-element respectively. You can double the amount of 
elements available by making Agrias a Ninja/Squire and giving her 
Equip Sword/Two Swords, then put a Flame Whip or Air Knife in one hand and a 
sword in the other, and your Holy Sword attacks will be Fire-element or 
Air-element! It's too bad you can't use Two Swords with a Holy Lance, or the 
descriptions would be true about the elements...

CloudStrifeSOLDIER's comments:  The reason for Flaot is, with Float, she has 
the possibility of having every positive status effect.

My comments:  The options furthest to the left are the cheeziest.  This is a 
very powerful setup, even if you use the watered-down version.
-------------------------------------------------------------------------------
Knight/Holy Knight- by superaileman

Battle Skill (holy sword}     Ragnorok   
Holy Sword {White Magic}      Save the Queen
Blade Grasp/Regenrator        Ribbon
Two Swords                    Maximillion
Teleport or Move +2           Setiemson

Status protection, haste, shell, Transparent, Decent hp, and it lets you save 
your chaos blade/robe of lords for orlandu.
-------------------------------------------------------------------------------
"Eh, soggy, passed around Power Set-ups"- by trampoline

Knight

Br 97, Fa --

Battle Skill          Chaos Blade
Holy Sword            Escutcheon II
Abandon               Ribbon
Attack Up             Robe of Lords
Move + 2/Teleport     Setiemson

Holy Knight

Br 97, Fa --

Holy Sword            Excalibur
Draw Out              Aegis Shield
Blade Grasp           Ribbon
Magic Attack Up       Wizard Robe
Move + 2/Teleport     Red Shoes

Holy Knight

Br 97, Fa 94

Holy Sword                         Excalibur
Math Kills                         Aegis Shield
Blade Grasp(1)/Damage Split(2)     Ribbon
Magic Attack Up                    Wizard Robe
Teleport                           Sprint Shoes(1)/Chantage(2)

My comments:  All of these setups have been around for a while and involve 
three things:  1)are very well-known 2)are very hard to hit/immortal 3)possess
large amounts of cheese-driven power.
-------------------------------------------------------------------------------
Priest

White Magic         Rune Blade
Holy Sword          nothing
Blade Grasp         Twist Headband/Thief Hat
Equip Sword         Robe of Lords
Move+2/Teleport     Genji Gauntlet

This Agrias is versatile and powerful without being cheap (OK, so Blade Grasp
is kinda cheap, but 2 Choco Meteors will take her out).  Holy Sword provides 
the offense and White Magic provides the support.  The equips boost 
both PA (+6) and MA (+5), making up for the Priest's not-so-ideal stats.
-------------------------------------------------------------------------------

d. Theme Setups

-------------------------------------------------------------------------------

These setups are mainly Chapter 4, but aren't really the most effective setups
to put Agrias in.  They do, however, fit some sort of theme and are in here for
fun.  Give these a shot; you just might be surprised.

-------------------------------------------------------------------------------
Paladin- by Invisible, with input from me

Holy Knight

Holy Sword                 Rune Blade/Excalibur                   
Math Skill/White Magic     Aegis Shield
Distribute                 Crystal Helmet
Half MP Used               Light Robe/Wizard Robe/White Robe
Float/Move+2               Chantage

Invisible's comments:  This is my "Paladin" Agrias setup, it works pretty well
and is fun to use.

My comments:  Here is Agrias in a pure setup of Holiness.  White Magic is there
just because I think it's more fitting.  Float fits the theme well, but it's
just so crappy that I had to put Move +2 as an option.  The Rune Blade boosts
White Magic/Math Skill, but the Excalibur enhances Holy Sword and absorbs Holy,
so both fit the theme well.  I also added the option to equip the White Robe 
since it is in tune with the theme and provides some elemental protection.
-------------------------------------------------------------------------------
Holy Samurai- by squirrelnut544143, with input from me

Holy Knight

Holy Sword              Chaos Blade
Draw Out                Genji Shield/nothing
Blade Grasp             Genji Helmet
Attack UP/Two Hands     Genji Armor
Teleport/Move+2         Genji Gauntlet 

squirrelnut544143's comments:  This set-up could be as good as anything. In a 
high level, 999 HP damage is a guarntee. 

My comments:  Well, maybe 999 isn't a gaurantee, but you are definitely going 
to put a serious hurt on anything you attack.  This setup merges the Holy 
Knight and Samurai job classes, and quite powerfully, I might add.  Holy Sword
will be your main offense while Draw Out provides long range attacking, 
healing, and positive statii (that's plural for status; you've learned 
something new!).  In this setup you'll be equipping the complete set of Genji
Gear, the preferred style of Samurai throughout Ivalice.
-------------------------------------------------------------------------------
Hey, Wiegraf didn't get a sex change... or did he?- by trampoline

Holy Knight

Holy Sword      Diamond Sword
Punch Art       Diamond Shield
Counter         Diamond Helmet
Maintenance     Diamond Armor
Move +1         Diamond Armlet

Weigraf Rip-off.

My comments:  This is essentially Wiegraf when you face him at the end of 
Chapter 3 (note that this is also a good Chapter 3 setup).  The equipment and 
skills are exactly the same, except Wiegraf's Punch Art is called Punch Skill.
-------------------------------------------------------------------------------
6. Training/Levelling Strategies
-------------------------------------------------------------------------------
This section will give you some advice on how to train Agrias and what Jobs to 
level her up in to get improved stats.  Don't feel you have to follow this 
advice to the letter because a point or two of PA or a point of Sp isn't going
to make too much of a difference, and the setups should be able to compensate
for any lack of speed or power on their own.  If you want to optimize your 
Agrias, then you should follow this to the letter :).

*******************************************************************************

Training:  When you first get Agrias, keep her as a Holy Knight until you at
least learn all of her Holy Sword skills, Gained Jp-UP, and Move +1 (I prefer
to master the class).  From there, unlock some of the Job tree.  Learn the
following skills from each of these classes as early as possible:

Chemist- Phoenix Down, at least Hi-Potion
Knight- Equip Sword, Weapon Guard (optional)
Monk- Counter, Chakra, Earth Slash (optional)
Thief- Move +2
Geomancer- Attack UP, Counter Flood (optional)
Time Mage- Teleport (optional)

Once you've got those under your belt, feel free to learn abilities from any
classes you want.  By later on in the game, make sure you've got the 
following:

Chemist- Auto-Potion
Priest- Most of White Magic
Time Mage- Teleport (its no longer optional!)
Samurai- Most of Draw Out, Blade Grasp, Two Hands (optional)
Ninja- Two Swords, Abandon
Calculator- at least CT and 5, Damage Split (all optional, depends on how much
            you like cheeZe)

With those abilities learned, you'll be able to put Agrias in most of the
setups in this FAQ.  From here, learn all the abilities you can.

How to overcome not having Accumulate:  Many Jp gathering strategies involve
using Accumulate because it is quick, free, and can be done repeatedly.
Agrias, however, is a special character and doesn't have Accumulate.  Solution:
give Agrias Chakra, Kiyomori, Dance, or Potion.  None of these are as effective
as Accumulate, but can get the job done.  For Chakra and Potion, have Agrias
attack a teammate and then heal them.  Rinse and repeat.  For Dance, start out
with Slow Dance, the go to Witch Hunt and Wiznaibus.  Don't let anyone kill off
the enemies so Agrias can keep dancing.  Kiyomori is probably the best solution
except for it's one flaw:  Katanas break.  Make sure you have a good stock of
Kiyomoris and then draw it out the whole battle.  Hooray!  Now Agrias can be a 
part of your mind-numbing training sessions!

*******************************************************************************

Levelling:  Here's where things start to get a little more complex.  As a Holy
Knight, Agrias doesn't have the greatest PA or Sp, the most important stats to
a physical character.  To remedy this, you should level up in other jobs that
have high PA and Sp, like Knight, Ninja, and Mime.  If you spend about 10-15
levels as a Ninja, you'll have 12 Sp at level 99, which is very nice.  The rest
of the time should be spend as a Knight/Mime, depending on your sanity, for 
added PA.  Here's some data from trampoline, Der Mathematik Tup (that's "the
math guy" for you non-Deutsche speakers):

NOTE:  Wherever it says "Lv Down to 1 Agrias", it means levelled down to 1 as 
       Agrias.  Also, Agrias will always have 14 MA as a Holy Knight if she 
       doesn't spend some time as a Mime.

===============================================================================
Speed:
Lv Down to 1 Agrias:  5 Speed

Want 12 speed? 8 Levels as Ninja,
90 as something else (Mime/Knight)
===============================================================================
Power:

Lv. 12 Agrias, Lv. Down to 1 Agrias:

Lv to 99 as Mime:  14 PA as Holy knight (17 PA as Knight)

Lv to 99 as Knight:  13 PA as Holy knight (16 PA as Knight)
===============================================================================
Speed and Power (8 levels as Ninja, 90 as Mime/Knight):

Knight:  13 PA as Holy Knight (16 PA as Knight), 12 Sp

Mime:  14 PA as Holy Knight (17 PA as Knight(!), 12 Sp
===============================================================================
Sp33d 4 power (all ninja):

Power:  12 PA as Holy Knight (15 PA as Knight)

Speed:  13 Speed
===============================================================================
Magic:

Lv. 12 Agrias, Lv Down to 1 Agrias:  4 MA

Mimie mimie:  16 MA
===============================================================================
Speed and Magic:

8 lvls Ninja, 90 Mime:  16 MA, 12 Sp

If you really think you won't feel guilty about it later, you can level down as
a Chemist for slightly better stats, but I won't do the calculations.
*******************************************************************************
What? You don't want to level down..? Fine.

12 Speed:  9 Levels in Ninja, 78 levels as Knight/Mime

9 Levels in Ninja:
===============================================================================
Power:

87 as Knight:  12 PA as a Holy Knight (15 as a Knight)

87 as Mime:  13 PA as a Holy Knight (16 as a Knight)
===============================================================================
Speed and Power:

9 as Ninja, then-

78 levels as Knight:  12 PA as Holy Knight (15 PA as Knight), 12 Sp

78 levels as Mime:  13 as Holy Knight (16 as Knight), 12 Sp
===============================================================================
Sp33d 4 power:

87 as Ninja:  12 PA as a Holy Knight (15 as a Knight)
===============================================================================
Magic:

87 as Mime:  16 MA
===============================================================================
Speed and magic:

Lv. 9 as Ninja, then 78 as Mime:  15 MA, 12 Sp
===============================================================================
There ya go: Non-Lv down Power Knight is the easiest one to get, and Lv downed 
Speed Magic/Power Holy Knight is the best you can get if you're willing to 
spend a couple of hours training and Steal Exp.ing. Convinience vs. Power, you 
decide.
===============================================================================

If you take a look at the data, hopefully you'll be able to say to yourself 
things like "Hmm, I've got Agrias as a Ninja to learn Two Swords; I'll make 
sure to gain at least 8 levels while doing that to get more speed." or "Well, I
don't need anymore abilities right now, so I should probably make Agrias a ____ 
so she can get stronger."  You can, of course, follow these growth paths to the
letter (number?), but that would make gaining abilities pretty difficult.  
Again, a big thank-you to trampoline for providing the data ('cause there's no
way in hell I'd have the patience to do it :) ).
*******************************************************************************
Here's some training/levelling advice from posters at the FFT Message Board at
GameFAQs.com:
-------------------------------------------------------------------------------
Orion says:  Her best level up form is that of a knight. The PA growth in her 
base class is too low, so you should try to dance between Knight and Geomancer. 
The Knight has better PA growth, but the Geomancer could teach her the precious
Attack UP support ability in few levels and it is an all around balanced class.
My personal favourite is a short stay as a geomancer and holy knight, and then 
some time as a Knight. In chapter 2 & 3, the Geomancer form is more 
"effective" (IMHO knights are very weak in chapter 3) but in chapter 4, with 
Knight's swords, knights win the bout.

A few opinions on her base form at level 99, when leveled up as a Knight or 
Geomancer. Her PA multiplier is not too bad, but it's 4/5 that of a Knight. Her 
MA on the other side is 5/4 of his. She has more MP points and more HPs. You 
can play the "hardcore" variation as a knight, or a balanced version with a 
weak but versatile magical secondary. Typically Draw Out, but also Time Magic,
White Magic or even Summons, as long as you don't plan to kill with them.
-------------------------------------------------------------------------------
R y a n says:  Me, I move her to Knight after that, so she can learn Equip 
Sword. After that's done, it's on to the Thief class for Move+2. If I don't 
have a dedicated Thief, I spend some time with her in that class learning all 
the Steal abilities. For this reason, she's usually my stealer in most games. I 
don't know why, except for the Move+2 thing; it just happens that way.

Next, I move back to Monk in order to open up other classes needed. I learn 
whatever's necessary there along the way. Probably just Counter, though Hamedo
is OK too (though not AS good). I tend to stay away from offensive reactions 
nowaday anyway.

After this, Monk has opened Geomancer, which I promptly make her home. I 
beelineto Attack UP, which is her suport ability for most of the rest of the 
game.

