---------------------------------------------
Final Fantasy Tactics FAQ 1.1 (Final)

Serin Tobias
shinseitori <at> hotmail (dot) com

---------------------------------------------
Contents

There should be three different files:

Part One: Game Walkthrough
Part Two: Jobs and Abilities
Part Three: Secrets and other Info

This file contains Part Two.

---------------------------------------------
i. Revision History

1.08 -- This is the final revision of this FAQ.  No more information will be added.  I am 
        still taking e-mails, however, and you can still host it.

1.07 -- I have added plenty of stuff, including monster info in the Jobs section, and added to
        the appendix in the Secrets section.  I've also corrected some errors that were 
        around.  This will probably be the last update for a while. 

1.06 -- A complete item list (to the best of my knowledge) is in the Secrets section.  I think
        I will work on spell quotes and monster data next.

1.05 -- I am adding a lot more info to the Jobs section, and now have locations for the items
        of the Deep Dungeon.  I am now working on a detailed item list.

1.04 -- Added some Deep Dungeon info, changed my e-mail address, and various other minor
        changes.

1.03a -- Nothing added to the actual FAQ, but I removed my ICQ# and corrected my e-mail 
         address and web page URL.  They have been changed.

1.03 -- Added a section on the Deep Dungeon in the Secrets section.

1.02 -- Added a poaching list, edited the Cloud section.

1.01 -- Corrected a couple of typos (the jobs section is actually legible), added the "Where 
        to find these files" section, and the Special Thanks section.

1.00 -- First draft.

---------------------------------------------
ii. Introduction

Welcome.  Over the past couple of years, I have gathered information about Final Fantasy 
Tactics.  That information, my love of the game and a bit of insanity produced what you now 
see here.  

A notice to players: these files contain many "spoilers" of the storyline, so be cautious. 
The walkthrough section is in the order of the game, but the other sections have potential 
spoilers from various portions of the game.  If you have a question about a specific issue, 
don't hesitate to ask me via e-mail.  

If you wish to use any information contained in any of these files for a webpage, publication, 
or any other form of media, you must contact me first.  

---------------------------------------------
iii. Special Thanks

First, I would like to give a big "thank you" to all of my friends, who helped me immensely
with the statistics and many other things.  

Thanks to Sergio Lopez, (bo20@iona.edu) for correcting some of my data in the jobs section.

Thanks to Matt Hobbs (YelseyKing@aol.com) and Kevin McCullough (Bluelion10@aol.com) for
submitting their poaching list.

And, thanks goes to Square, who has made another incredible game!

---------------------------------------------
Table of Contents

Jobs of Final Fantasy Tactics

i. Revision History
ii. Where to find these files
iii. Introduction
iv. Special Thanks
1. How To Get The Job Classes
2. Job Classes and Abilities
  2.1. Squire Classes
    2.1.1. Squire 
    2.1.2. Knight
    2.1.3. Archer
    2.1.4. Monk
    2.1.5. Thief
    2.1.6. Geomancer
    2.1.7. Lancer
    2.1.8. Dancer
  2.2. Chemist Classes
    2.2.1. Chemist
    2.2.2. Priest
    2.2.3. Wizard
    2.2.4. Oracle
    2.2.5. Time Mage
    2.2.6. Mediator
    2.2.7. Summoner
    2.2.8. Bard
  2.3. Mixed Classes
    2.3.1. Samurai
    2.3.2. Ninja
    2.3.3. Calculator
    2.3.4. Mime
  2.4. Special Classes
    2.4.1. Squire
    2.4.2. Holy Knight
    2.4.3. Dark Knight
    2.4.4. Engineer
    2.4.5. Heaven and Hell Knights
    2.4.6. Divine Knight
    2.4.7. Holy Swordsman
    2.4.8. Temple Knight
    2.4.9. Dragoner
    2.4.10. Soldier
3. Monsters
  3.1. Chocobos
  3.2. Goblins
  3.3. Red Panthers
  3.4. Bomb
  3.5. Skeletons
  3.6. Ghouls
  3.7. Ahrimans
  3.8. Pisco Demons
  3.9. Juravis
  3.10. Bull Demons
  3.11. Morbols
  3.12. Woodmen
  3.13. Dragons
  3.14. Behemoths
  3.15. Hyudras
  3.16. Uribo

---------------------------------------------
1. How To Get The Job Classes
---------------------------------------------

Each advanced class is derived from either the Squire or Chemist class. The Squire class leads
you toward stronger warrior classes, while the Chemist class will take you more towards magic 
and other forms of battle.

Here is a quick reference for jobs and their prerequisites:

Name                    Prerequisites

Squire			None
Knight                  Lv. 2 Squire
Archer                  Lv. 2 Squire
Monk                    Lv. 2 Knight
Thief                   Lv. 2 Archer
Geomancer               Lv. 3 Monk
Lancer                  Lv. 3 Thief
Dancer (females only)   Lv. 4 Geomancer, Lv. 4 Lancer

Chemist                 None
Priest                  Lv. 2 Chemist
Wizard			Lv. 2 Chemist
Oracle			Lv. 2 Priest
Time Mage               Lv. 2 Wizard
Mediator                Lv. 2 Oracle
Summoner                Lv. 2 Time Mage
Bard (males only)       Lv. 4 Mediator, Lv. 4 Summoner

Samurai                 Lv. 3 Knight, Lv. 4 Monk, Lv. 2 Lancer
Ninja                   Lv. 3 Archer, Lv. 4 Thief, Lv. 2 Geomancer
Calculator              Lv. 4 Priest, Lv. 4 Wizard, Lv. 3 Time Mage, Lv. 3 Oracle
Mime                    Lv. 8 Squire, Lv. 8 Chemist, Lv. 4 Geomancer, Lv. 4 Lancer, 
                        Lv. 4 Mediator, Lv. 4 Summoner

---------------------------------------------
2. Job Classes and Abilities
---------------------------------------------

I will include, for each character's skills, the name, a description, amount of MP used, speed
factor, and Job Points required.  I will also rate each on a scale of 1 to 5, 1 being bad and
5 being very good.

Here is a guide to the tables.  

Name: The skill's name.

Description: What the skill does, and the range, speed, effects, etc.

  - Range: This number indicates how far away the skill can be used.  Auto means
      that the ability is centered on the user.  The first number indicates how many 
      squares away the skill can be executed, and the height indicates the maximum
      difference in height between user and target for the skill to be able to be 
      used.  If no height is indicated, than there is no height restriction.

  - Effect: The numbers are the same as with range, only this time it indicates 
      how many squares around the target that are also affected.  1 means that only
      the target is affected, 2 means that the four squares around the target are 
      affected, and so forth.

  - Reflect: This means that the skill can be reflected.

  - Calc: This means that the skill can be used by a Calculator using Math Skill.

  - Add: This means that the skill adds the listed status effects are added to the target(s).
      In general, when a long list of status effects are possible, only a few from the list are
      added.

  - Cancel: This means that the skill removes the indicated status effects from the target(s).
      Usually, all of the status effects on the list, (as long as target has them) will be 
      removed.

  - Ground type: In Geomancy, this refers to the ability that is used when the Geomancer is 
      standing on the specified ground types.

  - Trigger: This indicates what type of action triggers a reaction ability.  

  - SP: The speed at which the skill will be executed.  Higher numbers are faster.  

  - MP: How many magic points the skill normally uses up.

  - Speed: How quickly the skill is executed (higher numbers are faster).

  - JP: How many job points are required to learn the skill.

  - Elemental: This means that the skill has the indicated element.

  - I may add some comments, they will be in brackets [  ] .

----------------------------------
2.1. Squire Classes

All of these classes' abilities consume no MP.  They are all generally based on 
physical attacks, with the exception of the Thief, Geomancer, and Dancer.

----------------------------------
2.1.1. Squire

No conditions for job change.
Weapons: Knife, Sword, Axe, Flail
Helmet: Hat
Armor: Clothes

Basic job for all units.  The starting point to becoming a fine warrior.

Move: 4
Jump: 3
Physical Evasion Rate: 5%
---------------------------------------------
Basic Skill
---------------------------------------------
Name          Description                               Speed    JP    Rating 

Accumulate    Charge up one's power to raise physical    Now    300      4
              attack power.
              Range: Auto
              Effect: 1  
              [physical attack +1]

Dash          Run into enemy with body.                  Now     80      2
              Range: 1, Vertical 1  
              Effect: 1  
              [can knock target back one square]

Throw Stone   Throw stones at a distant enemy.           Now     90      3
              Range: 4
              Effect: 1
              [can knock target back one square]

Heal          Recover from abnormal status effects.      Now    150      2
              Range: 1, Vertical 2
              Effect: 1
              Cancel: Darkness, Silence, Poison
---------------------------------------------
Reaction ability:                                       JP     Rating

Counter Tackle   Counter with dash attack.             180       2
---------------------------------------------
Support Abilities:

Equip Axe        Equip axe regardless of job.          170       1

Monster Skill    Target friendly monster within a      200       3
                 range of 3 acquires new abilities.