Then I go back to Lancer for a bit, to open up Samurai. And maybe I'll spend a 
little more time as an Archer to open up Ninja. And those two things help me in
completing the Samurai and Ninja setups I will mention soon enough. Of course, 
there is also the requisite time as a Time Mage to get Teleport, which isn't 
TOO bad. Just a little more time consuming than I'd like. But Move+2 suffices 
until Deep Dungeon for me, really.
-------------------------------------------------------------------------------
trampoline says:  Levelling her up as a Ninja isn't a bad idea (the lower the 
better, more benefits with less levelling), that extra speed point to 12 in her
base class means that she gets six speed from haste instead of only five = )
-------------------------------------------------------------------------------
4. Mustadio
-------------------------------------------------------------------------------
Mustadio Character FAQ
-------------------------------------------------------------------------------
By Dan Isbell, copyright 2002
-------------------------------------------------------------------------------
Date Began: 8/14/02
-------------------------------------------------------------------------------
Table of Contents
1. Introduction
2. Backround
3. Stats
4. Abilities
5. Setups
  a. Chapter 2
  b. Chapter 3
  c. The Rest of the Game
  d. Theme Setups
6. Training/Levelling Strategies
*******************************79 Character Check******************************
-------------------------------------------------------------------------------
1. Introduction
-------------------------------------------------------------------------------
Mustadio is the second character to be FAQ'ed.  Like all the other characters 
in this FAQ, Mustard Boy has been guide-less for the five or so years FFT has 
been in existance.  Mustadio is probably the most underpowered special 
character in the game (Malak doesn't count), and this FAQ will help you find 
ways around that to make Mustadio a worth member of your party.  Also, Mustadio
is commonly thought of as only a support character.  This FAQ will provide ways
to make him an effective support character and a potent offensive force.  
Again, a lot of input came from the great people at the Final Fantasy Tactics 
Message Board located at www.gamefaqs.com.
-------------------------------------------------------------------------------
2. Backround
-------------------------------------------------------------------------------
Name:  Mustadio Bunanza      Quote:  "Just aim.  You don't need to charge your
                                      gun!"

Birthdate:  October 15 (From Notti's Deep Dungeon Guide+)

Zodiac Sign:  Libra

Base Job:  Engineer

Job Description:  "Technician working for a revival of a lost civilization.  
                   His best skill is 'Snipe', using the legendary 'Gun'."

Profile:  Mustadio is the clever Engineer who you rescue at Zaland on your way
          to Lionel in Chapter 2.  Mustadio is a resident of Goug, an island 
          city where fellow Engineers, machinists, archaeologists, and 
          merchants gather to excavate the lost city from an ancient time that 
          lies below.  He lives there with his father, also an Engineer, 
          Besrodio Bunanza.  While not a physically strong fighter, Mustadio is
          still brave in battle, where he prefers to use guns.  Being close in 
          age to Ramza, the two become fast friends.

History:  Mustadio was born and raised an Engineer in Goug Machine City, an 
          island located off of the west coast of the Lionel region.  Mustadio
          likely has lived there his whole life and never did much traveling.
          Mustadio learned to be an Engineer from his father Besrodio, also an
          Engineer.  When Mustadio is in his mid to late teens, he and his 
          father make an extraordinary discovery while excavating under Goug:
          a yellow stone, with something undescribably special about it.  Word
          of the discovery spreads quickly and soon men from the Bart Company
          break into the Bunanza residence in an attempt to take the stone by
          force.  Besrodio, who must use a cane to walk, gives the stone to 
          Mustadio and tells him to run away and not to let anyone have it.
          Mustadio makes it as far as Zaland before a group of Bart troops 
          catch up with him.  Just as things start to look hopeless for the 
          young Engineer, Ramza Beoulve and Agrias Oaks show up and decide to 
          rescue him.  After the battle, Mustadio, bearing his father's words
          in mind, declines to tell Ramza, Agrias, and Princess Ovelia why he 
          is being chased.  Believing that Count Draclau could help him, he 
          asks the group if he can join them to Lionel.  Ovelia agrees, and 
          they head south, where they meet another squad after Mustadio.  After
          defeating the Bart squad, the group reaches Lionel, where the truth 
          is revealed.  Count Draclau knows about Mustadio's stone and explains
          that its a Holy Stone.  Draclau promises Mustadio he will send troops
          to save his father and wipe out the Bart Company.  Mustadio heads off
          to Goug to see his father, accompanied by Ramza, who has decided that
          the Princess is safe with Draclau.  After trekking through Zigolis
          Swamp and crossing the sea, Ramza and Mustadio arrive in Goug, where
          everything seems to be in order.  Mustadio and Ramza part ways, 
          having agreed to meet in the slums after a short while.  Mustadio is
          then captured by the Company, who is actually working for the Church!
          Ramza goes to the meeting place and is greeted by a captive Mustadio
          and Bart Rudvich, who demands the stone.  Mustadio tells Ramza where
          it is and Ramza forfeits it.  But, like all villians, Rudvich isn't
          true to his word and runs off with the stone, leaving a squad to kill
          Ramza and Mustadio.  After offing the henchmen, the two meet up with
          a now free Besrodio.  Mustadio reveals that the stone Ramza gave Bart
          was a fake.  Mustadio joins Ramza permanently for saving him and his
          father; and out of a desire to stop anyone from abusing the power of
          the stones.  The two head off to Lionel to save Agrias and Ovelia 
          from the Church.
-------------------------------------------------------------------------------
3. Stats
-------------------------------------------------------------------------------
For a support-type character, Mustadio has only decent stats, but has good 
speed.  His Snipe skills are solely dependent on Sp, which compliment his stats
nicely (unlike Agrias).  In most other areas, however, Mustadio is merely 
average or below average, making speed based or non-stat based secondaries 
ideal.

Move:3

Jump:4

Class Evade:  18%

Inherents/Immunities:  immune to Invite (Aerostar's Battle Mechanics Guide)

Equips:  Guns, Knives, Hats, Robes, Clothes, all except female-only 
         accessories

Zodiac Compatibility:  Good- Pisces, Aquarius  Bad- Cancer, Capricorn  
                       Best/Worst- Aries

Class Multipliers (credit to the BMG):  HP   MP   PA   MA   Spd
                                       100   75   95  100   115

Class Growth (also from the BMG):  HP   MP   PA   MA   Spd
                                   11   13   50   50   100

Level 99 stats (levels 1-99 as Engineer):  HP   MP   PA   MA   Spd
                                          287   99   13   11   13

Mustadio has the same Move and Jump as a Monk, which isn't too shabby.  Since
you will be equipping a Gun most (but not all) of the time with Mustadio, Move
isn't that important.  The Jump of 4 is nice because it allows Mustadio to get
to high ground pretty easily and safely Snipe away.  His C-Eva is good; it's
just slightly below Monk and Samurai, giving him almost a one-in-five chance to
dodge attacks from the front.

Mustadio has excellent equipment options.  Guns are considered to be one of the
top weapon classes in the game; their range is simply unmatched unless you get
really high with a long bow.  The rare Guns also pack quite a punch.  Knives 
are kinda bleh; I guess you could use them if you are short on Guns.  Hats are
great because of the stat bonuses they provide (speed especially).  Clothes and
Robes are also great for the same reason.  Accessory options are standard.

As you can see, Musty's stats are nothing to scream about.  All of his level 99
stats are either average or sub-par, Spd being the exception.  Growth is below
average; don't bother levelling up as an Engineer.  Multipliers are decent,
except for Mp, but Speed is quite good.  Mustadio's stats are unfriendly to 
most secondaries, so levelling as another class (cough!NINJA!cough) is 
reccommended. 
-------------------------------------------------------------------------------
4. Abilities
-------------------------------------------------------------------------------
Engineers use the Snipe abilities, probably acquired through extensive use and
expertise of the Gun.  These skills are solely dependant on Spd and can be used
with any weapon.  The range of these skills depends on the range of the weapon
you have equipped.  This allows you to disable enemies from long range with a 
Gun or temporarily shut down foes in a melee battle with a Sword.

Note:  All the formulas in this section are from Aerostar's BMG.  
       
Snipe description:  "Engineer Job command. Changes enemy status by shooting at
                     specific parts of the body."

Formula for success % of Snipe abilities:  (Speed+K)%, where K is a variable
                                           assigned to each ability.
                                          {Good compatibility, [1.25(Sp+K)]%
         Thanks to Logic84>>>>>>>>>>>>>>>>{Bad compatibility,  [0.75(Sp+K)]%
                                          {Best compatibility, [1.50(Sp+K)]%
                                          {Worst compatibiliy, [0.50(Sp+K)]%

Ability:        Jp:   K:  Effect:      Range:              Note:
-------------------------------------------------------------------------------
Leg Aim         200   50  Don't Move   depends on weapon
Arm Aim         300   50  Don't Act      "     "     "    
Seal Evil       200   70  Petrify        "     "     "     Works ONLY on Undead
-------------------------------------------------------------------------------

Leg Aim:  Leg Aim is a nice way to keep an enemy from entering into battle.  
          This ability works great on units without ranged attacks, such as
          Knights, Thieves, and a wide variety of monsters.  This ability, 
          along with Arm Aim, is lessened in effectiveness at the end of the
          game when many humans wear Thief Hats.

Arm Aim:  Undoubtedly the best Snipe ability.  Don't Act eliminates evade %s,
          Reaction abilities, and of course disables the ability to Act.  With
          this guide you'll find ways to make this connect at high percentages.
          You'll find yourself using Arm Aim more than any other Snipe ability.

Seal Evil:  This is the most limited Snipe ability, but its damn good at what 
            it does.  Allowing you to Petrify an Undead enemy at a high 
            percentage, this ability effectively eliminates an enemy in one 
            shot.  Too bad the Undead aren't more abundant...
-------------------------------------------------------------------------------
5. Setups
-------------------------------------------------------------------------------
This section is the meat of the guide.  Here you will find a variety of setups 
for almost any situation.  Each of these setups has been chosen for inclusion 
because it can do exactly what it was designed to do better than similar 
setups, giving you an optimized Mustadio to destroy things, assist your party, 
or fit a certain theme.  Some setups may be refined from several others to 
yield the best results.  Credit is given where its due for each setup, so be 
sure to thank whoever created the setup you use when you see them on the 
message board.

Note:  All setups and commentary on them are by me unless otherwise indicated. 

a. Chapter 2 Setups

-------------------------------------------------------------------------------
Chapter 2 is when Mustadio joins Ramza and Co. following his rescue from the 
Bart Co.  These setups are designed to be easily accessible because you haven't 
had a whole chapter and a half to train him.  Note:  Regardless of whether or
not you like/are going to use Musty, make sure to hold on to him.  You need to 
have him in order to do the Cloud Quest.

-------------------------------------------------------------------------------
Engineer

Snipe              Romanda Gun
Item               nothing
Counter Tackle     Green Beret
Gained Jp-UP       Wizard Outfit
Move +1            Battle Boots

Once you get ol' Mustard Boy in your party set him up like this.  This setup is
for gaining Jp and gaining it fast.  Use potions on anyone who has any HP 
damage to accrue Jp.  Gained Jp-UP will bolster your training efforts and Move
+1 is just handy to have.  Counter Tackle isn't really neccessary, but if you 
have the extra Jp then get it.  As for equips, everything is pretty standard. 
The only piece of note is the Green Beret and it's +1 to Sp- it'll boost your
Snipe percentages slightly.  You'll want to master Engineer as quickly as 
possible (which won't take too long) in order to reap the stat benefits of 
other Job classes. 
-------------------------------------------------------------------------------
Chemist

Item            Romanda Gun         
Snipe           nothing
Auto-Potion     Green Beret
Attack UP       Brigandine
Move +1         Battle Boots

This is a solid setup that, with some slight modifications as you progress, 
could hold you through the whole game.  Mustadio can attack from afar, heal 
from afar, and Snipe from afar here.  Auto-Potion is great defense and Attack 
UP boosts gun damage.  Again, the equipment is pretty standard and the best you
can buy.  Oh yeah, don't forget to pick up Equip Change.  I know it's a pain 
and all, but it's actually useful later. :)
-------------------------------------------------------------------------------
Archer

Charge          Lightning Bow
Snipe           nothing           
Speed Save      Green Beret
Concentrate     Brigandine
Move +1         Battle Boots

As an Archer, Mustadio can still Snipe and Attack from far away.  Try to get a 
couple lower Charges, Speed Save, and Concentrate.  Speed Save works great with
Snipe- everytime you take damage, your percentages get better.  Concentrate is
nice for later if you're Sniping with any weapon other than a gun as it gets 
rid of pesky Shields and Mantles.  The Lightning Bow will hurt the Squids you 
see so often in the Lionel region, and all of the rest of the equips are the 
best available.
-------------------------------------------------------------------------------
Knight- Xshortguy007

Battle Skill              Romanda/Mythril Gun
Snipe                     Gold Shield
Counter/Blade Grasp       Cross Helmet
Equip Gun                 Gold Armor
Move+(1/2/3)/Teleport     Rubber Shoes

My Comments:  This setup could go in either Ch. 2 or Ch. 3.  All of the 
equipment can be obtained in Ch. 2, but getting all of the skills before taking
on Queklain would be a little difficult.  Regardless, it's an excellent setup
that gives Mustadio the ability to completely disable enemies and gives him 
some HP and some defense just in case things get hairy.
-------------------------------------------------------------------------------

b. Chapter 3 Setups

-------------------------------------------------------------------------------

After giving Queklain a whipping and moving into Chapter 3, Mustadio should be 
trained sufficiently to move into some higher-tier jobs and have learned some 
more expensive abilities,and these setups reflect that.  By now you should also
have raised Mustadio's brave and faith.  

-------------------------------------------------------------------------------
Priest- by trampoline

White Magic     Mithril Gun
Snipe           nothing
Speed Save      Green Beret
Equip Gun       White Robe
Move Mp-UP      Red Shoes


Giving a Priest a Gun and Snipe gives him a nice bit of offense that 
compliments their speed. With Move Mp Up you shouldn't be running out of MP 
soon, and with all of the regenerative magic at your disposal you can stay 
alive and keep other characters alive for a long time. Speed Save works quite 
well with Reraise, and Wall and Regen should help you not die when people stab 
you, meaning even more Speed Saves. When you don't have any healing or positive 
status to do, or you need to recharge for a little bit, just walk around 
pumping holes into stuff.