Defend           Defend and prepare for attack. Select  50       2
                 act command, 'Defend.'

Gained JP UP     Amound of JP earned in battle is      200       5
                 increased.
---------------------------------------------
Move Ability:

Move +1          Increase movement range by 1.         200       4
---------------------------------------------
Comments:

The Squire's Basic Skill ability should be equipped as a secondary whenever you 
desire to build your character's job levels.  Accumulate is a skill that will get
you "free" job points, without any condition, because you can always get more 
strength.  Other abilities require you to do damage, or heal someone, etc.  Also,
Gained JP UP is definitely a Squire ability you want on your warriors when level
building.  Move +1 is also very useful as a move ability, to start.

---------------------------------------------
2.1.2. Knight

Prerequisite: Lv. 2 Squire
Weapons: Sword, Knight Sword 
Can use shield.
Helmet: Armored Helmet
Armor: Armor, Robe

Fine warriors, bold and brave with etiquette.  Draws 'Battle Skill' with the powerful
knight sword.

Move: 3
Jump: 3
Physical Evasion Rate: 10%
---------------------------------------------
Battle Skill
---------------------------------------------
Name           Description                            Speed    JP  Rating

Head Break     Used to destroy item equipped on        Now    300    3
               enemy's head.  
               Range: depends on weapon
               Effect: 0

Armor Break    Used to destroy item equipped on        Now    400    4
               enemy's chest.          
               Range: depends on weapon
               Effect: 0

Shield Break   Used to destroy equipped shield of      Now    300    3
               enemy.
               Range: depends on weapon
               Effect: 0

Weapon Break   Used to destoy equipped weapon of       Now    400    5
               enemy.
               Range: depends on weapon
               Effect: 0

Magic Break    Diminishes enemy's MP.                  Now    250    2	
               Range: depends on weapon
               Effect: 0

Speed Break    Diminishes enemy's speed level.         Now    250    3
               Range: depends on weapon
               Effect: 0

Power Break    Diminishes enemy's attack power.        Now    250    3
               Range: depends on weapon
               Effect: 0

Mind Break     Diminishes enemy's magic attack power.  Now    250    3	
               Range: depends on weapon
               Effect: 0
---------------------------------------------
Reaction Ability:                                        JP    Rating

Weapon Guard   Parry attacks with equipped weapon.      200      3
               Trigger: Weapon attack.
---------------------------------------------
Support Abilities:

Equip Armor    Equip armor regardless of Job.           500      3

Equip Shield   Equip shield regardless of Job.          250      2

Equip Sword    Equip sword regardless of Job.           400      3
---------------------------------------------
[The Knight does not have move abilities]
---------------------------------------------
Comments:

The Knight is a well-rounded character.  The class has a few weaknesses, but many strengths.
The abilities are not what you should consider; it's the equipment and reaction
ability.  If a Knight is wearing a good shield, mantle, and has Weapon Guard equipped,
you have a powerhouse that can hardly be hit.  The Knight's only weakness would be magic,
and you can lower his/her Faith for that possibility.  The Battle Skill abilities aren't very
useful, but can come in handy.  Keep in mind that the Knight is only useful when he/she is 
right next to the target.  

---------------------------------------------
2.1.3. Archer

Prerequisite: Lv. 2 Squire
Weapons: Bow, Crossbow
Can use shield, but only with crossbow.
Helmet: Hat
Armor: Clothes

Useful in preemptive attacks, the Archer is best utilized in high locations to
extend arrow range.

Move: 3
Jump: 3
Physical Evasion Rate: 10%
---------------------------------------------
Charge
---------------------------------------------
Name        Description                                    JP   Rating 

Charge +1   Attack requires charging.  The more you       100     2
            charge, the stronger attack power will be.        
Charge +2                                                 150     2
Charge +3                                                 200     3
Charge +4                                                 250     4
Charge +5                                                 300     4
Charge +7                                                 400     3
Charge +10                                                600     1 
Charge +20                                               1000     1
---------------------------------------------
Reaction Abilities:

Speed Save       Raise Speed.                             800     4
                 Trigger: HP Damage.
                 [Raises Speed by 1] 
Arrow Guard      Evade bow/crossbow attack.               450     2
                 Trigger: Bow/crossbow attack.
---------------------------------------------
Support Abilities: 

Equip Crossbow   Equip crossbow regardless of job.        350     1

Concentrate      Cannot evade your attacks.  If enemy     400     5
                 is in targeted panel, attack is sure 
                 to succeed.
---------------------------------------------
Move Ability:

Jump +1          Increase jump elevation by 1.            200     2
---------------------------------------------
Comments:

The Archer is a good job class to use in the beginning, but becomes more and more
obsolete as the game goes on.  Eventually, the bows just aren't as powerful as the
other weapons.  There are some better bows in the Deep Dungeon, however.  However,
the range on the Archer can become devastating as height increases.  The 
Charge and Concentrate abilities are definitely useful in other job classes.  

---------------------------------------------
2.1.4. Monk

Prerequisite: Lv. 2 Knight
Weapon: None 
Helmet: Females can equip a ribbon, males can't equip a helmet.
Armor: Clothes

Monks are warriors who train their bodies in the ways of martial arts.  Their 
battle ability 'Punch Art' drives enemies away.

Move: 3
Jump: 4
Physical Evasion Rate: 20%
---------------------------------------------
Punch Art
---------------------------------------------
Name            Description                           Speed    JP    Rating 

Spin Fist       Attacks with spinning fists.           Now    150      2
                Range: Auto
                Effect: 2, Vertical 0

Repeating Fist  Punch repeatedly with one's fist.      Now    300      3
                Range: 1, Vertical 1
                Effect: 1

Wave Fist       Attacks from afar by emitting battle   Now    300      5
                spirits.
                Range: 3, Vertical 3
                Effect: 1

Earth Slash     Unleashes a spirit in a straight line, Now    600      5
                splitting the earth along its path.
                Range: 4 directions
                Effect: 8, Vertical 2
                Earth elemental

Secret Fist     Causes death gradually, striking       Now    300      2	
                vital points and blood vessels.
                Range: 1, Vertical 0
                Effect: 1
                Add: Death Sentence

Stigma Magic    Recovers abnormal status by emitting   Now    200      4
                the yin spirit. 
                Range: Auto
                Effect: 2, Vertical 0
                Cancel: Petrify, Darkness, Confusion,
                Silence, Berserk, Frog, Poison, Sleep,
                Don't Move, Don't Act

Chakra          Restore HP and MP by focusing one's    Now    350      5		
                mind on vital pressure points and 
                blood vessels.
                Range: Auto
                Effect: 2, Vertical 0

Revive          Calls back dead units with a loud cry. Now    500      5
                Range: 1, Vertical 0
                Effect: 1
                Cancel: Dead
--------------------------------------------
Reaction Abilities:                                       JP     Rating

HP Restore      Restore HP when terminal.                500       5
                Trigger: Critical.

Counter         Counter with physical attack.            300       5
                Trigger: Physical attack.  

Hamedo          Attack before being attacked.           1200       3
                Trigger: Physical attack.
---------------------------------------------
Support Ability:

Martial Arts    Gain the bare-handed fighting strength   200       2
                of a monk.
---------------------------------------------
Move Ability:

Move-HP Up      Recover HP as you move.                  300       2
---------------------------------------------
Comments:

The Monk has some of the most useful abilities of any job.  There's long-ranged
attack, healing, status remedies, even a resurrection ability.  However, the Monk
does not have a lot of hit points due to the limited amount of armor.  Remember
to keep your Brave level up as a Monk so that he/she will be stronger and have the
Reaction Abilities triggered more.  Also, I recommend Counter for any of the Squire
Job classes.

---------------------------------------------
2.1.5. Thief

Prerequisite: Lv. 2 Archer
Weapon: Knife
Helmet: Hat
Armor: Clothes

Warriors who can steal anything from anyone.  Their skill and boldness are
legendary.

Move: 4
Jump: 4
Physical Evasion Rate: 25%
---------------------------------------------
Steal
---------------------------------------------
Name            Description                        Speed    JP    Rating 

Gil Taking      Steals gil.                          Now    10      1
                Range: 1, Vertical 1
                Effect: 1 enemy

Steal Heart     Charms an enemy that is of the       Now   150       4	
                opposite sex.
                Range: 3
                Effect: 1 enemy
                Add: Charm

Steal Helmet    Used to steal equipped helmets.      Now   350       3
                Range: 1, Vertical 1
                Effect: 1 enemy

Steal Armor     Used to steal equipped armor.        Now   450       3
                Range: 1, Vertical 1
                Effect: 1 enemy

Steal Shield    Used to steal equipped shield.       Now   350       3
                Range: 1, Vertical 1
                Effect: 1 enemy
               
Steal Weapon    Used to steal equipped weapons.      Now   600       4
                Range: 1, Vertical 1
                Effect: 1 enemy

Steal Accessry  Used to steal equipped accessories.  Now   500       3
                Range: 1, Vertical 1
                Effect: 1 enemy

Steal Exp       Used to steal Exp from an enemy.     Now   250       2
                Range: 1, Vertical 1
                Effect: 1
---------------------------------------------
Reaction Abilities:                                        JP    Rating

Caution         Take defensive position.                  200      2
                Add: Defense
                Trigger: HP Damage.

Gilgame Heart   Receive gil in the amount of damage you   200      1
                received.
                Trigger: HP Damage.

Catch           Catch thrown item and keep it.            200      3
                Trigger: Throw.
---------------------------------------------
Support Ability:

Secret Hunt     If you beat a monster, you can take it    200      5
                to a fur shop. 
---------------------------------------------
Move Abilities:

Move +2         Increase movement range by 2.             520      5

Jump +2         Increase jump elevation by 2.             480      3
---------------------------------------------
Comments:

The Thief's abilities are the only way to get some items that you can't normally
find elsewhere (Elmdor's Genji equipment, Meliadoul's Defender, etc.).  Also, 
Secret Hunt and Move +2 are useful abilities to have.  The advantage to Secret 
Hunt is that not only can you get great items from the furs, but you can also 
remove an enemy from the battlefield, like those pesky reviving Skeletons and 
Ghouls.  However, the Thief has low attack power and low hit points due to the
weak armor that he/she can only wear.

---------------------------------------------
2.1.6. Geomancer

Prerequisite: Lv. 3 Monk
Weapons: Sword, Axe
Can use shield with sword
Helmet: Hat
Armor: Clothes, Robe

Warrior who knows of good and bad luck, from the earth.  Uses 'Elemental',
which brings mysterious geographical powers.

Move: 4
Jump: 3
Physical Evasion Rate: 10%
---------------------------------------------
Elemental
---------------------------------------------
Name          Description                            Speed    JP   Rating 

Pitfall       Elemental that damages with a warp in    Now    150    4
              space-time.
              Ground type: Natural Surface, Wasteland,
              Road
              Range: 5
              Effect: 2, Vertical 0
              Add: Don't Move.

Water Ball    Elemental that damages with the          Now    150    3
              mysterious power of water.
              Ground type: Waterway, River, Lake, Sea,
              Waterfall
              Range: 5
              Effect: 2, Vertical 0
              Water elemental
              Add: Frog

Hell Ivy      Elemental that damages with the          Now   150     4
              mysterious power of plants.
              Ground type: Grassland, Thicket,
              Water plant, Ivy
              Range: 5
              Effect: 2, Vertical 0
              Add: Stop

Carve Model   Elemental that damages with the          Now   150     4
              mysterious power of stones.
              Ground type: Gravel, Stone floor, 
              Stone wall, Mud wall, Tombstone
              Range: 5
              Effect: 2, Vertical 0
              Add: Petrify

Local Quake   Elemental that damages with the          Now   150     4
              mysterious power of rocks.
              Ground type: Rocky cliff, Lava rocks
              Range: 5
              Effect: 2, Vertical 0
              Earth elemental
              Add: Confusion

Kamaitachi    Elemental that damages with atmospheric  Now   150     4
              power.
              Ground type: Book, Tree, Brick, Bridge,
              Furniture, Iron plate, Moss, Coffin
              Range: 5
              Effect: 2, Vertical 0
              Wind elemental
              Add: Don't Act
              	    
Demon Fire    Elemental that damages with mysterious   Now   150     4
              powers within the place.
              Ground type: Wooden floor, Rug, Box, 
              Stairs, Deck
              Range: 5
              Effect: 2, Vertical 0
              Fire elemental
              Add: Sleep

Quicksand     Elemental that damages with the          Now   150     4
              mysterious power of water.
              Ground type: Swamp, Marsh, Poisoned
              marsh
              Range: 5
              Effect: 2, Vertical 0
              Water elemental
              Add: Death Sentence

Sand Storm    Elemental that damages with the          Now   150     3
              mysterious power of dust.
              Ground type: Sand area, Stalactite,
              Salt
              Range: 5
              Effect: 2, Vertical 0
              Wind elemental
              Add: Darkness

Blizzard      Elemental that damages with the          Now   150     3
              mysterious power of snow.
              Ground type: Snow, Ice
              Range: 5
              Effect: 2, Vertical 0
              Ice elemental
              Add: Silence

Gusty Wind    Elemental that damages with the          Now   150     3
              mysterious power of wind.
              Ground type: Roof, Sky, Chimney
              Range: 5
              Effect: 2, Vertical 0
              Wind elemental
              Adds: Slow

Lava Ball     Elemental that damages with atmospheric  Now   150     4
              power.
              Ground type: Lava, Machine
              Range: 5
              Effect: 2, Vertical 0
              Fire elemental
              Add: Dead
---------------------------------------------
Reaction Ability:                                          JP     Rating

Counter Flood   Counter with geomancy.                    300       3
                Trigger: Physical attack, geomancy.
---------------------------------------------
Support Ability:

Attack UP       Can cause great damage with physical      400       4
                attack.
---------------------------------------------
Move Abilities:

Any Ground      Walk easily over waterlands like rivers.  220       2

Move on Lava    Move and stop over rocks.                 150       2
---------------------------------------------
Comments:

What's nice about the Geomancer is that he/she can have a good physical attack
and decent defense, while having useful special abilities.  Geomancy is magic
based on the current ground the Geomancer is standing on.  It does a little bit 
of damage (some attacks have elements) and they all add a status anomaly.  The 
status anomaly doesn't work often, but it is nice when it does.  I wouldn't 
recommend Elemental as a second ability, unless you're fighting on some of the
more useful ground types.  

---------------------------------------------
2.1.7. Lancer

Prerequisite: Lv. 3 Thief
Weapon: Spear
Can use shield.
Helmet: Armored Helmet
Armor: Armor, Robe

Warrior 'Jumps' high and attacks enemies despite heavy arms and weapons.  An
expert with spears.

Move: 3
Jump: 4
Physical Evasion Rate: 15%
---------------------------------------------
Jump
---------------------------------------------
Name            Description                                    JP    Rating 

Level Jump2     Allows you to jump 3 panels horizontally.     150      2
Level Jump3     Allows you to jump 3 panels horizontally.     300      2
Level Jump4     Allows you to jump 4 panels horizontally.     450      1
Level Jump5     Allows you to jump 5 panels horizontally.     600      1
Level Jump8     Allows you to jump 8 panels horizontally.     900      5
Vertical Jump2  Allows you to jump 2 panels vertically.       100      2
Vertical Jump3  Allows you to jump 3 panels vertically.       200      2
Vertical Jump4  Allows you to jump 4 panels vertically.       300      1 
Vertical Jump5  Allows you to jump 5 panels vertically.       400      1
Vertical Jump6  Allows you to jump 6 panels vertically.       500      1
Vertical Jump7  Allows you to jump 7 panels vertically.       600      1
Vertical Jump8  Allows you to jump 8 spaces vertically.       900      5
---------------------------------------------
Reaction Ability:

Dragon Spirit   Protection from death.                        560      4
                Add: Raise
                Trigger: Physical attack
---------------------------------------------
Support Ability:

Equip Spear     Equip spear regardless of Job.                400      2
--------------------------------------------
Move Ability:

Ignore Height   Jump to any height regardless of jumping      700      4
                ability.
---------------------------------------------
Comments:

The Lancer is much like a Knight in equipment (although the attack for a Lancer
is better).  The Jump ability has a few flaws, however.  First, when you are 
learning the Jump skills, you only need to learn Level Jump8 and Vertical Jump8. 
If you learn those two, you will be able to jump at maximum range, and every 
square inside that range.  Also, there is no specified time when the Jump will
complete.  If that enemy moves out of the way, the Jump will be unsuccessful.  
As for the other abilities, Ignore Height will allow you to jump skyscrapers in
a single bound (literally).  In any case, a Lancer is probably better than a 
Knight.

---------------------------------------------
2.1.7. Dancer

Female units only.
Prerequisites: Lv. 4 Geomancer, Lv. 4 Lancer
Weapon: Knife, Cloth
Helmet: Hat
Armor: Clothes
		
Warrior who dances in battle in charming costumes.  Can 'Dance' and disturb
enemies.