My comments:  Another rock-solid setup from trampoline.  The White Robe gives
some great defense and the equips compliment both White Magic and Snipe.
-------------------------------------------------------------------------------
Engineer- by trampoline

Snipe          Mithril Gun
Charge         nothing
Speed Save     Green Beret
Attack UP      Power Sleeve
Move +2        Germinas Boots

Attack Up and Charge work well together, with a Mythril gun and Charge + 2 you 
can be doing 104 damage with neutral compability. It focuses mainly on Speed 
and Power since from so far away, not much is going to get at you. The Power 
Sleeve is there for HP as it has no other effect on anything else, so feel free
to change it when armor with more HP becomes available or if you see some with 
special attributes that may be more useful to your team.

My comments:  A purely offensive Mustadio who can cover most maps almost 
entirely.  You'll need to keep him protected as he has little defense and his
counter will expire quickly after a few Speed Saves.  To counter this, you may 
want to use Auto-Potion at the expense of slightly higher Snipe percentages.
-------------------------------------------------------------------------------
Mediator

Talk Skill      Mithril Gun
Snipe           nothing
Auto-Potion     Green Beret
Attack UP       Wizard Robe
Move +2         Sprint Shoes

Now you can make use of Talk Skill with Mustadio.  His Mithril Gun will be more
potent with Attack UP; Auto-Potion gives some defense to the fragil Mediator 
Job class; Move +2 is there for mobility.  The Green Beret and Sprint Shoes 
help Snipe and the Wizard Robe kicks up Talk Skill with it's +2 MA.  As a 
Mediator, make sure to teach Equip Gun to Mustadio- you'll need it later.
-------------------------------------------------------------------------------
Engineer- Xshortguy007

Snipe                      Best Gun/Bare Fists
Steal                      nothing
Blade Grasp/Abandon        Green Beret/Thief Hat/Flash Hat
Martial Arts               Adaman Vest/Black Costume/Secret Clothes
Move +(1/2/3)/Teleport     Sprint Shoes/Best Mantle

My comments:  This specialty setup is quite nice.  Mustadio will make an 
excellent thief for your party like this.  Martial Arts and the Sp boosting
equipment will net you good Steal %'s.  Use Blade Grasp if you are using Sprint
Shoes; use Abandon if you're equipping a Mantle.  Keep in mind that you can use
this setup in Ch. 4 too; I put it in Ch. 3 because the skills aren't too hard 
to obtain.
-------------------------------------------------------------------------------
Engineer- Covenant, with a little input by me

Snipe                    Mithril Gun
Battle Skill             nothing
Hamedo/Auto-Potion       Green Beret
Attack UP/Defense UP     Judo Outfit/Power Sleeve
Move+2/3                 Germinas Boots/Sprint Shoes

Covenant's comments:  A good general set-up for Mustadio before Stone/Elemental
Guns.  This setup maximizes the chances of success for both Snipe and Battle 
Skill while providing ample defense for a long-range unit.  (Hamedo for 
Archer-heavy story battles) (Attack UP for battles where you wish to break 
equipment/parameters)

My comments:  Err, I kinda had to cut and paste Covenant's comments...(sorry,
but they wouldn't fit my format the way you posted 'em).  My input was just 
filling in blank equipment spots with Ch. 3 equipment.
-------------------------------------------------------------------------------

c. The Rest of the Game

-------------------------------------------------------------------------------

Ahh, now we can finally cut loose with Mustadio.  With all of the equipment 
options in Ch. 4 and beyond, coupled with a well trained Mustadio will result 
in some really awesome setups.  If you don't have some of the rare equips seen 
in these setups, substitute them with something similar (i.e. if you don't have
the Grand Helmet yet, use a Crystal Helmet).  In these setups you'll also see 
Teleport or Move +3.  Use whichever you prefer, but I'd reccommend using 
Teleport in the Deep Dungeon and on other maps with a lot of height variation
(like Zirekile Falls), and use Move +3 on more level maps (think Mandalia 
Plains).  If you don't have Move +3, then substitute +2.

-------------------------------------------------------------------------------
Engineer- trampoline

Snipe                   Blast Gun
Battle Skill            nothing
Blade Grasp/Abandon     Thief Hat
Equip Change            Black Robe
Move+3                  Sprint Shoes

All that really matters is speed with Mustadio, so I'd suggest getting him to 
Ninja as quickly as possible. Equip change, I think, is the main part in my 
set-up; with it he can switch to any gun he wants in case an enemy has low 
faith or an elemental weakness. It's also nice if he wants to change some of 
his armor for strategic, especially defensive, purposes -- changing to a Rubber
Costume is a thunder spell is being cast on him, any of the many accessories 
available if he's in danger of a status spell, etc. He also has a pretty wicked
punch if you equip change to power boosting equipment ^_^ Blast gun is also 
great with Battle Skill because of its high WP.
-------------------------------------------------------------------------------
Engineer- trampoline

Snipe                   Blast Gun
Time Magic/Draw Out     nothing
Blade Grasp             Thief Hat
Magic Attack UP         Black Robe/Secret Clothes
Move+3                  Sprint Shoes/108 Gems

The equips were meant to maximize Blast Gun's damage and his Speed. Black Robe 
increases his damage by 25% and then Magic Attack Up increases it by 33% The 
Haste from Draw Out or Time Magic will increase his speed by 50% and also offer
some extra Faith and MA based offense.
-------------------------------------------------------------------------------
Engineer- trampoline

Snipe               Blast Gun
Jump                nothing
Speed Save          Thief Hat/Twist Headband
Defense UP          Secret Clothes/Power Sleeve/Robe of Lords
Move+3/Teleport     Sprint Shoes/Bracer

If he has 13 speed, the Jump will take 3 ctr, and when you reach 17 speed it 
will take only 2 (that's as fast as a haste spell or a short charged fire 
spell), but not until 26 speed does the ctr of jump decrease again. Change your
equips around to find the balance of speed and power that you want.

If you level up as a Mime/Knight, you'll have more PA and HP, and with the 
proper equips (Thief Hat and Secret Clothes) you can still start off fast 
enough to achieve the 2 clocktick Jump. Or you could go with power equips for a
slightly slower jump and eventually gain speed as the battle progresses with 
Speed Save. Longetivity is further ensured with the Protect/Shell of the Robe 
of Lords meaning more Speed Saves if you're willing to use the robe for him.

If you level up as a Ninja, you'll have the same average of PA and Speed as a 
Mime (at best) only he won't have to rely on Secret Clothes to be able to reach
17 Speed and will have more PA than he would levelled up as a Knight with the 
speed set-up. He'll have less HP though, but he won't really need the Speed 
Saves as much anyway.

With this set-up, you can do up to 528 damage from 8 panels away at 3 ctr. and 
up to 440 at 2 ctr. The Jumps should do more damage than gun shots would 
usually do while still being able to ignore obstacles, but with a gun, Snipe is
still just as useful and with Leg Aim you can disable the enemy from 8 panels 
away to set them up for your jumps, or just shoot them if you need an instant 
hit.

24Q is the highest multiplier for gun damage, and 24 PA is the max amount of PA
Mustadio can have. The Damage formula for Jump is WP*PA so with a little bit of
charging you can do the amount of damage you would only be able to do with a 
gun 10% of the time and if both you and the target were Faithed.
-------------------------------------------------------------------------------
Mediator- sirith1035

Talk Skill                 Blast (or any) Gun
Snipe                      nothing
Blade Grasp/Speed Save     Thief Hat
Equip Change               Secret Clothes
Move+3                     108 Gems


This is my personal Favorite Mustadio. He is very versatile. He can use any 
Spell Gun at anytime. The Damage the guns can do varies between 203-349
(Assuming 55 faith and neutral compatibility) Snipe is near godly against 
Monsters and Humans without Hats.
-------------------------------------------------------------------------------
Ninja- a combination of setups by jsteen84 and myself

Throw                     Iga Knife
Snipe                     Koga Knife
Auto-Potion               Twist Headband/Thief Hat
Concentrate/Attack UP     Power Sleeve/Secret Clothes
Move+3                    Bracer/Sprint Shoes/Germinas Boots

jsteen84:  Wee! Mustadio! I don't know if this has been said before, gives two 
chances to hit with snipe. Throw from afar.

My comments:  I love this setup.  You get a lot of power, range, and high Snipe
percentages.  If you equip Germinas Boots, your Throw range will be 8 panels.
It's a lot like having a gun (maybe better?).  You will have to get up close to
Snipe, but as jsteen84 said, you get two chances, almost guaranteeing a status
on the enemy.  Auto-Potion is there because Musty will have low HP (VERY low 
depending on your equipment choices).  Concentrate will help Snipe (since you
don't have a gun), Throw, and regular attacks.  You get a lot of freedom with
the equips, so choose whatever you want (more power or speed/%s).  
-------------------------------------------------------------------------------
Two Knights
*******************************
Close-Combat- trcl986

Battle Skill     Excalibur
Snipe            Gold Escutcheon
Counter          Grand Helmet
Concentrate      Robe of Lords
Move+3           Feather Mantle

This may seem unusual, but if you really think, it would be okay, he is very 
defensive, for once, he can cause good damage (350+) with his attacks, and he 
will still have okay Snipe effectiveness, even though he has to be close, he 
will have good accuracy, and if he misses and they counter, he can Counter 
back.

My Note:  Uhh, he won't Counter a Counter, but this is still an awesome setup.
*******************************
Long-Range

Battle Skill     Any Gun
Snipe            Kaiser Plate
Speed Save       Grand Helmet
Equip Change     Robe of Lords
Teleport         Sprint Shoes

Here is a very durable Sniper setup for Mustadio.  Battle Skill with a Gun is 
great and Snipe will be pretty effective in this setup too.  Since he'll have
lots of HP, I put Speed Save on to boost Snipe.  Equip Change is for changing
Guns and Teleport is for getting to a nice Sniping perch.  As for equips, the 
Kaiser Plate (some people call it a Kaiser Plate, I call a Sling Plate, errrum)
will boost the Elemental Guns as well as provide decent evade.  The Grand 
Helmet and RoL are there for durability and the Sprint Shoes kick up Snipe.
-------------------------------------------------------------------------------

d. Theme Setups

-------------------------------------------------------------------------------

These setups are mainly Chapter 4, but aren't really the most effective setups
to put Mustadio in.  They do, however, fit some sort of theme and are in here 
for fun.  Give these a shot; you just might be surprised.

-------------------------------------------------------------------------------
Mustadio 007- Xshortguy007, with a little input from me

Snipe            Mithril Gun
Item/Steal       nothing (GS another Mythril Gun if you want)
Sunken State     Thief Hat
Defense UP       Secret Clothes
Move+3           Germinas Boots

My comments:  Here's a Mustadio setup thats been shaken, not stirred.  My input
was just to add Steal, because Bond is always stealing from SPECTRE and 
charming the ladies.
-------------------------------------------------------------------------------
Gene Starwind

Snipe            Any Gun
Punch Art        nothing
Abandon          Thief Hat
Equip Change     Rubber Costume
Move+3           Feather Mantle

Whod've thunk that everyones favorite Outlaw would make it into FFT?  Gene's an
expert shot (Snipe), a good hand-to-hand fighter (Punch Art), is quick on his 
feet (Abandon and Move+3), and can use pistols and a special gun that shoots 
magic bullets (Equip Change).  Gene almost always wields a gun in combat and 
wears close-fitting black clothes (Rubber Costume).  He also dons a cape on 
occasion (Feather Mantle, which works great with Abandon).
-------------------------------------------------------------------------------
6. Training/Levelling Strategies
-------------------------------------------------------------------------------
This section will give you some advice on how to train Mustadio and what Jobs 
to level him up in to get improved stats.  Don't feel you have to follow this 
advice to the letter because a point or two of PA or a point of Sp isn't going
to make too much of a difference, and the setups should be able to compensate
for any lack of speed or power on their own.  If you want to optimize your 
Mustadio, then you should follow this to the letter :).