Move: 3
Jump: 4
Physical Evasion Rate: 5%
---------------------------------------------
Dance
---------------------------------------------
Name           Description                             Speed   JP   Rating 

Witch Hunt     Dance causes MP damage with a             17   100     1
               mysterious costume.
               Range: Auto
               Effect: all enemies
               SP: 17
               [Small amount of damage]

Wiznaibus      Dance causes HP damage with powerful      17   100     2
               dance steps.
               Range: Auto
               Effect: all enemies
               SP: 17
               [Small amount of damage]
               
Slow Dance     Dance lowers enemies' Speed level by      13   100     3
               confusing them with slow dance movements.
               Range: Auto
               Effect: all enemies
               SP: 13
               [Reduces Speed by 1]

Polka Polka    Dance with vivacious moves.  Lowers       13   100     3
               physical attack power.	
               Range: Auto
               Effect: all enemies
               SP: 13
               [Reduces physical attack power by 1]

Disillusion    Dance lowers enemies' magic attack power  10   100     3
               by distracting them with a mysterious
               costume.
               Range: Auto
               Effect: all enemies
               SP: 10

Nameless Dance Dance with unexplainable moves.  Causes   10   100     4
               various abnormal status.
               Range: Auto
               Effect: all enemies
               SP: 10
               Add: Darkness, Confusion, Silence, Frog,
               Poison, Slow, Stop, Sleep

Last Dance     Ultimate dance.  Turns enemies' CT count   5   100     4
               to 0.
               Range: Auto
               Effect: all enemies
               SP: 5               
---------------------------------------------
Reaction Abilities:                                            JP   Rating

A Save         Raise physical attack power.                   550     4
               Trigger: HP Damage.
               [Raises physical attack by 1]

Brave Up       Raise Brave.                                   500     4
               Trigger: Physical Attack.
---------------------------------------------
[The Dancer has no Support Abilities]
---------------------------------------------
Move Abilities:

Jump +3        Increase jump elevation by 3.                 1000     3

Fly            Leap over enemies and obstacles.              1200     4
---------------------------------------------
Comments:

The Dancer's dances aren't very good at all.  The MP and HP damage dances 
hardly do any damage, and the other dances often don't work.  The only thing
really useful about this class is the other abilities.  Only women can change
into this job class. 

---------------------------------------------
2.2. Chemist Classes

The Chemist classes focus more on magic and alternate forms of battle than
weaponry.  Also, these classes can't equip armor, so they will be weaker than
the others, but their magic can make them more powerful than their Squire
counterparts.

---------------------------------------------
2.2.1. Chemist

No conditions for job change.
Weapons: Knife, Gun
Helmet: Hat
Armor: Clothes

Chemist who perscribes items to restore HP and treat abnormal status.  Item
throw ability.

Move: 3
Jump: 3
Physical Evasion Rate: 5%
---------------------------------------------
Item
---------------------------------------------
Name            Description                                  JP    Rating 

Potion          Potion recovers HP.  It damages when used    30      3
                on undead.  HP restore 30 

Hi-Potion       Hi-Potion's stronger than Potion.           200      3
                HP restore 70

X-Potion        X-Potion can be used to recover HP.  It's   300      4
                the strongest existing potion.  
                HP restore 150

Ether           Ether restores MP.  MP restore 20           300      2

Hi-Ether        High Ether is stronger than Ether.          400      3
                MP restore 50.

Elixir          Elixir restores all HP and MP.              900      5

Antidote        Antidote neutralizes all poisons.            70      3
                Cancel: Poison

Eye Drop        Eye drops restore sight.                     80      2
                Cancel: Darkness

Echo Grass      Echo Grass lets you cast magic again.       120      3
                Cancel: Silence

Maiden's Kiss   Maiden's Kiss restores you to your          200      3
                original shape from Frog.
                Cancel: Frog

Soft            Tool to cure petrified state.  It breaks    250      3
                after one use.
                Cancel: Petrify

Holy Water      This water restores life to undead.         400      3
                Cancel: Undead, Blood Suck

Remedy          Cures many types of abnormal status.        700      5
                Cancel: Petrify, Darkness, Confusion,
                Silence, Oil, Frog, Poison, Sleep
    
Phoenix Down    This feather revives dead units.             90      5
                Cancel: Dead
---------------------------------------------
Reaction Ability:

Auto Potion     Use lowest available potion when attacked.  400      3
                Trigger: HP Damage.
---------------------------------------------
Support Abilities:

Throw Item      Be able to throw items and expand range,    350      2
                even if not a Chemist.

Maintenance     Equipped items are immune to break          250      3
                techniques.

Equip Change    Change equipment even in battle.  Select      0      2
                act command, 'Equip Change.'
---------------------------------------------
Move Ability:

Move-Find Item  Find any hidden items at your destination.  100      5
---------------------------------------------
Comments:

The Chemist is a job class that just about all of your warriors should spend
some time in.  The items are all useful in battle, and you could definitely
use healing or a Phoenix Down during the course of battle.  The other abilities
aren't as useful, although Move-Find Item is what you will need to get all of 
the good stuff in the Deep Dungeon.  A note about Move-Find Item: The lower your
brave level, the better your chances are of finding a good item.  This is explained
more in the Deep Dungeon section in the secrets file.

---------------------------------------------
2.2.2. Priest

Prerequisite: Lv. 2 Chemist
Weapon: Staff
Helmet: Hat
Armor: Clothes, Robe

The Priest controls holy magic by borrowing soul power.  Often uses 
recuperative and support magic, 'White Magic.'

Move: 3
Jump: 3
Physical Evasion Rate: 5%
---------------------------------------------
White Magic
---------------------------------------------
Name        Description                          MP   Speed    JP   Rating 

Cure        White magic cures physical injuries   6     25     50     4
            and restores HP.
            Range: 4
            Effect: 2, Vertical 1
            MP: 6   SP: 25
            Reflect, Calc

Cure 2      White magic cures physical injuries  10     20    180     4
            and restores HP. 
            Range: 4
            Effect: 2, Vertical 1
            MP: 10  SP: 20
            Reflect, Calc

Cure 3      White magic cures physical injuries  16     15    400     5
            and restores HP.
            Range: 4
            Effect: 2, Vertical 2
            MP: 16  SP: 15
            Reflect, Calc
 
Cure 4      White magic cures physical injuries  20     10    700     3
            and restores HP.
            Range: 4
            Effect: 2, Vertical 3
            MP: 20  SP: 10

Raise       White magic revives dead units from  10     25    180     4
            abyss.
            Range: 4
            Effect: 1
            MP: 10  SP: 25
            Cancel: Dead
            Reflect, Calc

Raise 2     White magic revives dead units from  20     10    500     5
            abyss.
            Range: 4
            Effect: 1
            MP: 20  SP: 10
            Cancel: Dead
            Reflect, Calc
            [Revives dead unit, and restores full HP.]

Reraise     Divine protection.  Once cast, will  16     15    800     2
            raise units automatically upon 
            death.
            Range: 3
            Effect: 1
            MP: 16  SP: 15
            Add: Reraise
            Reflect, Calc 

Regen       White magic restores a unit by        8     25    300     2
            gradually replenishing its HP.
            Range: 3
            Effect: 2, Vertical 0
            MP: 8  SP: 25
            Add: Regen
            Reflect, Calc

Protect     White magic protects units from       6     25     70     2
            physical attacks by covering them 
            with invisible armor.
            Range: 3
            Effect: 2, Vertical 0
            MP: 6  SP: 25
            Add: Protect
            Reflect, Calc

Protect 2   White magic protects units from      24     15    500     2
            physical attacks by covering them
            with invisible armor.
            Range: 3
            Effect: 2, Vertical 3
            MP: 24  SP: 15
            Add: Protect
             
Shell       White magic protects units from       6     25     70     2
            magic attacks by covering them with
            an invisible magic veil.
            Range: 3
            Effect: 2, Vertical 0
            MP: 6  SP: 25
            Add: Shell
            Reflect, Calc

Shell 2     White magic protects units from      20     25    500     2
            magic attacks by covering them with
            an invisible magic veil.
            Range: 3
            Effect: 2, Vertical 3
            MP: 20  SP: 15
            Add: Shell

Wall        White magic protects units from      24     25    380     3
            physical and magic attacks by 
            covering them with an invisible
            barrier.
            Range: 3
            Effect: 1
            MP: 24  SP: 25
            Add: Protect, Shell
            Reflect, Calc

Esuna       White magic cancels abnormal status  18     34    280     5	
            with its purifying light.
            Range: 3
            Effect: 2, Vertical 2
            MP: 18  SP: 34
            Cancel: Petrify, Darkness, Confusion,
            Silence, Berserk, Frog, Poison, Sleep,
            Don't Move, Don't Act
            Reflect, Calc

Holy        White magic attacks by enveloping    56     17    600     5
            enemy within a holy light.
            Range: 5
            Effect: 1
            MP: 56  SP: 17
            Holy elemental
            Reflect, Calc
---------------------------------------------
Reaction Ability:                                          JP    Rating

Regenerator      Receive Regen when attacked.             400      3
---------------------------------------------
Support Ability:

Magic DefendUP   Magic attack damage is lessened.         400      3
---------------------------------------------
[The Priest has no Move Abilities.]
---------------------------------------------
Comments:

The Priest is excellent for healing and defense.  Also, the Priest has a 
great attack spell as well, which works well on Undead.  You can use White
Magic as an alternative to Items for healing, and you'll get a good attack
spell out of it as well.  Learn all but Cure 4, Protect 2, and Shell 2 for 
training a Calculator.  However, if you're looking for a good magic attack unit,
the Wizard, Summoner, and Time Mage are better.

---------------------------------------------
2.2.3. Wizard

Prerequisite: Lv. 2 Chemist
Weapon: Rod
Helmet: Hat
Armor: Clothes, Robe

The Wizard controls the elements which make up this world.  Often uses attack
magic, 'Black Magic.'

Move: 3
Jump: 3
Physical Evasion Rate: 5%
---------------------------------------------
Black Magic
---------------------------------------------
Name        Description                            MP  Speed    JP   Rating 

Fire        Black magic erupts in a blazing         6    25     50     4	    
            inferno.
            Range: 4
            Effect: 2, Vertical 1
            MP: 6  SP: 25
            Fire elemental
            Reflect, Calc

Fire 2      Black magic erupts in a blazing        12    20    200     3
            inferno.
            Range: 4
            Effect: 2, Vertical 2
            MP: 12  SP: 20 
            Fire elemental
            Reflect, Calc

Fire 3      Black magic erupts in a blazing        24    15    480     3
            inferno.
            Range: 4
            Effect: 2, Vertical 3
            MP: 24  SP: 15
            Fire elemental
            Reflect, Calc

Fire 4      Black magic erupts in a blazing        48    10    850     3
            inferno. 
            Range: 4
            Effect: 3, Vertical 3
            MP: 48  SP: 10
            Fire elemental

Bolt        Black magic stikes down in a flash      6    25    50     4
            of lightning.
            Range: 4
            Effect: 2, Vertical 1
            MP: 6  SP: 25
            Lightning elemental
            Reflect, Calc

Bolt 2      Black magic strikes down in a flash    10    20   200     3
            of lightning.
            Range: 4
            Effect: 2, Vertical 2
            MP: 10  SP: 20
            Lightning elemental
            Reflect, Calc

Bolt 3      Black magic strikes down in a flash    24    15   480      3
            of lightning.
            Range: 4
            Effect: 2, Vertical 3
            MP: 24  SP: 15
            Lighting elemental
            Reflect, Calc

Bolt 4      Black magic strikes down in a flash    48    10   850      3
            of lightning.
            Range: 4
            Effect: 3, Vertical 3
            MP: 48  SP: 10
            Lightning elemental

Ice         Black magic releases falling ice        6    25    50      4
            shards.
            Range: 4
            Effect: 2, Vertical 1
            MP: 6  SP: 25
            Ice elemental
            Reflect, Calc

Ice 2       Black magic releases falling ice       12    20    200      3
            shards.
            Range: 4
            Effect: 2, Vertical 2
            MP: 12  SP: 20
            Ice elemental
            Reflect, Calc

Ice 3       Black magic releases falling ice       24    15    480      3
            shards.
            Range: 4
            Effect: 2, Vertical 3
            MP: 24  SP: 15
            Ice elemental
            Reflect, calc

Ice 4       Black magic releases falling ice       48    10   850      3
            shards.
            Range: 4
            Effect: 3, Vertical 3
            MP: 48  SP: 10
            Ice elemental

Poison      Black magic creates poison inside       6    34   150      2
            one's body, gradually lowering HP as
            the body is consumed from inside.
            Range: 4
            Effect: 2, Vertical 2
            MP: 6  SP: 34
            Add: Poison 
            Reflect, Calc

Frog        Black magic turns target into a frog.  12    20   500      3
            Can also be used to reverse the 
            effects of this spell.
            Range: 3
            Effect: 1
            MP: 12  SP: 20
            Add: Frog
            Reflect, Calc

Death       Black magic slays target instantly by  24    10   600      3
            removing its soul.
            Range: 4
            Effect: 1
            MP: 24  SP: 10
            Add: Dead
            Reflect, Calc
 
Flare       Black magic burns an entire area by    60    15   900      5
            converting ultra-energy to heat.
            Range: 5
            Effect: 1
            MP: 60  SP: 15
            Reflect, Calc
---------------------------------------------
Reaction Ability:                                               JP   Rating

Counter Magic    When attacked by magic, counter with same.    800     5
                 Trigger: Magic Effect
---------------------------------------------
Support Ability:

Magic AttackUP   Can cause great damage with magic attack.     400     4
---------------------------------------------
[The Wizard has no movement abilities.]
---------------------------------------------
Comments:

The Wizard is a strong addition to any army.  All of his abilities are useful,
but they are all offensive spells.  These spells don't have the variety that
some of the other classes do; they are purely for attack.  The Wizard does have
the highest magic attack rating of any of the jobs, so when you finish learning
the Calculator skills, change the Calculator to a Wizard, and give him/her a 
Wizard Rod, Flash Hat, Magic Gauntlet, etc., and use Magic AttackUP.  You'll see
some powerful results.

---------------------------------------------
2.2.4. Oracle

Prerequisite: Lv. 2 Priest
Weapons: Stick, Rod, Staff, Dictionary
Helmet: Hat
Armor: Clothes, Robe

The Oracle has control over elements of life itself, through the manipulation
of Yin and Yang.

Move: 3
Jump: 3
Physical Evasion Rate: 5%
---------------------------------------------
Yin-Yang Magic
---------------------------------------------
Name             Description                                       MP   Speed     JP   Rating 

Blind            Yin Yang magic blinds enemy and lowers the         4      50    100      2
                 rate of physical attacks.
                 Range: 4
                 Effect: 2, Vertical 1
                 MP: 4  SP: 50
                 Reflect, Calc
                 Add: Darkness
   
Spell Absorb     Yin Yang magic absorbs enemy's MP, restoring       2      50    200      3
                 one's own MP.
                 Range: 4
                 Effect: 1
                 MP: 2  SP: 50

Life Drain       Yin Yang magic absorbs enemy's HP, restoring      16      50    350      3
                 one's own HP.
                 Range: 4
                 Effect: 1
                 MP: 16  SP: 50

Pray Faith       Yin Yang magic fills soul with faith.              6      25    400      4
                 Range: 4
                 Effect: 1
                 MP: 6  SP: 25
                 Reflect, Calc
                 Add: Faith

Doubt Faith      Yin Yang magic makes targets lose their faith,     6      25    400      3
                 reducing their faith level.
                 Range: 4
                 Effect: 1
                 MP: 6  SP: 25
                 Reflect, Calc
                 Add: Innocent

Zombie           Yin Yang magic brings bodily death.               20      20    300      1
                 Range: 4
                 Effect: 1
                 MP: 20  SP: 20
                 Reflect, Calc
                 Add: Undead
 
Silence Song     Yin Yang magic mutes enemy, making it impossible  16      34    170      3
                 to cast spells.
                 Range: 4
                 Effect: 2, Vertical 1
                 MP: 16  SP: 34
                 Reflect, Calc
                 Add: Silence

Blind Rage       Yin Yang magic releases desire to destroy, makes  16      20    400      2
                 enemy turn wild.
                 Range: 4
                 Effect: 1
                 MP: 16  SP: 20
                 Reflect, Calc
                 Add: Berserk

Foxbird          Yin Yang magic lowers brave level.                20      25    200      4
                 Range: 4
                 Effect: 1
                 MP: 20  SP: 25
                 Reflect, Calc

Confusion Song   Yin Yang magic makes enemy lose rationality and   20      20    400      3
                 act confused.
                 Range: 4
                 Effect: 1
                 MP: 20  SP: 20 
                 Reflect, Calc
                 Add: Confusion

Dispel Magic     Yin Yang magic cancels positive status effect by  34      34    700      3
                 neutralizing Yin and Yang.
                 Range: 4
                 Effect: 1
                 MP: 34  SP: 34
                 Calc
                 Cancel: Float, Reraise, Transparent, Regen, 
                 Protect, Shell, Haste, Faith, Reflect 

Paralyze         Yin Yang magic doesn't allow enemy to take        10      20    100      5
                 action.
                 Range: 4
                 Effect: 2, Vertical 0 
                 MP: 10  SP: 20 
                 Reflect, Calc
                 Add: Don't Act

Sleep            Yin Yang magic immediately puts enemy to sleep.   24      17    350      3
                 Range: 4
                 Effect: 2, Vertical 1
                 MP: 24  SP: 17
                 Reflect, Calc
                 Add: Sleep
 
Petrify          Yin Yang magic immediately turns enemy's body to  16      12    600      3
                 stone.
                 Range: 4 
                 Effect: 1
                 MP: 16  SP: 12
                 Reflect, Calc
                 Add: Petrify
---------------------------------------------
Reaction Ability:                                                              JP     Rating

Absorb Used MP    Restore your MP by the same amount your enemy used.         250        2 
                  Trigger: MP Effect.
---------------------------------------------
Support Ability:

Defense UP         Physical attack damage is lessened.                        400        3
---------------------------------------------
Move Ability: 

Any Weather        Walk easily over swamps, marshes, poison marshes,          200        2
                   regardless of climate.

Move-MP Up         Recover MP as you move.                                    350        2
---------------------------------------------
Comments:

The Oracle is an excellent support wizard.  He or she will have to rely on others to defeat
the enemies, but Yin Yang Magic makes it an easier task.  There are a number of beneficial 
spells such as Paralyze, Sleep and Petrify that will stop your enemies in their tracks.  All
but the HP and MP draining spells can be implemented in calculation, and are extremely useful
in that regard.

---------------------------------------------
2.2.5. Time Mage

Prerequisite: Lv. 2 Wizard
Weapon: Staff
Helmet: Hat
Armor: Clothes, Robe

The Time Mage controls time and space.  This sorceror toys with the laws of the universe.