*******************************************************************************
Training:  Keep Mustadio as an Engineer until you learn all of the Snipes, 
Move+1, and Gained-Jp UP.  That shouldn't take too long.  After you get that 
done, open up some of the Job Tree, making sure to hit the following abilities 
as you do so:

Chemist- Equip Change, at least Hi-Potion, Phoenix Down
Archer- a couple low Charges, Speed Save
Monk- Chakra, Counter
Geomancer- Attack UP
Mediator- Equip Gun
Time Mage- Teleport

Once you've got those under your belt, feel free to learn abilities from any
classes you want.  By later on in the game, make sure you've got the 
following:

Chemist- Auto-Potion, X-Potion, Remedy
Knight- All of the Breaks you can get your hands on
Archer- Concentrate
Ninja- Abandon
Samurai- Blade Grasp
Bard- Move+3
Oracle- Defense Up

If you have everything listed, you'll be able to complete most of the setups.
*******************************************************************************
Levelling:  Here's some info on levelling, courtesy of trampoline.  Mustadio 
actually has decent stats as an Engineer, but if you want to pump him up a 
little, follow trampoline's directions.  Oh yeah, you'll only find stats that 
are relevant to Mustadio's fighting, HP and Sp.
===============================================================================
These are his stats as an Engineer levelled in the given class.
Levelled down to one (from level 12) as an Engineer and then levelled to 99 as
a:

Ninja: 15 PA, 15 SP
Mime: 17 PA, 13 SP
Knight: 16 PA, 13 SP

Levelled to 99 without levelling down:

Ninja: 14 PA, 14 SP
Mime: 16 PA, 13 SP
Knight: 15 PA, 13 SP

Levelled as an Engineer: 13 PA, 13 SP

Mustadio seems to have an unfortunate 5% penalty in his PA multiplier. = /
===============================================================================
Since Sp is the most important stat for Snipe, levelling as a Ninja looks 
pretty good.  However, a point or two of Sp only means a slight increase in 
Snipe percentages.  So, it's basically up to you, the player.  If you want more
PA and HP, level as a Knight.  If Snipe percentages are everything to you, go 
for Ninja.  And if you have the patience to level up as a Mime, then go for it
(the rewards are quite nice).
*******************************************************************************
Here's some training/levelling advice from posters at the FFT Message Board at
GameFAQs.com:
-------------------------------------------------------------------------------
Notable Sandwich says:  If you're around the same level as Mustadio a good 
place to level him is Zigolis Swam or Zeklaus desert because of the high number
of undead you usually fight there and seal evil usually has a high success 
rate, that way you can take down the enemies without having to have four monks 
with him using chakra. Another strategy that works well if you've been mass 
leveling and need to catch him up is take out all the enemies on the field 
except one and have your level 12 Mustadio attack your level 43 characters 
he'll usually get close to 30 exp a turn
-------------------------------------------------------------------------------
trampoline says:  All that really matters is speed with Mustadio, so I'd 
suggest getting him to Ninja as quickly as possible. Equip change, I think, is 
the main part in my set-up; with it he can switch to any gun he wants in case 
an enemy has low faith or an elemental weakness. It's also nice if he wants to 
change some of his armor for strategic, especially defensive, purposes -- 
changing to a Rubber Costume is a thunder spell is being cast on him, any of 
the many accessories available if he's in danger of a status spell, etc. He 
also has a pretty wicked punch if you equip change to power boosting equipment 
^_^ Blast gun is also great with Battle Skill because of its high WP.
-------------------------------------------------------------------------------
5. Meliadoul
-------------------------------------------------------------------------------
Meliadoul Character FAQ
-------------------------------------------------------------------------------
By Dan Isbell, copyright 2002
-------------------------------------------------------------------------------
Date Began: 12/15/02
-------------------------------------------------------------------------------
Table of Contents
1. Introduction
2. Backround
3. Stats
4. Abilities
5. Setups
  a. Chapter 4/The Rest of the Game
  b. Theme Setups
6. Training/Levelling Strategies
*******************************79 Character Check******************************
-------------------------------------------------------------------------------
1. Introduction
-------------------------------------------------------------------------------
Meliadoul Tingel is the third character to be FAQ'ed.  She has always been 
thought of as powerful but very limited (Mighty Sword is useless against 
monsters).  Also, many people don't use her a lot because she joins you so late
in the game and the rest of your characters have had 3 and a half chapters of 
training.  The goal of this FAQ is to exploit Meliadoul's power to the fullest
degree and to find ways to get around her limitations.  As always, much thanks 
to the posters at the Final Fantasy Tactics Message Board at www.gamefaqs.com. 
-------------------------------------------------------------------------------
2. Backround
-------------------------------------------------------------------------------
Name:  Meliadoul Tingel      Quote:  "When you feel someone's more important 
                                      than yourself, it may be love..."

Birthdate:  December 24 (From Notti's Deep Dungeon Guide+)

Zodiac Sign:  Capricorn

Base Job:  Divine Knight

Job Description:  Holy Knight who pledges his loyalty and devotion to God.  He
                  takes holy orders with his sword.

Profile:  Meliadoul is a powerful Divine Knight under Vormav, her father.  Mel
          is about a year older than Ramza.  She joins Ramza to find the truth. 
          Meliadoul seems fairly emotional, as seen in her quote and in-game 
          dialogue.  Meliadoul is a fierce fighter, and a caring person with a 
          strong sense of right.
            
History:  Meliadoul Tingel is the daughter of Vormav Tingel and the sister of
          Izlude Tingel.  She most likely lived in Murond, as that is the base
          of the Divine Knights.  Little is known about her early life; it can
          be assumed she lived with her father and began training to become a 
          Divine Knight at a fairly young age.  When her father set forth his 
          plan to collect the stones, he manipulated Meliadoul into thinking it
          was the right thing to do.  For more information on Vormav's plan, 
          play the game :)  Anyhow, after the events at Riovanes where Vormav 
          went on a killing spree that resulted in the death of his son Izlude,
          he must've told Meliadoul that it was Ramza and Co. responsible for 
          ALL of the carnage.  Obviously being very upset at the death of her 
          little brother, she either set out/was sent out to kill Ramza, 
          meeting him at Bervenia Free City (CH. 4).  Ramza manages to defeat 
          her and her squad, but Meliadoul escapes, vowing to someday exact her
          revenge.  Eventually she becomes suspicious of her father, and when 
          she sees Marquis Elmdor, a close friend of her father, transform into
          a Zodiac Beast, she knows something is wrong.  Zalera (Elmdor) then 
          tells her the truth about her father.  Mel is shocked, but she 
          decides to help Ramza.  After the battle, Meliadoul offers to join 
          Ramza in order to stop her father.
-------------------------------------------------------------------------------
3. Stats
-------------------------------------------------------------------------------
Meliadoul has very nice stats for an offensive character.  She has very high PA
for a female (higher than any other female you can get, I believe), which 
compliments her Mighty Sword techniques and the weapons she uses.  All of her 
stats reflect that she's designed to be a killing machine.  For secondaries, 
you'll want to go with PA based or non-stat based ones, but since her MA and Sp
are decent, you'll be able to get away with pretty much anything.

Move:4

Jump:3

Class Evade:  12%

Inherents/Immunities:  immune to Invite (Aerostar's Battle Mechanics Guide)

Equips:  Swords, Knight Swords, Spears, Crossbows, Shields, Helmets, Robes, 
         Armor, Clothes, and all accessories.

Zodiac Compatibility:  Good- Taurus, Virgo  Bad- Aries, Libra  
                       Best/Worst- Cancer

Class Multipliers (credit to the BMG):  HP   MP   PA   MA   Spd
                                       125   80   120  90   105

Class Growth (also from the BMG):  HP   MP   PA   MA   Spd
                                   10   15   39   50   100

Level 99 stats (levels 1-99 as Divine Knight):  HP   MP   PA   MA   Spd
                                               359   88   16   13   12

Meliadoul's move range of 4 is great for a physical class to have.  Her jump of
3 is standard.  She has a C-Ev of 12%; nothing special there.  However, her 
ability to equip shields makes up for it.

Meliadoul has extremely versatile equipping options.  The WA of Knight Swords 
power up Mighty Sword.  She can also equip Spears and Crossbows which are good
for fighting monsters (you don't have to worry about counter attacks).  Mel can
equip Helmets and Ribbons; this is the only weak area of her options.  For 
bodywear, Miss Tingel can equip the full array: Armor, Robes, and Clothes, 
which is simply awesome.  Meliadoul can equip every accessory.

Looking at her stats, it's easy to see that Meliadoul is in good shape for the
job she does.  She is above average in every parameter (for being a female 
fighter).  Her HP will allow her to take a few hits an she's able to cast a few
spells before being spent.  PA is great, and MA is pretty good.  Her 12 Sp is 
nice, as it will increase to 18 with Haste. 
-------------------------------------------------------------------------------
4. Abilities
-------------------------------------------------------------------------------
Divine Knights make use of Mighty Sword skills- special techniques that deal 
damage by ripping through equipment (destroying it) and into the wearer of it.  
The only limitation of these skills is that the target must have equipment on 
in order to work, therefore redering them useless against monsters.  A Sword or
Knight Sword is needed to perform these techniques.

Note:  All the formulas in this section are from Aerostar's BMG.  
       
Mighty Sword description:  Divine Knight Job Command.  Secrets penetrate even 
                           through the enemys' equipments.


Formula for
Mighty Sword attacks:  PA * WP
                       Good compatibility, (PA + [PA/4]) * WP
                       Bad compatibility,  (PA - [PA/4]) * WP
                       Best compatibility, (PA + [PA/2]) * WP
                       Worst compatibility, (PA - [PA/2]) * WP
Ability:        Jp:     Effect:             Range:              
-------------------------------------------------------------------------------
Shellbust Stab  200     Destroys Armor      3/1  (Up to 3 panels away, hits 1 
                                                  panel)
Blastar Punch   400     Destroys Helmet     3/1  (Up to 3 panels away, hits 1 
                                                  panel)
Hellcry Punch   500     Destroys Weapon     3/1  (Up to 3 panels away, hits 1 
                                                  panel)
Icewolf Bite    800     Destroys Accessory  3/1  (Up to 3 panels away, hits 1 
                                                  panel)
-------------------------------------------------------------------------------

Shellbust Stab:  I rank this ability second among the Mighty Sword techniques. 
                 The only reason to break armor is to lower max HP/MP, get rid 
                 of a special condition (strengthen element, immune to death,
                 etc.), or to lower parameters (ex.,Power Sleeve's +2 PA). 
                 Overall a good ability, but not the best.  

Blastar Punch:   Well, You get to destroy someone's hat.  The main advantage of
                 this is destroying Thief Hats and their +2 Sp, but that's 
                 about it.  Blastar Punch ranks third, but just barely below 
                 Shellbust because it's more expensive. 

Hellcry Punch:   Oh yeah!  Hellcry is top dawg of the Mighty Sword skills.  
                 Destroying someone's weapon (especially a fighter) renders 
                 them impotent in many cases. 

Icewolf Bite:    Coming in last is... Icewolf Bite.  In theory and duelling, 
                 it's an excellent ability.  No more Chantage, Setiemson, or 
                 Angel Ring etc.  But that's in theory/duelling.  In game, 
                 Icewolf isn't nearly as useful because the enemies you 
                 encounter don't equip the elite accessories.

Note on Abilities:  Since they all do the same damage, use whichever one you 
                    find to be most useful for a given situation.  The ranks I
                    gave were based on usefullness overall.  
-------------------------------------------------------------------------------
5. Setups
-------------------------------------------------------------------------------
This section is the meat of the guide.  Here you will find a variety of setups 
for almost any situation.  Each of these setups has been chosen for inclusion 
because it can do exactly what it was designed to do better than similar 
setups, giving you an optimized Meliadoul to destroy things, assist your party, 
or fit a certain theme.  Some setups may be refined from several others to 
yield the best results.  Credit is given where its due for each setup, so be 
sure to thank whoever created the setup you use when you see them on the 
message board.  As a side note, remember to bring Meliadoul into battle at 
Inside of Murond Temple for some interesting dialogue between her and her 
father.

Note:  All setups and commentary on them are by me unless otherwise indicated.

a. Chapter 4/The Rest of the Game

-------------------------------------------------------------------------------
Divine Knight (early)

Mighty Sword       Excalibur/Ice Brand     
Item               Crystal Shield/Aegis Shield
Counter Tackle     Crystal Helm/Genji Helm
Gained Jp UP       Power Sleeve/Black Robe
Move +1            Germinas Boots/Bracer/108 Gems

This setup will hold you over until you unlock a few classes and learn some 
more abilities.  You'll probably deal the most damage with the Ice Brand/Black
Robe/Bracer combo (as Mel's brave is still low) when fighting monsters, but at 
the sacrifice of extra speed and Mighty Sword damage.  Use whatever you feel 
is best.
-------------------------------------------------------------------------------
Divine Knight- from setups by trampoline and Ex Soldier Cloud

Mighty Sword          Javelin II/Chaos Blade/Excalibur
Jump/Battle Skill     Escutcheon II
Abandon               Ribbon
Equip Change          Power Sleeve/Secret Clothes
Teleport/Move+2       Setiemson/Sprint Shoes

trampoline's comments:Chaos Blade or Javelin II, great Jump damage from either.
Just Jump if there aren't any human enemies around, she has a nice speed 
multiplier which just squeeks her passed 11 speed. She's another one that 
really benefits from Equip Change with all of her equipment options switching 
Setiemson for Excalibur if you feel like it, Power Sleeve for something more 
defensive like Reflect Mail or Secret Clothes (if you just really need the 
speed). Change to a Gastrafitis (infinite verticle tolerance) if you're in a 
situation where you might need it.Equipment options, yum.

Ex Soldier Cloud's comments:  This is just to have fun. Meliadoul's equipment 
allows her to get the first attack, and if she doesn't, it allows her to 
survive (high evade + transparency = overload). Immediately she can switch to 
a spear and begin powerful jumps, or switch to a crossbow and lower stats with 
Battle Skill. She should also switch other things around, like equipping 
Setiemson as a substitute for Excalibur, or a Ribbon to block status 
protection.
-------------------------------------------------------------------------------
Divine Knight (Random Battle)- by trampoline

Mighty Sword     Javelin II
Yin-Yang         nothing
Blade Grasp      Ribbon/Grand Helmet
Two Hands        Power Sleeve/Robe of Lords
Move+2           Setiemson

Sort of kills Mighty Sword, but it causes extreme (999) damage. Makes her a 
great front-line fighter, especially with her 4 move. Yin Yang gives her some 
range, and it gives her a sort of Uber Oracle of Death feel.
-------------------------------------------------------------------------------
Geomancer

Elemental                Ice Brand
Mighty Sword             Kaiser Plate/Ice Brand
Abandon/Blade Grasp      Thief Hat/Flash Hat
Attack UP/Two Swords     Robe of Lords           
Move+2/Teleport          Genji Gauntlet/108 Gems

Aaahhh, a Meliadoul setup that's not in the Divine Knight class:)  This 
versatile setup can handle monsters and humans just fine.  For humans, I'd 
reccomend Attack UP/Abandon/Kaiser Plate/Genji Gauntlet.  This yields maximum 
Mighty Sword damage.  For random battles/monsters, go with Two Swords/Blade 
Grasp/108 Gems for great melee damage.  Elemental will be strong either way. As
far as choosing between the Thief Hat and Flash Hat, it all comes down to 
whether you want a point more of Sp or MA.
-------------------------------------------------------------------------------
If Summoning is your thang- 2 setups, the first by me and the second by Notti

Summoner

Summon           Rune Blade
Mighty Sword     nothing
Auto-Potion      Flash Hat
Equip Sword      Robe of Lords
Teleport         Sprint Shoes/Red Shoes/108 Gems

Here's a nice Summoner build.  You have powerful summoning (up to +5 MA) and 
the ability to break equipment and deal a little damage on the side if you run
out of MP or summoning would take too long.  The Robe of Lords and Auto-Potion
will give you ample protection if you want to get up close and personal
*******************************************************************************
Divine Knight

Mighty Sword        Rune Blade
Summon Magic        Aegis Shield
Auto-Potion         Grand Helmet/Ribbon
Magic Attack UP     Robe of Lords
Teleport            Sprint Shoes/Red Shoes/108 Gems

Do you think she would be a bit better off as... [above]

My comments:  Yeah, she just might be.  You'll get more summoning power as a 
Summoner, but Mighty Sword suffers a lot.  I guess it all comes down to 
preference.  Oh yeah, I suggest equipping an Ice Brand and 108 Gems for Notti's
setup- powers up Summons, Mighty Sword, and your standar physical attack.
-------------------------------------------------------------------------------
Divine Knight- a combination of setups by Sullilex and Kantolin

Mighty Sword                  Excalibur
White Magic                   Aegis Shield
Weapon Guard/Blade Grasp      Ribbon/Flash Hat
Short Charge/Equip Change     Robe of Lords/Wizard Robe
Move +2                       Chantage/Genji Gauntlet

Sullilex's comments:  Can heal, revive, has Auto-MBarrier, a total of +2 PA and
+2MA, and she always has a short-charged, Excalibur-enhanced Holy to decimate 
anyone with Maintenence or any monsters. Ribbon helps protect her from status-
based enemies(Assasins, Cocatoris, pretty much anything in the Fear skillset, 
etc.)