Move: 3
Jump: 3
Physical Evasion Rate: 5% 
---------------------------------------------
Time Magic
---------------------------------------------
Name            Description                                           MP    Speed    JP   Rating 

Haste           Time Magic increases speed by accelerating time.       8     50    100      5
                Range: 3
                Effect: 2, Vertical 0
                MP: 8  SP: 50 
                Reflect, Calc
                Add: Haste

Haste 2         Time Magic increases speed by accelerating time.      30     15    550      3
                Range: 3
                Effect: 2, Vertical 3
                MP: 30  SP: 15
                Add: Haste
 
Slow            Time Magic decreases speed by slowing the passage      8     50     80      5
                of time. 
                Range: 3
                Effect: 2, Vertical 0 
                MP: 8  SP: 50 
                Reflect, Calc
                Add: Slow

Slow 2          Time Magic decreases speed by slowing the passage     30     15    520      3
                of time.
                Range: 3
                Effect: 2, Vertical 3
                MP: 30  SP: 15
                Add: Slow

Stop            Time Magic puts target in stasis, preventing its AT   14     15    330      4
                from occurring.  
                Range: 3
                Effect: 2, Vertical 0
                MP: 14  SP: 15
                Reflect, Calc
                Add: Stop

Don't Move      Time Magic breaks space apart, making it impossible   10     34    100      4
                to move.
                Range: 3  
                Effect: 2, Vertical 1
                MP: 10  SP: 34
                Reflect, Calc
                Add: Don't Move

Float           Time Magic distorts space, let's one float 1h above    8     50    200      1
                the ground.
                Range: 4
                Effect: 2, Vertical 1
                MP: 8  SP: 50
                Reflect, Calc
                Add: Float

Reflect         Time Magic creates are that reflects magic by         12     50    300      2
                inverting magic space.
                Range: 4
                Effect: 1
                MP: 12  SP: 50
                Reflect, Calc
                Add: Reflect

Quick           Time Magic vastly increases the speed of time         24     25    800      4
                passage, hastening AT.
                Range: 4
                Effect: 1
                MP: 24  SP: 25
                Reflect

Demi            Time Magic damages with the powerful pull of gravity  24     17    250      2
                by creating ultra high-density space.
                Range: 4
                Effect: 2, Vertical 1
                MP: 24  SP: 17
                Reflect, Calc

Demi 2          Time Magic damages with the powerful pull of gravity  50     12    550      2
                by creating ultra high-density space.
                Range: 4
                Effect: 2, Vertical 3
                MP: 50  SP: 12
                Reflect, Calc
 
Meteor          Time Magic unleashes a huge meteor from the heavens,  70      8   1500      3
                devastating its target.
                Range: 4
                Effect: 4, Vertical 3
                MP: 70  SP: 8
---------------------------------------------
Reaction Abilities:                                                              JP   Rating
 
Critical Quick    When HP level is lessened, your AT is executed next.          700      3

MP Switch         Physical damage is converted into magic damage.  MP is lost   400      4
                  instead of HP. 
---------------------------------------------
Support Ability:

Short Charge      CT is shortened.                                              800      5
---------------------------------------------
Move Abilities:

Teleport          Distort time, moving immediately to your destination.         600      5
                  Moving too far will end in failure.

Float             Float 1h over land.                                           540      1
---------------------------------------------
Comments:

The Time Mage's magic is quite powerful.  Haste, Slow, and Don't Move can easily turn the tide
of a battle.  However, like the Oracle, the Time Mage does not have much damaging power, with 
the exception of Meteor, which is nice if you can pull it off due to its long casting time.  
However, the other abilities is where the Time Mage is really good.  MP Switch is excellent for
use on non-magic using jobs, such as Knights or Monks.  Short Charge is an excellent (almost
necessary) support ability for Summoners, and is also very useful on Wizards.  Teleport is also
excellent, if you know its limits.

---------------------------------------------
2.2.6. Mediator

Prerequisite: Lv. 2 Oracle
Weapons: Knife, Gun
Helmet: Hat
Armor: Clothes, Robe

Warrior who joins battles by talking to the enemy.  Uses clever 'Talk Skill.'  
Monster talk ability

Move: 3
Jump: 4
Physical Evasion Rate: 5%
---------------------------------------------
Talk Skill
---------------------------------------------
Name            Description                                                 Speed   JP  Rating 

Invitation      Word skill tricks enemy into becoming an ally.               Now   100    5
                Range: 3, Vertical 3
                Effect: 1 enemy
                Add: Invitation

Persuade        Word skill used to ask enemy to wait its turn to act.        Now   100    2
                Resets the CT count.
                Range: 3, Vertical 3
                Effect: 1

Praise          Word skill raises Brave level by complimenting the target    Now   200    3
                and raising their confidence.
                Range: 3, Vertical 3
                Effect: 1
 
Threaten        Word skill lowers Brave level by frightening target.         Now   200    5
                Range: 3, Vertical 3
                Effect: 1

Preach          Word skill used to raise Faith by preaching the miracles     Now   200    5
                of God.
                Range: 3, Vertical 3
                Effect: 1

Solution        Word skill used to lower Faith by preaching about other      Now   200    3
                secular theories.
                Range: 3, Vertical 3
                Effect: 1

Death Sentence  Word skill foretells the enemy's death.                      Now   500    3
                Range: 3, Vertical 3
                Effect: 1
                Add: Death Sentence

Negotiate       Word skill used to negotiate with enemy and receive gil.     Now   100    1
                Range: 3, Vertical 3
                Effect: 1 enemy

Insult          Word skill used to upset enemy with curses and abuse.        Now   300    2
                Range: 3, Vertical 3
                Effect: 1 enemy
                Add: Berserk

Mimic Daravon   Word skill used to put enemy asleep with boring stories.     Now   300    3
                Range: 3, Vertical 3
                Effect: 2
                Add: Sleep
---------------------------------------------
Reaction Ability:                                                            JP   Rating

Finger Guard    Evade word attacks.                                         300     1
                Trigger: word skills.
---------------------------------------------
Support Abilities:

Equip Gun       Equip gun regardless of Job.                                750     4

Train           When enemy becomes terminal, force them into becoming       450     2
                allies.

Monster Talk    Speak with monsters and use 'Word Skill' even if not a      100     1
                Mediator.
---------------------------------------------
[The Mediator does not have Move Abilities.]
---------------------------------------------
Comments:

The Mediator is useful in a couple of ways.  First, Invite is the only way to get some 
monsters in your party, and the only way to get some of those very rare items for poaching.  
Second, it is another clsss that equip guns, which is very useful once you get some of the 
elemental guns.

As for the abilities, several of them have a low success rate (40-55%, depending on Zodiac 
compatibility).  The only useful ones are Invite, Preach, Threaten, and Solution.  Praise is 
easily outdone by Ramza's Cheer Up ability, which has a 100% success rate.  Solution is the 
only way I am aware of to raise Faith, and it's success rate is 40-55% as well.

---------------------------------------------
2.2.7. Summoner

Prerequisite: Lv. 2 Time Mage
Weapons: Rod, Staff
Helmet: Hat
Armor: Clothes, Robe

Warrior who can call illusionary monsters, spirits of the highest rank.  Uses 'Summon Magic',
a special contract with the spirits.

Move: 3
Jump: 3
Physical Evasion Rate: 5%
---------------------------------------------
Summon Magic
---------------------------------------------
Name        Description                                                 MP  Speed  JP   Rating 

Moogle      Summon monster cures target's wounds with pure wind and      8   50   110     3
            restores HP.
            Range: 4
            Effect: 3, Vertical 2 ally
            MP: 8  SP: 50

Shiva       Summon monster breathes on the enemy with extremely cold    24   25   200     3
            breath.
            Range: 4
            Effect: 3, Vertical 2 enemy
            MP: 24  SP: 25
            Ice elemental

Ramuh       Summon monster mercilessly pours lightning shower on        24   25   200     3
            enemy.
            Range: 4
            Effect: 3, Vertical 2 enemy
            MP: 24  SP: 25
            Lightning elemental

Ifrit       Summon monster rains a blazing inferno down upon the        24   25   200     3
            enemy.
            Range: 4
            Effect: 3, Vertical 2 enemy
            MP: 24  SP: 25
            Fire elemental

Titan       Summon monster overturns the earth by striking it with a    30   20   220     4
            powerful blow. 
            Range: 4
            Effect: 3, Vertical 2 enemy
            MP: 30  SP: 20
            Earth elemental 

Golem       Summon monster shares part of ally's damage.  Evades        40   34   500     5
            physical weapon damage.
            Range: Auto
            Effect: all allies
            MP: 40  SP: 34

Carbunkle   Summon monster protects allies by reflecting magic attacks  30   25   350     1
            with ruby light.
            Range: 4
            Effect: 3, Vertical 2 ally
            MP: 30  SP: 25 
            Add: Reflect

Bahamut     Summon monster unleashes a devastating breath attack.       60   10  1200     4
            Range: 4
            Effect: 4, Vertical 3 enemy
            MP: 60  SP: 10