And yes, Meliadoul is really underrated.

Kantolin's comments:  Pretty standard. Equip Change lets her swap the sword for
a spear or crossbow when you run out of humans, while Excaliber allows her to 
either get her first turn quickly to swap weapons, or to use with mighty sword.

White magic is there as she's my healer. It can easily be replaced by Summon, 
draw out, or Black.

My comments:  Well, Excalibur doesn't enhance Holy, it only absorbs it.  Still,
you have a powerful self-healing spell in Holy with this setup.  Alternately, 
you could equip a Chaos Blade if you want to power up Mighty Sword, sacrificing
speed.  This very defensive Meliadoul is quite similar to the Agrias/Priest 
hybrids and does the job just as well.
-------------------------------------------------------------------------------
Divine Knight- by Kantolin, with input from me

Mighty Sword            Excalibur/Chaos Blade
Time/Yin-Yang Magic     Escutcheon II
Blade Grasp             Grand Helmet
Equip Change            Maximillian/Robe of Lords
Move+2                  Bracer/Setiemson

Kantolin's comments:  This basically takes advantage of the fact that Time and 
Yin magic depend on faith and not MA, so different stats can be boosted.

My comments:  If you're gonna equip a Setiemson, you might as well slap on a 
Chaos Blade too.  Maximillian if you need HP, Robe of Lords for MP and 
protective statii.  This Meliadoul can tackle all situations thanks to her 
secondary and Equip Change.
-------------------------------------------------------------------------------
Divine Knight (Story Battles/Humans)- RamzaBeoulve259 and LordMagus

Mighty Sword            Chaos Blade
Draw Out/Punch Art      Aegis Shield/Escutcheon II
Blade Grasp/Abandon     Ribbon
Attack UP               Maximillian/Robe of Lords
Teleport/Move HP-UP     Chantage/Setiemson

Lord Magus' comments:  Standard female Tank setup... [the following is his sig 
on gameFAQs, which I feel is quite appropriate] "Say, can you hear that? It's 
the sound of the Reaper..."

My comments:  This is the standard power setup for Meliadoul, and it will most 
likely yield the most Mighty Sword damage.  It's an all-around good setup, but
it will suffer a little against monsters.  Equip the Robe of Lords if you can
spare it and go with Abandon if you are using the Escutcheon II.  You can flip
a coin to choose between Draw Out and Punch Art.
-------------------------------------------------------------------------------
Divine Knight- MindWanderer and myself

Mighty Sword     Chaos Blade
Jump             Excalibur
A Save           Ribbon/Grand Helmet
Two Swords       Reflect Mail/Power Sleeve
Teleport         Chantage

My comments:  This is another "Tank" setup.  Make sure to equip the Chaos Blade
in the top hand to receive it's WP in the equation for Mighty Sword damage. 
The Excalibur is there for Haste and a good second attack with Two Swords.  Go 
with either Ribbon or Grand Helmet; whatever's available.  If you think magic 
might be a problem for Meliadoul, go with the Reflect Mail; otherwise use the 
Power Sleeve.  Chantage provides all the protection you'll need.  The abilities
are pretty self-explanatory:  Jump for long range, Mighty Sword for mid range/ 
up close, A Save for power (don't worry about dying, you have Chantage).  Have 
fun with this one, you dirty little CHEEZEmeister >:)
-------------------------------------------------------------------------------
Ninja

Throw            Ice Brand/Rune Blade
Mighty Sword     Ice Brand/Rune Blade
Blade Grasp      Thief Hat/Twist Headband
Equip Sword      Power Sleeve
Move+2           108 Gems/Chantage

A Mel that's fast as hell... Go with the Ice Brands and 108 Gems if you're 
willing to be a little more risky for some more power, otherwise use the twin 
Rune Blades and Chantage if Meliadoul won't be very well protected by her team.
If you equip the Twist Headband, you'll probably want to equip the Chantage, 
but hey, it's up to you.  I didn't list Teleport as an option because Move+2 
increases Throw range.  This Meliadoul setup can combat Humans and Monsters 
quite well.
-------------------------------------------------------------------------------

b. Theme Setups

-------------------------------------------------------------------------------
Beatrix from FF9- by MidnightBlue9999

Divine Knight

Mighty Sword     Ragnarok
Math Skill       Save the Queen
Damage Split     Crystal Helm
Two Swords       Crystal Mail
Move+2           Chantage

I never actually got to test this one out but I based this one on Beatrix from 
ff9 to an extent.  Try it and see if you like it ^-^
-------------------------------------------------------------------------------
Like Father Like Daughter

Divine Knight

Mighty Sword     Rune Blade
nothing          Crystal Shield
Counter          Crystal Helmet
Defense UP       Crystal Mail
Move+1           Elf Mantle

This is the same setup as Vormav (Inside Murond).  Not a very good setup, but 
if you're dying to have Vormav on your team and you don't have a GS....
-------------------------------------------------------------------------------
6. Training/Levelling Strategies
-------------------------------------------------------------------------------
To be frank, there isn't much strategy involved in levelling and training 
Meliadoul.  She joins you towards the end of Chapter 4, and at that point your 
party is already very well trained and likely around lv. 40-50.  Also, Divine 
Knight is probably the best job to train as- getting 1 extra point of Sp isn't 
that important because you'll still only get 6 more from haste and Mime isn't 
much better, so it's not really worth the trouble.  So, just train like mad to 
catch Meliadoul up to the rest of your party.
*******************************************************************************
Training:  As a Divine Knight, learn all of Meliadoul's Mighty Sword skills, 
Gained-Jp UP, and Move +1.  From there, open up the Job tree and train like 
there's no tomorrow.  Here is a checklist of skills you won't want to miss:

Chemist- Equip Change, Auto-Potion, P. Down, Potions, Remedy
Knight- Equip Sword
Monk- Chakra, Wave Fist, Earth Slash, Counter, Move-HP UP
Thief- Move +2
Time Mage- Teleport, some good Time Magics
Priest- some good White Magics
Oracle- some good Yin-Yang Magics
Geomancer- Attack UP, some commonly found Elementals (ex., Hell Ivy)
Lancer- Vertical and Level Jump 8
Samurai- Blade Grasp, Kiyomori, Masamune, a couple offensive Draw Outs
Ninja- Two Swords, Abandon, a variety of Throws (depends on what you have)

If you get all of those, you'll be in pretty good shape.  But that doesn't mean
it's time to stop training.  Get any other abilities you want.
*******************************************************************************
Levelling:  To be honest, levelling up as a Divine Knight is probably the best
thing to do.  Mel's class has great stats (unlike Agrias and Mustadio), so it 
isn't worth the trouble to try levelling up as a Mime.  You'll have to spend a
long time in Ninja to get an extra speed point because Meliadoul just squeaks 
past the 12 point margin in her base class.  Besides, I don't think the extra 
speed point would be worth it since it's an odd number (13), meaning you'll 
still only get 6 extra with haste.  Your HP will suffer slightly if you spend a
long time as a Ninja as well.  Just for fun, here are some stats:

1-99 as Divine Knight:
16 PA, 13 MA, 12 Sp

1-43 as Divine Knight, then to 99 as Ninja:
16 PA, 13 MA, 12 Sp (SAME AS 1-99 DIVINE KNIGHT)

1-43 as Divine Knight, then to 99 as Mime:
16 PA, 13 MA, 12 Sp (SAME AS 1-99 DIVINE KNIGHT)
*******************************************************************************
Now if you want to level down, things change a bit.  Divine Knight is still a 
solid class to level in, but Mime and Ninja show their advantages this time.

43-1 as Chemist, 1-99 as Divine Knight:
21 PA, 13 MA, 12 Sp

43-1 as Chemist, 1-99 as Ninja:
20 PA, 13 MA, 13 Sp

43-1 as Chemist, 1-99 as Mime:
23 PA, 15 MA, 12 Sp
*******************************************************************************
Here's some training/levelling advice from posters at the FFT Message Board at
GameFAQs.com:
-------------------------------------------------------------------------------
*YOUR INFO COULD BE HERE*
-------------------------------------------------------------------------------
*YOUR INFO COULD BE HERE*
-------------------------------------------------------------------------------
===============================================================================
-------------------------------------------------------------------------------
6. Orlandu
-------------------------------------------------------------------------------
Orlandu Character FAQ
-------------------------------------------------------------------------------
By Dan Isbell, copyright 2002
-------------------------------------------------------------------------------
Date Began: 12/23/02
-------------------------------------------------------------------------------
Table of Contents
1. Introduction
2. Backround
3. Stats
4. Abilities
5. Setups
  a. Chapter 4/The Rest of the Game
  b. Theme Setups
6. Training/Levelling Strategies
*******************************79 Character Check******************************
-------------------------------------------------------------------------------
1. Introduction
-------------------------------------------------------------------------------
Cidolfas Orlandu is the fourth character to be FAQ'ed.  Many will argue that he
doesn't need an FAQ, being that he's always been in the running for strongest 
character in the game (there has yet to be a unanamous decision...).  Despite 
that, I'm making this FAQ so everyone can have a variety of information about 
Orlandu and so the tactlically challenged will have some help using the 
character that killed a lot of challenge in FFT.  As always, thanks to the 
posters at the Final Fantasy Tactics Message Board found at GameFAQs.com. 
-------------------------------------------------------------------------------
2. Backround
-------------------------------------------------------------------------------
Name: Cidolfas Orlandu      Quote:  "I learned long ago to cover my back and 
                                     attack from behind."  

Birthdate:  November 10 (From Notti's Deep Dungeon Guide+)

Zodiac Sign:  Scorpio  

Base Job:  Holy Swordsman

Job Description:  "Martial art expert who is one of the best knights.  His 
                   swordsmanship has no match." 

Profile:  Cidolfas Orlandu (a.k.a. 'Thundergod Cid') is a Goltana general and 
          commander of the mighty Nanten Knights.  Cid is about 40 years older 
          than Ramza and was a good friend of Ramza's father, the late Balbanes
          Beoulve.  Cid is also one of the lands most feared warriors, equalled
          only by Balbanes and (supposedly) Zalbag.  Cid has a strong sense of 
          justice; allying with Ramza to make things right in Ivalice.  
            
History:  Little is known about Orlandu's early days.  He was likely from a 
          noble family and became a soldier at a fairly young age.  During the 
          50 Year War, Orlandu became a highly skilled soldier and earned the 
          rank of Holy Swordsman.  He also was granted command of the Nanten 
          Knights and became a general.  During the war he also adopted Olan 
          Durai, the son of his slain comrade.  After the death of king 
          Omdolia, Orlandu sided with Goltana.  However, Orlandu saw no reason 
          for fighting and tried many a time to persuade Goltana and his aids 
          to stop, which eventually (and with some manipulation by Delita) gets
          Orlandu thrown in prison.  When Ramza is opening the Dam, Delita 
          kills Goltana and someone dressed as Orlandu, allowing the real Cid 
          to escape.  He joins Ramza, vowing to stop the Church's injustice and
          to save Ivalice.  
-------------------------------------------------------------------------------
3. Stats
-------------------------------------------------------------------------------
Plain and simple, Orlandu has kick-ass stats.  As far as characters you can 
get, Orlandu's stats are second only to Reis.  He has high EVERYTHING, perfect 
for his roles of Supreme Kicker of Asses and Challenge Destroyer.  Cid is the 
shizzle; fo' rizzle.

Move:  4

Jump:  3

Class Evade:  20%  

Inherents/Immunities:  immune to Invite (Aerostar's Battle Mechanics Guide)

Equips:  Swords, Knight Swords, Katanas, Ninja Swords, Shields, Helmets, Robes,
         Armor, Clothes, and all accessories (except female only).

Zodiac Compatibility:  Good-Cancer, Pisces Bad- Leo, Aquarius
                       Best/Worst-Taurus 

Class Multipliers (credit to the BMG):  HP   MP   PA   MA   Spd
                                       160  120  122  100   110

Class Growth (also from the BMG):  HP   MP   PA   MA   Spd
                                   10   11   42   42   100

Level 99 stats (levels 1-99 as Holy Swordsman):  HP   MP   PA   MA   Spd
                                                 492  156   19   12   13

Orlandu's Move and Jump ranges are pretty darn good.  His C-Ev is great, he 
has a 1 in 5 chance of avoiding attacks from the front. 

Ol' Cid has some amazing equipment options.  As far as weapons go, you'll 
mostly be using Knight Swords, but being able to equip the rest is nice.  Cid
can equip hats, which are superior to helmets in every way (Thief Hat rocks).
He can equip the full array of bodywear- Armor (meh), Clothes (now we're 
talkin'), and Robes (HOOO-YEAH! That's what I'm talking about!).  Accessories
are the standard for males.

Thunder God Cid's stats need little explanation.  They kick ass for almost any 
job.  Pretty good for an old man. 
-------------------------------------------------------------------------------
4. Abilities
-------------------------------------------------------------------------------
As a Holy Swordsman, Orlandu can make use of sword skills from three different 
classes- Holy Knight, Divine Knight, and Dark Knight (Gafgarion).  This gives 
him a lot of versatility (and cheapness).  I'll list the abilities by their 
originations (Holy Sword, Mighty Sword, and Dark Sword).  For all of these 
abilities, you must have a Sword or Knight Sword equipped, and for Mighty Sword
the target must have the specified type of equipment on and not be using 
Maintenance.

Note:  All the formulas in this section are from Aerostar's BMG.  
       
All Swordskill description:  "Holy Swordsman Job command.  Slaughters enemies 
                              with various sword skills."
*******************************************************************************
Formula for 
Holy Sword attacks:  PA*(WA+K), where K is a variable assigned to each ability
                                 For Good compatibility, (PA+[PA/4])*(WA+K)
                                 For Bad compatibility,  (PA-[PA/4])*(WA+K)
                                 For Best compatibility, (PA+[PA/2])*(WA+K)
                                 For Worst compatibiliy, (PA-[PA/2])*(WA+K)

Ability:        Jp:   K:  Added Effect:   Range:
-------------------------------------------------------------------------------
Stasis Sword    100   2   Stop            2/2v0 (2 panels away, + radius, no 
                                                 height tolerance)
Split Punch     400   3   Death Sentence  3v2/1 (3 away and 2 up/down, 1 panel 
                                                 radius)
Crush Punch     500   2   Dead            3v1/1 (3 away and 1 up/down, 1 panel 
                                                 radius)
Lightning Stab  700   4   Silence         3/2v1 (3 away, + radius, +/- 1 height
                                                 tolerance)
Holy Explosion  800   5   Confusion       4dir/5 (5 panels straight in 4 
                                                  direction, +/- 2 height)
-------------------------------------------------------------------------------
Stasis Sword:  The basic Holy Sword skill.  It's power is nothing to scream 
               about, but it can hit multiple targets and the  added effect is 
               very nice.  This skill will tide you over until you get the Jp 
               for Lightning Stab.

Split Punch:  This is the black sheep of the Holy Sword skillset.  You can only
              target one enemy, and the added status is Death Sentence.  
              Whoop-de-doo.  It is more powerful than Stasis Sword, so only use
              it if Stasis Sword can't finish off an enemy.

Crush Punch:  Not a bad ability.  Its range isn't great, but the added status 
              is awesome.  If you can't kill an enemy outright with Lightning 
              Stab or Holy Explosion, or if you're in a tight spot and need to 
              make some quick kills, take a chance with Crush Punch.  This one
              has the same power as Stasis Sword, so only use it when you can't 
              target multiple enemies. 
 
Lightning Stab:  The cream of the crop when it comes to Holy Sword skills.  
                 Range, power, multiple targets, this one has got it all.  
                 Silence is usually a good thing in Tactics, but in this case 
                 it has no point.  Why, you ask?  With the help of this guide, 
                 you should have no problem KILLING mages in one hit, so 
                 silence is kind of redundant.        


Holy Explosion:  No other Holy Sword skill matches Holy Explosion in power.  It
                 also has a nice status effect in Confusion.  There's nothing 
                 funnier than seeing a recently criticaled Dark Behemoth go and
                 kill a Morbol :)  The only thing hurting this skill is range.  
                 You can hit several targets at once, but they have to be lined
                 up.  Holy Explosion also lacks the vertical range of Lightning
                 Stab, putting it in second place.
*******************************************************************************
Formula for
Mighty Sword attacks:  PA * WP
                       Good compatibility, (PA + [PA/4]) * WP
                       Bad compatibility,  (PA - [PA/4]) * WP
                       Best compatibility, (PA + [PA/2]) * WP
                       Worst compatibility, (PA - [PA/2]) * WP
Ability:        Jp:     Effect:             Range:              
-------------------------------------------------------------------------------
Shellbust Stab  200     Destroys Armor      3/1  (Up to 3 panels away, hits 1 
                                                  panel)
Blastar Punch   400     Destroys Helmet     3/1  (Up to 3 panels away, hits 1 
                                                  panel)
Hellcry Punch   500     Destroys Weapon     3/1  (Up to 3 panels away, hits 1 
                                                  panel)
Icewolf Bite    800     Destroys Accessory  3/1  (Up to 3 panels away, hits 1 
                                                  panel)
-------------------------------------------------------------------------------

Shellbust Stab:  I rank this ability second among the Mighty Sword techniques. 
                 The only reason to break armor is to lower max HP/MP, get rid 
                 of a special condition (strengthen element, immune to death,
                 etc.), or to lower parameters (ex.,Power Sleeve's +2 PA). 
                 Overall a good ability, but not the best.  

Blastar Punch:   Well, You get to destroy someone's hat.  The main advantage of
                 this is destroying Thief Hats and their +2 Sp, but that's 
                 about it.  Blastar Punch ranks third, but just barely below 
                 Shellbust because it's more expensive. 

Hellcry Punch:   Oh yeah!  Hellcry is top dawg of the Mighty Sword skills.  
                 Destroying someone's weapon (especially a fighter) renders 
                 them impotent in many cases. 

Icewolf Bite:    Coming in last is... Icewolf Bite.  In theory and duelling, 
                 it's an excellent ability.  No more Chantage, Setiemson, or 
                 Angel Ring etc.  But that's in theory/duelling.  In game, 
                 Icewolf isn't nearly as useful because the enemies you 
                 encounter don't equip the elite accessories.

Note on Abilities:  Since they all do the same damage, use whichever one you 
                    find to be most useful for a given situation.  The ranks I
                    gave were based on usefullness overall.
*******************************************************************************
Formula for
Dark Sword attacks:  Drains PA * WP
                     Good compatibility, (PA + [PA/4]) * WP
                     Bad compatibility,  (PA - [PA/4]) * WP
                     Best compatibility, (PA + [PA/2]) * WP
                     Worst compatibility, (PA - [PA/2]) * WP

Ability:       Jp:      Drains:     Range:
-------------------------------------------------------------------------------
Night Sword    250        HP        3/1  (Up to 3 panels away, hits 1 
                                                  panel)

Dark Sword     500        MP        3/1  (Up to 3 panels away, hits 1 
                                                  panel)
-------------------------------------------------------------------------------
Night Sword:  The best of the Dark Sword abilities and one that you'll find 
              Orlandu using quite frequently.  It damages the enemy and gives 
              that much back to you.  Perfect for situations where you are low 
              on health or can kill an enemy with it to get back to full HP.

Dark Sword:  The worst of the Dark Sword abilities and the worst of Orlandu's 
             abilities.  Unless you really need MP for some reason, it's always
             better to just kill your target (Orlandu will have no problem 
             doing so).  You will rarely find yourself using this ability, but
             at least it's good for what it's designed to do.
*******************************************************************************
-------------------------------------------------------------------------------
5. Setups
-------------------------------------------------------------------------------
This section is the meat of the guide.  Here you will find a variety of setups 
for almost any situation.  Each of these setups has been chosen for inclusion 
because it can do exactly what it was designed to do better than similar 
setups, giving you an optimized Orlandu to destroy things, assist your party, 
or fit a certain theme.  Some setups may be refined from several others to 
yield the best results.  Credit is given where its due for each setup, so be 
sure to thank whoever created the setup you use when you see them on the 
message board.  

Note:  All setups and commentary on them are by me unless otherwise indicated.

a. Chapter 4/The Rest of the Game

-------------------------------------------------------------------------------
Holy Swordsman (early)

All Swordskill     Excalibur
Item               Crystal Shield
Weapon Guard       Flash Hat      
Gained-Jp UP       Power Sleeve
Move +1            Bracer/Battle Boots

You know you saw it coming... it's the obligatory right-when-you-get-them 
setup, courtesy of Actionrat (that's me!)!  The sad thing is, this Orlandu 
could easily last you for the whole game *throws up, sickened by the sheer 
power of Orlandu*.  Ahem, make sure to learn all of Orlandu's abilities and so 
you can train him in other classes to get some good skills (as if he needed any
more *up-chucks again*).
-------------------------------------------------------------------------------
Holy Swordsman- trampoline

All Swordskill      Excalibur
Punch Arts          Escutcheon II
Abandon             Thief Hat
Attack UP           Power Sleeve
Move+3/Teleport     Bracer

Nice Earth Slash damage if he's too far away for Holy Sword, and some ok 
support abilities in Revive and Chakra.
-------------------------------------------------------------------------------
Orlandu the Hunter- MidnightBlue9999

Holy Swordsman

All Swordskill     Chaos Blade
Punch Art          Escutcheon II
Counter            Twist Headband
Secret Hunt        Robe of Lords
Move+3             Bracer

With this setup he's an extremly fast poacher that you would WANT to get hit. 
His attacking and countering will guarantee an easy poach.

My comments:  Even though this is a more specialized setup, it still works very
well for general fighting.  The Robe of Lords is key here- you'll need Protect 
in order to dish out enough Counters while you're still alive.
-------------------------------------------------------------------------------
Holy Swordsman- TG Cloud, Covenant, trampoline

All Swordskill         Chaos Blade
Punch Art/Draw Out     Excalibur
Blade Grasp            Thief Hat/Twist Headband
Two Swords             Power Sleeve/Robe of Lords
Move+3/Teleport        Bracer

TG Cloud's comments:  Yup, the usual invincible Kill everything in one hit type
of setup, but come on give him an sword and give TG Cid a allsowrdsskill and he
can kill anything in 1-3 shots.

Covenant's comments:  Of course, you could always substitute the Robe of Lords 
in for the Power Sleeve, but I wouldn't recommend it as Orlandu does not need 
Protect and Shell or the additional HP, MP, and MA and you could also give him 
Teleport if that's your style. The only change I would recommend is changing 
Two Swords to Attack UP if you level him up enough to still get max damage with
an Excalibur

trampoline's comments:  He does 999 damage with 25 PA, which he'll eventually 
get with this set-up. Long range and healing/support status with Draw Out.
-------------------------------------------------------------------------------
Holy Swordsman, low faith

All Swordskill     Chaos Blade/Excalibur
whatever           Escutcheon II
Abandon            Thief Hat
Attack UP          Robe of Lords
Move+3             Feather Mantle

This Orlandu is nigh-untouchable.  The only way to have a decent chance of 
hitting him is from behind, in which case the Robe of Lords will provide him 
with ample defense.  Should he get hurt, a Night Sword and the Regen from the 
Chaos Blade will get him back on his feet.  You can go with Excalibur if you 
want extra speed.  In a standard game (not duelling or anything), almost no 
enemies will be able to stand up to this Orlandu.  So congratulations, you've 
now conquered FFT.  There is no challenge left.  You might as well *gasp* go 
play another game.  In the world of FFT, if God was one of us, this is what He 
would be.  :)
-------------------------------------------------------------------------------

b. Theme Setups

-------------------------------------------------------------------------------
Aragorn

Holy Swordsman

All Swordskill     Chaos Blade
Item               Excalibur
Weapon Guard       Thief Hat
Two Swords         Robe of Lords
Move+3             Vanish Mantle

Yep, it's Aragorn, straight out of Tolkien's masterpiece.  All Swordskill is 
there mainly because Aragorn is such a badass.  He also had a good knowledge of 
medicine (being a Ranger and all), so Item seems to fit well.  In the movies, 
he blocks with his sword(s) a lot, making Weapon Guard the reaction of choice. 
The Chaos Blade is the most powerful sword in FFT, and his sword in the books 
(you know, the one that was once broken... can't recall the name) is the most 
powerful in Middle-Earth.  He gets the Robe of Lords because he's a king and 
didn't wear much heavy armor.  The Vanish Mantle represents the cloak received 
from Galadriel and it's ability to camoflauge the wearer.

Note from The Count (pbfinn15@comcast.net):  I liked your FAQ a lot, a found it
very enlightening. I noticed however that you didnąt know the name of Aragorn's
sword. It is Narsil. However, the description of Excalibur is "sword of the 
true king" wouldnąt it make sense for that to take precedence over the 
shakiness of the Chaos Blade being the strongest? I did really enjoy that 
set-up though, kudos to you.