Odin        Summon monster charges through enemies on the back of a     50   12   900     4
            dragon-horse.
            Range: 4
            Effect: 4, Vertical 3 enemy
            MP: 50  SP: 12
 
Leviathan   Summon monster engulfs the battlefield with a huge water    48   12   850     4
            swell. 
            Range: 4
            Effect: 4, Vertical 3 enemy
            MP: 48  SP: 12
            Water elemental

Salamander  Summon monster burns battlefield with scorching red flame.  48   12   820     3
            Range: 4
            Effect: 3, Vertical 2 enemy
            MP: 48  SP: 12
            Fire elemental

Silf        Summon monster mutes enemy with the spirit of leaves in     26   20   400     2
            the wind. 
            Range: 4
            Effect: 3, Vertical 2 enemy
            MP: 26  SP: 20
            Add: Silence

Fairy       Summon monster restores ally's HP.                          28   25   460     4
            Range: 4
            Effect: 3, Vertical 2 ally
            MP: 28  SP: 25

Lich        Summon monster born from darkness, dwells in the bowels     40   12   600     2
            of hell.
            Range: 4
            Effect: 3, Vertical 2 enemy
            MP: 40  SP: 12
            Darkness elemental

Cyclops     Summon monster sunders the battlefield in the wake of its   62   12  1000     3
            catastrophic onslaught.
            Range: 4
            Effect: 3, Vertical 2 enemy
            MP: 62  SP: 12

Zodiac      Summon monster focuses star light energy, and unleashes     99   10    --     4
            it in a blazing beam of destruction.
            Range: 4
            Effect: 4, Vertical 3 enemy
            MP: 99  SP: 10
---------------------------------------------
Reaction Ability:                                                             JP    Rating

MP Restore   Restore MP when terminal.                                       400       5
             Trigger: Critical.
---------------------------------------------
Support Ability:

Half of MP   MP used when casting magic is half.                             900       5
---------------------------------------------
[The Summoner has no Move Abilities.]
---------------------------------------------
Comments:

The Summoner has some of the best magic spells around, and with good variety.  There are
several heavily damaging magics along with some good support magic, Golem and Fairy.  There
is even a spell that provides Reflect and Silence for several allies or enemies, although
your need for these spells will be minimal.  The reaction and support abilities will have
excellent uses for any of your magic using characters.

---------------------------------------------
2.2.8. Bard

Male units only.
Prerequisite: Lv. 4 Mediator, Lv. 4 Summoner
Weapon: Harp
Helmet: Hat
Armor: Clothes

Warrior who uses his voice as a weapon.  Can 'Sing' songs that protect allies.

Move: 3
Jump: 3
Physical Evasion Rate: 5%
---------------------------------------------
Sing
---------------------------------------------
Name           Description                                                 Speed    JP  Rating 

Angel Song     Song for divine protection of an angel.  Restores MP.         17    100      2
               Range: Auto
               Effect: all allies
               SP: 17

Life Song      Song about the greatness of life.  Restore HP.                17    100      3
               Range: Auto
               Effect: all allies 
               SP: 17

Cheer Song     Song about encouraging and cheering up someone.  Raises       13    100      4
               Speed level.
               Range: Auto
               Effect: all allies
               SP: 13

Battle Song    Song about battle.  Raises physical attack power.             13    100      4
               Range: Auto
               Effect: all allies
               SP: 13

Magic Song     Song about laws of sorcery and origins of magic.  Raises      10    100      3
               magic attack power.
               Range: Auto
               Effect: all allies
               SP: 10

Nameless Song  Unknown song which has been handed down for generations.      10    100      3
               Various divine protection.
               Range: Auto
               Effect: all allies
               SP: 10
               Add: Reraise, Regen, Protect, Shell, Haste

Last Song      Ultimate song.  Raises ally's CT count to 100.                 5    100      4
               Range: Auto
               Effect: all allies
               SP: 5
----------------------------------------------
Reaction Abilities:                                                         JP     Rating

MA Save        Raise Magic attack power.                                   450       3
               Trigger: HP damage.

Face Up        Raise Faith.                                                500       3
               Trigger: Magic Effect. 
----------------------------------------------
[The Bard has no support abilities.]
----------------------------------------------
Move Abilities:

Move+3         Increase movement range by 3.                              1000       5

Fly            Leap over enemies and obstacles.                           1200       4
----------------------------------------------
Comments:

The Bard is probably just as useful as the Dancer, if not more.  The Dancer's attacks are as
weak as the support for your allies is with the Bard.  However, Nameless Song, Last Song, and 
possibly Magic Song are useful, but I'd say the only good thing about the Bard is Move+3.

----------------------------------------------
2.3. Mixed Classes

The Mixed Classes have better strengths and abilities than those in the regular jobs.  These
classes include the Samurai, Ninja, Calculator, and Mime.

----------------------------------------------
2.3.1. Samurai

Prerequisite: Lv. 3 Knight, Lv. 4 Monk, Lv. 2 Lancer
Weapon: Katana
Helmet: Armored Helmet
Armor: Armor, Robe

Foreign warrior who forges their soul by improving swordsmanship.  Uses skill that 'Draw Out'
the spirit of the sword.

Move: 3
Jump: 4
Physical Evasion Rate: 20%
---------------------------------------------
Draw Out
---------------------------------------------
Name             Description                                               Speed    JP  Rating 

Asura Knife      Releases spirit of the katana.  An invisible blade          Now   100     3
                 slashes the enemy.
                 Range: Auto
                 Effect: 3, Vertical 3 enemy

Koutetsu         Releases spirit of the katana.  The cry of the Banshee,     Now   180     3
                 released in a brutal wave.
                 Range: Auto
                 Effect: 3, Vertical 3 enemy

Bizen Boat       Releases spirit of the katana.  Ghost's whisper causes      Now   260     1
                 MP damage.
                 Range: Auto
                 Effect: 3, Vertical 3 enemy

Murasame         Releases spirit of the katana.  Released spirit's tears     Now   340     4
                 restore HP.
                 Range: Auto
                 Effect: 3, Vertical 3 ally

Heaven's Cloud   Releases spirit of the katana.  Ethereal spirit flows       Now   420     3
                 out and attacks.
                 Range: Auto
                 Effect: 3, Vertical 3 enemy
                 Add: Slow

Kiyomori         Releases spirit of the katana.  Spiritual essence engulfs   Now   500     3
                 allies in a protective veil.
                 Range: Auto
                 Effect: 3, Vertical 3 ally
                 Add: Protect, Shell

Muramasa         Releases spirit of the katana.  Vengeful wraiths            Now   580     4
                 gradually remove the soul of the enemy.
                 Range: Auto
                 Effect: 3, Vertical 3 enemy
                 Add: Confusion, Death Sentence

Kikuichimoji     Releases spirit of the katana.  Vengeful spirit charges     Now   660     4
                 the enemy in rage.
                 Range: 4 directions
                 Effect: 8, Vertical 3 enemy

Masamune         Releases spirit of the katana.  Benevolent spirits          Now   740     4
                 enhance the strength and agility of allies.
                 Range: Auto
                 Effect: 3, Vertical 3 ally
                 Add: Regen, Haste

Chirijiraden     Releases spirit of the katana.  Spirits become blue         Now   820     4
                 flame and attack living beings.
                 Range: Auto
                 Effect: 3, Vertical 3 enemy
---------------------------------------------
Reaction Abilities:                                                              JP    Rating

Meatbone Slash   When terminal, give damage in the amount of your max HP.       200      3
                 Trigger: Critcal.

Blade Grasp      Evade physical attack.                                         700      5
                 Trigger: Physical Attacks other than Bow/Crossbow.
---------------------------------------------
Support Abilities:

Equip Knife      Equip Katana regardless of Job.                                400      2

Two Hands        Hold weapon in both hands raising destructive power.           900      5
---------------------------------------------
Move Ability:

Walk on Water    Move or stop over the surface of the water.                    300      2
---------------------------------------------
Comments:

The Samurai is a warrior with excellent strength and good defense.  The Draw Out abilities 
give a lot of versatility to this Job class, and the Blade Grasp and Two Hands abilities will
make your Samurai very tough to defeat.  The Draw Out ability will only work if you have 
extra Katanas in stock, and there is always a chance of that Katana breaking.  So, I would 
suggest keeping 3 or 4 of the more useful Katanas around.

---------------------------------------------
2.3.2. Ninja

Prerequisite: Lv. 3 Archer, Lv. 4 Thief, Lv. 2 Geomancer
Weapons: Knife, Ninja Sword, Flail
Helmet: Hat
Armor: Clothes

Combatant who hides as a means of battle.  Can 'Throw' weapons at distant enemies.  
2-sword ability

Move: 4
Jump: 5
Physical Evasion Rate: 30%
---------------------------------------------
Throw
---------------------------------------------
Name           Description                                         Speed   JP   Rating 

Shuriken       Allows to you throw shuriken.                        Now    50     5
Ball           Allows you to throw a Ball.                          Now    70     5
Knife          Allows you to throw a knife.                         Now   100     2
Sword          Allows you to throw a sword.                         Now   100     2
Hammer         Allows you to throw a flail.                         Now   100     2
Katana         Allows you to throw a Katana.                        Now   100     3
Ninja Sword    Allows you to throw a Ninja sword.                   Now   100     2
Axe            Allows you to throw an axe.                          Now   120     2
Spear          Allows you to throw a spear.                         Now   100     2
Stick          Allows you to throw a stick.                         Now   100     2
Knight Sword   Allows you to throw a Knight sword.                  Now   100     1
Dictionary     Allows you to throw a Dictionary.                    Now   100     2
---------------------------------------------
Reaction Abilities:                                                        JP   Rating

Sunken State     Hide by become invisible.                                900     4
                 Add: Invisible   
                 Trigger: HP damage.