Me again:  Thanks for the correction and the support!
-------------------------------------------------------------------------------
Here's an Orlandu setup for the determined not to be cheap:

Bard

Sing               Nagrarock
All Swordskill     nothing
Counter/Hamedo     Thief Hat
Equip Sword        Rubber Costume
Move+3             Bracer

If there are humans, use Hamedo (they'll try to attack and you'll Frog 'em, 
hehehe) and break their weapons ASAP. Against monsters, this Orlandu should be 
used only as support.  The Rubber Costume is there for survival purposes.
-------------------------------------------------------------------------------
6. Training/Levelling Strategies
-------------------------------------------------------------------------------
Well isn't this a joke!  Training/Levelling strategies for ORLANDU! HAHAHAHAHA!
Erm, ahem, on to work.  Orlandu is strong right out of the gate; he really 
doesn't need any training (or levelling for that matter), but for those who 
want their Cid to be as broken as possible, I'll highlight some abilities you 
should pick up.
*******************************************************************************
Training:  Learn all of the skills in Orlandu's base class.  From there, open 
up the job tree.  Here is a checklist of skills you won't want to miss:

Chemist- P. Down, Potions, Remedy
Knight- Weapon Guard
Monk- Chakra, Wave Fist, Earth Slash, Counter
Time Mage- Teleport
Geomancer- Attack UP
Samurai- Blade Grasp, Kiyomori, Masamune, a couple offensive Draw Outs
Ninja- Two Swords, Abandon
Bard- Move+3

If you get all of those, you'll be in pretty good shape.  But that doesn't mean
it's time to stop training.  Get any other abilities you want.
*******************************************************************************
Levelling:  Holy Swordsman is a great class to level as.  Period.  If you want 
some more MA or a little more PA (like you need anymore >:), go ahead and level
as a Mime.  If you want more speed, you're going to have to level down then up 
as a Ninja.  If you just want to get great stats easily, stay a Holy 
Swordsman.

1-99 as Holy Swordsman:
19 PA, 12 MA, 13 Sp

1-42 as Holy Swordsman, then to 99 as Ninja:
19 PA, 12 MA, 13 Sp (NO CHANGE FROM 1-99 HOLY SWORDSMAN)

1-42 as Holy Swordsman, then to 99 as Mime:
20 PA, 13 MA, 13 Sp
*******************************************************************************
If you level down/up with Orlandu, that makes you a sicko...

42-1 as Bard, 1-99 as Holy Swordsman:
24 PA, 13 MA, 13 Sp

42-1 as Bard, 1-99 as Ninja:
25 PA, 12 MA, 14 Sp

42-1 as Bard, 1-99 as Mime:
28 PA, 14 MA, 13 Sp
*******************************************************************************
Here's some training/levelling advice from posters at the FFT Message Board at
GameFAQs.com:
-------------------------------------------------------------------------------
Covenant says:  Some suggestions for others who posted:
*No armor. Speed is far more useful than HP, especially if almost nothing can 
touch him.
*Don't bother boosting his MA or Faith. If you're going to give him an MA/Faith
based skill, the only one that would be worthwhile is Math Skill, in which case
Orlandu is a poor choice.
*Don't bother with a shield, as you can just lower his Faith and use Blade 
Grasp.
*Always put the most powerful weapon first as it is the one that determines 
Swordskill damage

I don't really think Orlandu needs an FAQ and there is absolutely no reason to 
think of any other setups for him as his base class brings almost nothing to 
another role that Ramza, and usually a generic, can't.
-------------------------------------------------------------------------------
Jecht Shot says:  Do you honestly need one [an FAQ] for Orlandu? Just say slap 
a sword on him and have him use AllSwordskill. In fact just say go to a store 
and use best fit, don't even change his class. He's so broken he doesn't need a
faq.
-------------------------------------------------------------------------------
===============================================================================
-------------------------------------------------------------------------------
7. Ramza
-------------------------------------------------------------------------------
Ramza Character FAQ
-------------------------------------------------------------------------------
By Dan Isbell, copyright 2002
-------------------------------------------------------------------------------
Date Began: 12/28/02
-------------------------------------------------------------------------------
Table of Contents
1. Introduction
2. Backround
3. Stats
4. Abilities
5. Setups
  a. Chapter 1
  b. Chapter 2
  c. Chapter 3
  d. Chapter 4/The Rest of the Game
  e. Theme Setups
6. Training/Levelling Strategies
*******************************79 Character Check******************************
-------------------------------------------------------------------------------
1. Introduction
-------------------------------------------------------------------------------
Ramza Beoulve is the protagonist of Final Fantasy Tactics and the fifth 
character to be FAQ'ed by me in this guide.  Ramza is a very versatile unit, 
and very powerful if used right.  This guide is designed to provide a multitude
of different ways for Ramza to be all that he can be.  Oh yeah, gotta show some
love for the posters at the FFT Board at GameFAQs.com.  Word. 
-------------------------------------------------------------------------------
2. Backround
-------------------------------------------------------------------------------
Name: Ramza Beoulve      Quote:  "Always check the active turn, it's a shortcut
                                  to victory!"   

Birthdate:  You get to choose!

Zodiac Sign:  See above.  

Base Job:  Squire (often referred to a Uber-Squire)

Job Description:  Basic job for all units.  The starting point to becoming a 
                  fine warrior.  Unlike other squires, he can equip
                  (Chapter 1) robes but not axes.
                  (Chapter 2+3) robes, shields, helmets, and armor, but not 
                  axes.
                  (Chapter 4) robes, shields, helmets, armor, and knight 
                  swords, but not axes. 

Profile:  Ramza Beoulve starts out as a military cadet, but becomes much more. 
          Guided by his sense of right inherited from his father, Ramza will  
          stop at nothing to stop injustice and help those in need.  Ramza 
          keeps a cool head most of the time, only expressing intense emotion 
          when lives are at stake.  Although he is naive in the beginning, he 
          gradually comes to terms with the gritty world he lives in.  Ramza is
          a natural leader, so skilled that even Knights of great rank choose 
          to follow him.   
            
History:  Ramza is the youngest son of the highly respected Beoulve family.  
          His father, Balbanes Beoulve, was a great hero of the 50 Year War and
          attained the highest rank of knight, Heavenly Knight.  His two elder 
          step-brothers, Dycedarg the eldest and then Zalbag, are also great 
          knights and considerable older than Ramza.  Ramza also has a younger 
          sister named Alma, whom he cares for very much.  Ramza's best friend 
          is Delita Hyral, a young man his age taken in by the family.  When 
          Ramza is 16, he enrolls at the Gariland Military Academy with Delita.
          From there, I'll let you experience the rest....    
-------------------------------------------------------------------------------
3. Stats
-------------------------------------------------------------------------------
Ramza is very unique statistically.  He gets the best of Male (HP and PA) and 
Female (MP and MA) growth in all classes which makes him very well balanced.  
In his Squire class, Ramza has pretty good stats in all areas, plus he receives
better equipment options as the game goes on.  Another interesting note about 
Ramza:  he is the only character who can attain a Faith greater than 94 without 
leaving your party.  This can give Ramza a slight boost in the magic 
department.

Move:  4

Jump:  3

Class Evade:  10%  

Inherents/Immunities:  immune to Invite (Aerostar's Battle Mechanics Guide)

Equips:    Ch. 1- Swords, Daggers, Hats, Robes, Clothes, all male accessories
         Ch. 2/3- Swords, Daggers, Flails, Shields, Helmets, Hats, Armor, 
                  Robes, Clothes, all male accessories 
           Ch. 4- Knight Swords, Swords, Daggers, Flails, Shields, Helmets, 
                  Hats, Armor, Robes, Clothes, all male accessories 

Zodiac Compatibility:  This all depends on what birthdate/zodiac you assign 
                       him.  Consult the BMG for info on Zodiac Signs.

Class Multipliers (credit to the BMG):  HP   MP   PA   MA   Spd
                                        125  105  111  102  107

Class Growth (also from the BMG):  HP   MP   PA   MA   Spd
                                   11   11   50   48   95

Level 99 stats (levels 1-99 as Squire):  HP   MP   PA   MA   Spd
                                        365  146   16   12   12
                                               
Ramza has a nice Move range and the standard Jump range.  His C-Ev is average,
giving you a 1 in 10 chance of avoiding a physical attack from the front. 

Ramza has standard Squire equipment options to begin with, but as you progress 
through the game things only get better for our hero.  When Chapter 2 rolls 
around, Ramza is able to equip Armor, Swords, and Shields, making him more 
durable on the front lines.  Once you hit Chapter 4, Ramza obtains the ability
to equip the powerful Knight Swords, which makes him quite lethal.

Statwise, Ramza isn't spectacular, but definitely well above average.  Having 
both male and female stats is great.  Ramza's growth and multipliers are nice; 
he gets a boost in all areas, most notably MA and Spd.   
-------------------------------------------------------------------------------
4. Abilities
-------------------------------------------------------------------------------
Ramza gets the basic Squire abilities plus special ones as the game progresses. 
Ramzas later abilities are great and work well with any class.  Ramza can also 
learn Ultima by having it hit him while in the Squire job.  Ultima Demons, 
along with the Assassins, can cast it.  

Note:  All the formulas in this section are from Aerostar's BMG.  
       
Guts description:  

Name:           Jp:    Effect:                    Formula:           Range:
-------------------------------------------------------------------------------
Accumulate      300    +1 to PA                    100%              Self
Dash            75     HP Damage, doesn't trigger                    1
                       most reactions
Throw Stone     90     HP Damage                                     4
Heal            150    Cures Poison, Darkness      100%              1(Self)
Wish            0      HP damage self, restore HP                    1
                       to target
Yell            200    +1 to Sp                    100%              3(Self)
Cheer UP        200    +5 to Brave                 100%              3(Self)
Scream          500    +10 to Brave, +1 MA,        100%              Self
                       +1 PA, +1 Sp
Ultima          ---    HP Damage              [23 * MA * (CFa/100) * (TFa/100)]
                       MP:10 ctr: 5                     4, + pattern, up/down 1
  
-------------------------------------------------------------------------------
5. Setups
-------------------------------------------------------------------------------
This section is the meat of the guide.  Here you will find a variety of setups 
for almost any situation.  Each of these setups has been chosen for inclusion 
because it can do exactly what it was designed to do better than similar 
setups, giving you an optimized Ramza to destroy things, assist your party, or 
fit a certain theme.  Some setups may be refined from several others to yield 
the best results.  Credit is given where its due for each setup, so be sure to 
thank whoever created the setup you use when you see them on the 
message board.  

Note:  All setups and commentary on them are by me unless otherwise indicated.

a. Chapter 1 Setups

-------------------------------------------------------------------------------

Seeing as Ramza is the main character of FFT, you get him right at the 
beginning of the game, in Chapter 1.  In Chapter 1, Ramza is only slightly more
powerful than your other Squires: he has the Wish ability and better stats.
These setups are designed with Chapter 1 equipment and the fact that you
haven't had much time to train Ramza in mind.

-------------------------------------------------------------------------------
Squire

Guts               Broad Sword
Item               nothing
Counter-Tackle     Leather Hat
Gained Jp UP       Clothes
Move +1            Battle Boots

Here's the obligatory starting build for Ramza.  Item will keep you and your 
teammates alive and Guts will augment your healing and offense.  Make sure to 
learn Move +1, Gained Jp UP, and all of the primary abilities (except for maybe
Heal and Dash) before moving on to other jobs.
-------------------------------------------------------------------------------
Squire- Jecht Shot

Guts                   Best
Punch Art/Steal        nothing
Counter/Speed Save     Best
Gained Jp UP           Best
Move +1                Battle Boots (Always Battle Boots. I value movement 
                                     above all else.)

With plenty of movement, this unit has no problem moving in for the attack. 
Punch Art offers something more substantial in the way of ranged attacks then 
Throw Stone, and can also heal, and revive targets. Or Steal can offer some 
useful equipment around the Thieve's hideout and on. Counter allows additional 
damage, but speed save can help to escape, when being overrun. Gained Jp Up is 
vital to quickly unlocking more advanced classes and skill.
-------------------------------------------------------------------------------
Geomancer- Jecht Shot

Elemental        Best Sword
Guts             Best Shield
Weapon Guard     Best
Attack UP        Best
Move+1           Battle Boots

Really easy to get, and damned effective at the low levels as well.

My comments:  A good setup, but it might be a tad difficult to get in Chapter 
1.  Definitely possible later in the chapter.  Accumulate will boost Elemental 
damage, which is nice.  With Attack UP you will hit hard.  Make sure to learn 
Hell Ivy, Local Quake, Kamataichi, and Carve Model.
-------------------------------------------------------------------------------
Knight

Battle Skill        Best
Guts                Best
Counter(Tackle)     Best
Gained Jp UP        Best
Move +1             Battle Boots

Here's a Chapter 1 tank.  You'll appreciate the extra HP given by Armor in Ch. 
1 and the extra evade of a shield over the Ch. 1 Uber-Squire.  This Knight will
hit hard, especially after a couple Accumulates.  Counter or Counter-Tackle 
will make those Goblins sorry they even though about attacking you.
-------------------------------------------------------------------------------

b. Chapter 2 Setups

-------------------------------------------------------------------------------
Thief- Jecht Shot

Right hand: Best weapon
Left Hand:
Head: Best. Any that increases speed.
Armor: Best. Any that increases speed.
Accessory: Either a mantle to increase evade, or shoes for movement.

Primary Ability: Steal
Secondary Ability: Guts
Counter Ability: Speed Save/Critical Quick
Support Ability: Concentrate/Defense Up 
Move Ability: Move +3-2

The idea here is to steal enemy equipment to allow and advantage over what can 
be bought. Increased speed is vital to stealing percentages so use yell to 
increase it. Move +# abilities allow you to quickly run circles around 
opponents for best stealing chance. Concentrate makes it easier to steal from 
opponents with shields, but sometime defense is more valuable. Speed Save saves
on Yelling time, but Critical Quick can allow instantaneous movement when in 
danger.
-------------------------------------------------------------------------------
Geomancer

Elemental         Coral Sword
Guts              best shield
Counter Flood     Green Beret
Attack UP         Wizard Robe
Move+1/2          Diamond Armlet/Wizard Mantle

Ramza works very well as a Geomancer because of his male PA and female MA.  
Elemental uses both PA and MA in formulating it's damage.  This Ramza can also 
do some damage with the plain ol' attack command too.  Accumulate helps both 
Elemental and Attack.

-------------------------------------------------------------------------------

c. Chapter 3 Setups

-------------------------------------------------------------------------------
Ninja- Jecht Shot

Right/Left hand: Best available weapons
Head: Any. Preferably physical attack raising.
Armor: Same as Helmet
Accessory: Best available mantle.

Primary Ability: Throw
Secondary Ability: Guts
Counter Ability: Abandon
Support Ability: Attack Up/Defense Up 
Move Ability: Move +3-2

Trying to maximize damage, I use a Ninja, with the best available weapons. I 
use my equipment to further raise my attack, but stay with a helmet to assist 
in evading attacks. Throw is useful to weaken enemies up before charging for 
the kill. If I seem to be taking too much damage, I replace Attack Up with 
Defense Up
-------------------------------------------------------------------------------
Wiegraf Abuser

Squire

Guts            best sword
anything        best shield
Auto-Potion     best
anything        Chameleon Robe
Move +2         Feather Boots

Ah, yes, the all-too-familiar setup for an easy Wiegraf take down and a couple 
easy levels...  The strategy here is to only have X-potions and Yell repeatedly
(you can Accumulate too if you'd like) until you are fast enough to slaughter 
Wiegraf without him having an opportunity to hit back (outside of Counter).  
This also sets you up nicely for Velius.  The Chameleon Robe causes Wiegraf to 
not use Lightning Stab and the Feather Boots nullify Earth Slash.  Auto-Potion 
soaks up all the damage while you run around Yelling like a little girl.
-------------------------------------------------------------------------------
Squire- Covenant

<best sword available>/Excalibur
---
<best PA boosting hat/Thief Hat>
Power Sleeve/Robe of Lords
Bracer/Genji Gauntlet

Guts
Draw Out/Elemental
Hamedo/Counter
Two Hands(Two Swords would be fine if you have another Excalibur, though I 
          still prefer Two Hands)
Move +3



This is a mid-Chapter 3 to late-Chapter 4 setup. Ideally, this Ramza would have
 an Excalibur, making his Speed high enough to negate most charging attacks 
from Archers and mages, the only people he is really vulnerable to. Hamedo for 
story battles, Counter for monster battles.

ZeroX, at level 99 armor is completely and totally useless as your HP will be 
high enough to survive most monster hits that don't do 999, in which case your 
HPs are irrelevant, while the Protect and Shell given from the Robe of Lords, 
not to mention the PA, MA, and MP, would be far more useful than the 50 HPs 
armor offers. Also, Ramza's Faith can go up to 97 without any problems... the 
game wouldn't make much sense if he left your party to join a church. Estucheon
II and Blade Grasp together is generally a bad idea. If you're going to spend 
that much time leveling, you would most likely, or should, have a unit that is 
meant to deal with magic users so Ramza doesn't need to worry about them and 
can free up that support ability and shield slot for Two Weapons(allowing 
auto-Haste from Excalibur), Magic Attack UP, or Short Charge. 

Actually, I made a mistake on there and put Counter instead of Blade Grasp as I
 almost never use Blade Grasp since it makes the game too easy =/

Even without Blade Grasp, this character works. In fact, I have beaten the game
with this character alone, with some minor adjustments for specific battles. 
This character never gets swarmed. If there are too many enemies to simply wade
in and slaughter them all, I can hit from beyond their maximum range with 
Kikuichimoji or Elemental(If Kikuichimoji isn't available) and I will not be 
caught due to my superior Move rating of 7.

-------------------------------------------------------------------------------

d. The Rest of the Game

-------------------------------------------------------------------------------
Summoner

Summon              Wizard Rod
Guts
Blade Grasp         Flash Hat
Magic Attack UP     Robe of Lords
Teleport            Magic Gauntlet

Now what we have here is the rare magical beast version of Ramza.  Plenty of MA
for Summons and Ultima make him a very dangerous animal.  This magical beast 
also has ample defense via Blade Grasp and Robe of Lords, which is quite 
unusual among mages.  When he's not nuking someone's ass, the magical beast can
be seen Screaming to boost his MA and overcome the speed handicap inherent of 
Summoners while perched up high somewhere he Teleported to.
-------------------------------------------------------------------------------
Squire- trampoline 

Br 97, Fa 97

Squire
Draw Out
Blade Grasp
Magic Attack Up
Move + 3/Teleport

Excalibur
Aegis Shield
Thief Hat
Wizard Robe
Genji Gauntlet

It seems that most people here (including me) have some variant of the above 
set-up. Ma boosts galore for Draw Out. And Ultima. And he still has some nice 
attack power with Excalibur. 
-------------------------------------------------------------------------------
Squire- Trampoline

Br 97, Fa 97

Squire
Elemental
Blade Grasp
Magic Attack Up
Move + 3/Teleport

Excalibur
Aegis Shield
Thief Hat
Robe of Lords
Genji Gauntlet

Nice ranged statuses and pretty good damage because of his high stats. With a 
few Screams, Elemental damage will sky rocket.
-------------------------------------------------------------------------------
Some Classics- jsteen84 
Here's a couple of the classics that I like to use:

MA based:

Ramza high brave + high faith

Excalibur
Aegis Shield
Flash Hat
Robe of Lords/Wizard Robe
Genji Glove

Guts
Summon Magic/Math Skill/Draw Out
Blade Grasp/MA up/Auto Potion
MA attack up
Teleport

or....

PA based:

Chaos Blade
Excalibur
Twist headband/Thief hat
power sleeve/robe of lords
Bracer

Guts
Punch Art/Draw Out/Summon Magic
Blade Grasp/Counter
Two Swords
Teleport

I find a secondary skill irrelevant but Draw out gives haste and everything, 
summon magic gives golem, and punch art is PA based so....

or a combo of the two:

Excalibur
Chaos Blade/Aegis Shield/Eschuteon II
Flash Hat
Robe of Lords
Genji Glove

Guts
Draw out/elemental
Blade Grasp/auto-potion/whatever
two swords/ MA attack up
teleport

Eh, these are cheap, but since nobody else really put them, I figured I'd give 
my two cents and toss em in. 
-------------------------------------------------------------------------------
Squire- ff6shadowl 


Right hand: Excalibur
Left Hand: Escutcheon/Aegis Shield
Head: Thief Hat
Armor: Robe of Lords
Accessory: Germinas Boots

Primary Ability: Guts
Secondary Ability: Punch Art/Throw
Counter Ability: Speed Save/Critical Quick
Support Ability: Concentrate/Defense Up 
Move Ability: Move +3-2

Packs plenty of power, and has a large movement radius to allow him to move 
towards his target quickly. Punch Art provides him with several ranged, if not 
powerful attacks and a method of healing and reviving characters. Speed Save 
allows an additional speed boost when you actually start getting hit, or can be
replaced with Critical Quick to allow quick escapes in emergencies. Concentrate
can help ensure successful attacks, or Defense Up provides an additional 
defense boost. And finally, Move +3 or +2 is vital to keep the movement 
advantage.

-------------------------------------------------------------------------------

e. Theme Setups

-------------------------------------------------------------------------------
Sniper Set Up- ff6shadow 


Right hand: Perseus Bow
Left Hand: Nil
Head: Thief Hat
Armor: Secret Clothes
Accessory: Feather Mantle

Primary Ability: Charge
Secondary Ability: Guts
Counter Ability: Abandon
Support Ability: Concentrate
Move Ability: Move +3-2

Quick, with a good movement to escape from enemies. The perfect sniper. Fall 
back from opponents and shoot them from afar. Feather Mantle and Abandon allow 
for greater evade percentages. And concentrate helps insure accurate shots.

I feel it's fair to note that far more effective setups can be obtained using 
Math Skill and Blade Grasp. However, I never really cared for Math Skill. It 
took to long to build the JP. And I believe that Blade Grasp was programmed 
incorrectly. And still, it works better with a modified Brave, and I never 
bothered to max brave or minimize faith.

-------------------------------------------------------------------------------
6. Training/Levelling Strategies
-------------------------------------------------------------------------------
*******************************************************************************
Here's some training/levelling advice from posters at the FFT Message Board at
GameFAQs.com:
-------------------------------------------------------------------------------
militant agnostic:  The basic theme of Ramza is to have him as a squire, he 
does everything well as a squire, even gets MA and Speed growth bonuses.

Plus he has the best equipment options in the game.

My usual recommendation is for the faithless Draw Out master or extremely 
high-faithed Math Skiller for outright demolition. 

Yeah, chapter 1 is the only chapter I can see keeping Ramza as a knight, since 
it's the only chapter that armor and helms aren't outclassed by clothes, robes,
and hats. 

It should be noted that Ramza is the only non-guest character that can have 97 
faith.

Also, unless you just want Ramza to be an all-out physical attacker, two swords
doesn't do much for him (especially as compared to a swordskiller) when 
compared to sword and shield.

The only viable two-sword Ramza in my opinion is the 3 faith, blade grasper who
does everything through the attack command.
The faithless Draw Out Ramza is better served by Magic Attack Up.
-------------------------------------------------------------------------------
Challenger:  
Ch. 1

Stick with Squire until you learn Gained Jp UP, then switch to Chemist. Once 
Priest is opened up, become one, and learn whatever Black Magic you can. Equip 
that as the secondary, it's a great help through half of Ch. 2. Learn Raise, 
Reraise, Holy, Protect, Shell, Esuna, and Cure 3 in Priest; this can be done 
anytime in the first 2 Chapters. Equipment will change as the chapter 
progresses, always have the best armor and helmet for MP; equip the Battle 
Boots, the mantles at this point aren't worth it.

Ch. 2

If you haven't learned the skills I recommend for Priest, continue until you 
do. Once you have, you need a good reaction and support ability. I strongly 
suggest Dragon Spirit, Counter, or HP Restore. For support, Magic Attack UP or 
Attack UP, depending on whether you prefer physical attack or power in healing.
Also, get either Move+1 or Move+2. By the middle of Ch. 3, you should have a 
decent setup. Equipment still depends on what is in the shops; if a Squire, 
balance between HP and MP in your armor.

Ch. 3

Definitely have the requisite Priest abilities by now, or at least enough to 
get by; you don't want to be a Priest now. Spend your time reaching for a 
support and reaction ability. Once you reach Riovanes, you need to have a 
strong setup, with a useful Reaction, Support, and Movement ability. For 
Wiegraf, try to have enough MP for 2 Holy spells, enough HP to survive 1 
Lightning Stab and 1 Earth Slash (roughly 200), and a move of at least 6 to walk
outside his Lightning Stab range after his first move.

Ch. 4

You should be firmly entrenched in the Squire class now, with your skill set 
fully prepared. Finish whatever you need, and learn the rest of his Squire 
abilities as you can, starting with Scream. His equip will change as you 
progress. Once you have Excalibur, give it to him. Other Equip will be Thief 
Hat, Light Robe, Germinas Boots, and Crystal Shield. He should be a very 
dangerous man now, with Excalibur strengthening Holy, and enough speed to run 
circles around the competition.
-------------------------------------------------------------------------------
Jecht Shot:  
Chapter 1
Use whatever necessary and start preparing for future chapter. Just remember 
that unlike generics, Ramza is equally disposed towards magic and physical 
attacks. Almost always keep Gained JP up.

Chapter 2
Through Chapter 2, continue to focus development towards you desired goal of 
either, a physical warrior, a mighty mage, or and overall fighter. Start 
trying to unlock advanced classes, if you haven't been putting much effort 
into it. I tend to steal often during this chapter, to gain a minor equipment 
advantage, and usually toss it to Ramza, since he can raise his own speed.

Chapter 3
Begin to fine tune your war machine. Most classes should be unlocked for Ramza 
by now. Pick and choose you abilities carefully. I tend towards a warrior 
Ramza.

Chapter 4
You shouldn't need much more work to have an unstoppable army. Complete the 
Deep Dungeon, and choose you final set up.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
8. Thanks/Misc.
-------------------------------------------------------------------------------
     To start off I want to thank everyone on the FFT Message Board at 
gamefaqs.com.  Their input has made this guide what it is (for whatever that's 
worth... :) ).  Now there are some people who need to be individually 
recognized:

R y a n:  Gave me the idea for this guide, also contributed a lot of kick ass 
          setups.

trampoline:  Another big contributor.  Lots of great setups and advice.

Notti:  For writing his DD guide (check it out).  Also for his input.

Aerostar:  For writing the BMG (check it out too).  It's really an awesome FFT
           resource.

CJayC:  For having the best gaming site on the planet and for hosting this 
        guide.

Now some other thanks:

Squaresoft/Squareenix:  For making kickass, beautiful games.

The FFT Team:  For making FFT, my favorite game ever.  It's time for all of you
               to reunite and make a proper sequel.

Winamp:  Because my mp3s and cds need a place to call home on my computer, and
         version 5 is awesome.
-------------------------------------------------------------------------------
9. Version History
-------------------------------------------------------------------------------

-Version .95
    5/38/04.  Some minor corrections, addition of Ramza section to guide, a 
              couple more thanks.The guide is pretty much complete now, so 
              don't expect any updates in the near future.  Unless I get 
              extra-motivated this summer and decide to do Beowulf, Cloud, and
              the rest... which probably won't happen.
-Version .8
    3/23/03.  First version.
-------------------------------------------------------------------------------
10. Legal Stuff
-------------------------------------------------------------------------------
     Blah blah blah.  I made this, this is copyright me, Dan Isbell, 2003. Blah
blah blah.  Don't rip me off.  Blah blah blah.  If you'd like to use this guide
for your website, publication, religious services, etc., just let me know and 
I'm 99% sure we'll be able to work something out. Blah blah blah.  If you do 
use this guide, you can't change it without my permission. Blah blah blah. 
Blah.
-------------------------------------------------------------------------------
The following sites are authorized to host this guide:
www.gamefaqs.com
www.neoseeker.com
www.gamenotover.com