Abandon          Evade % rises and it becomes easier to dodge attacks.    400     3
                 Trigger: Physical attacks and some Magic attacks.
---------------------------------------------
Support Ability:

Two Swords       Use a weapon in each hand even if not a Ninja.           900     5
---------------------------------------------
Move Ability:

Move in Water    Move or stop on water.                                   420     2
---------------------------------------------
Comments:

The Ninja's attack power is very high.  Complemented with a high speed rating and good initial
movement values, the Ninja can be a very useful character.  However, it is probably best to
keep your distance if possible.  The Ninja's weak armor gives a low HP amount, and so the 
Ninja can easily be taken down by Magic or an accurate hit.  With a high physical evasion 
rate, the Ninja relies on dodging attacks rather than taking them, so you should probably
equip your Ninjas with mantles.  

---------------------------------------------
2.3.3. Calculator

Prerequisite: Lv. 4 Priest, Lv. 4 Wizard, Lv. 3 Oracle, Lv. 3 Time Mage
Weapons: Stick, Dictionary
Helmet: Hat
Armor: Clothes, Robe

Scholarly warrior creates phenomenon through math.  Uses 'Math Skill' to drive away the 
target.

Move: 3
Jump: 3
Physical Evasion Rate: 5%
---------------------------------------------
Math Skill
---------------------------------------------
Name            Description                                       Speed   JP   Rating 

CT              Math skill to calculate CT.                         --   250     4
Level           Math skill to calculate level.                      --   350     5
Exp             Math skill to calculate Exp.                        --   200     5
Height          Math skill to calculate height.                     --   250     4

Prime Number    Math skill that guides selected item in prime       --   300     4
                number.  (A Prime Number is any number that is 
                only divisible by 1 or itself.)  Below is a list
                of prime numbers under 100:
                 2  3  5  7 11 13 17 
                19 23 29 31 37 41 43
                47 53 59 61 67 71 73
                79 83 89 97

5               Math skill that guides items in multiples of 5.     --   200     4
4               Math skill that guides items in multiples of 4.     --   400     4
3               Math skill that guides items in multiples of 3.     --   600     5
---------------------------------------------
Reaction Abilities:                                                               JP   Rating

Distribute      When HP is maxed, excess HP is shared with party.                200     4
                Trigger: HP restore.

Damage Split    Shift damage received from yourself to your enemy.               300     5
---------------------------------------------
Support Ability:

Gained Exp UP   Spirit is heightened.  Gain more Exp. from the same              350     4
                experiences.
---------------------------------------------
Move Abilities:

Move-Get Exp    Gain Exp. as you move.                                           400     3

Move-Get JP     Gain JP as you move.                                             360     2
---------------------------------------------
Comments:

The Calculator is hands down the best job class.  However, to get a fully strong Calculator,
you will need to spend many hours getting spells and the Math Skill abilities.  The way the
Calculator works is that you are able to cast any spell from the large group of spells that
have "Calc" in their description.  Then, you pick either CT, Level, Exp, or Height, and
divide that number by either a Prime Number, 5, 4, or 3.  Then, the spell targets all in that 
calculation.  This is explained in detail in my Calculator Strategy section in the Secrets 
file.  

As for the other abilities, they are excellent.  Damage Split is probably one of the best 
reaction abilities: it takes half the damage that you took from an attack, and deals it to the
enemy, and heals you in that same amount.  Gained Exp UP doubles the amount of experience you 
receive, a skill ideal for Cloud.

---------------------------------------------
2.3.4. Mime

Prerequisite: Lv. 8 Squire, Lv. 8 Chemist, Lv. 4 Geomancer, Lv. 4 Lancer, 
              Lv. 4 Mediator, Lv. 4 Summoner
Weapon: None
Helmet: None
Armor: None

Warrior who can 'Mimic' others.  When an ally takes action, he mimics it.

Move: 4
Jump: 4
Physical Evasion Rate: 5%

This character has no abilities, it mimics the actions your other units 
perform.

---------------------------------------------
2.4. Special Classes

These are the classes that have special abilities that you can't find in normal characters.  
This includes the special Squires, Holy Knight, Engineer, etc.  All of these classes have the
typical Squire abilities for their Reaction, Support, and Move abilities.

2.4.1. Squire

Examples: Ramza, Delita (Chapter 1), Algus
Weapons: Knife, Sword, Knight Sword, Flail
Can use shield.
Helmet: Armored Helmet, Hat
Armor: Armor, Clothes, Robe

Unlike other Squires, he can equip robes, shields, helmets, armor, and knight swords, but not
axes.

Move: 4
Jump: 3
Physical Evasion Rate: 10%
---------------------------------------------
Guts
---------------------------------------------
Name        Description                                   MP  Speed   JP   Rating 
  
Accumulate  Charge up one's power to raise physical       --    Now    300      4
            attack power.
            Range: Auto
            Effect: 1  
            [physical attack +1]

Dash        Run into enemy with body.                     --    Now     80      2
            Range: 1, Vertical 1  
            Effect: 1  
            [can knock target back one square]

Throw Stone Throw stones at a distant enemy.              --    Now     90      3
            Range: 4
            Effect: 1
            [can knock target back one square]

Heal        Recover from abnormal status effects.         --    Now    150      2
            Range: 1, Vertical 2
            Effect: 1
            Cancel: Darkness, Silence, Poison

Yell        Raise speed level by yelling.                 --    Now    200      3
            Range: 3
            Effect: 1

Wish        Offer one's own HP to the spirits, wishing    --    Now     --      2
            to restore the target's HP by double that 
            amount.
            Range: 1, Vertical 3
            Effect: 1

Cheer Up    Raise Brave level by encouraging.             --    Now    200      5
            Range: 3
            Effect: 1

Scream      Raise one's Brave level, Speed level, and     --    Now    500      4
            physical/magic attack powers by shouting.
            Range: Auto
            Effect: 1

Ultima      Magic damages with absolute energy.           10     20     --     4
            Range: 4
            Effect; 2, Vertical 1
            MP: 10  SP: 20
---------------------------------------------
Comments:

The special Squire class is definitely better than the regular Squire class.  Ramza can become
quite the powerhouse later on in the game with either a Defender or Save the Queen, and heavy
armor.  I've had blocking rates of higher than 70% from any side with some powerful equipment
and abilities.  Ultima isn't a great spell, but since his only ranged attack is Throw Stone, 
it's certainly better than nothing.  It does around 100 damage at normal magic levels.  

---------------------------------------------
2.4.2. Holy Knight

Examples: Agrias, Delita (Chapters 2 and 4)
Weapons: Sword, Knight Sword 
Can equip shield.
Helmet: Armored Helmet
Armor: Armor, Robe

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

Move: 3
Jump: 3
Physical Evasion Rate: 25% 
---------------------------------------------
Holy Sword (Sword or Knight Sword required)
---------------------------------------------
Name            Description                               Speed    JP  Rating 

Stasis Sword    Damages with holy sword spirit.             Now    --    3
                Range: 2
                Effect: 2, Vertical 0
                Holy elemental
                Add: Stop

Split Punch     Damages with holy sword spirit.             Now   400    4 
                Range: 3, Vertical 2
                Effect: 1
                Holy elemental
                Add: Death Sentence

Crush Punch     Damages with holy sword spirit.             Now   500    4
                Range: 3, Vertical 1
                Effect: 1                
                Holy elemental                
                Add: Dead

Lightning Stab  Damages with holy sword spirit.             Now   700    5
                Range: 3
                Effect: 2, Vertical 1   
                Lightning elemental     
                Add: Silence

Holy Explosion  Damages with holy sword spirit.             Now   800    4
                Range: 4 directions
                Effect: 5, Vertical 2                
                Holy elemental
                Add: Confusion
---------------------------------------------
Comments:

The Holy Knight is a very useful job class once you get the longer range abilities: Lightning
Stab and Holy Explosion.  With a good sword, you can do a lot of damage with these strikes.  
The variety of status anomalies associated with these attacks occur very infrequently.  Keep 
in mind that all but Lightning Stab are holy elemental, so they are more effective against 
undead, and can heal your characters that are equipped with Chameleon Robes or Excaliburs.   

---------------------------------------------
2.4.3. Dark Knight

Example: Gafgarion
Weapon: Sword
Can equip shield.
Helmet: Armored Helmet
Armor: Armor

Knight of darkness who lives without facing the light of God.  His 'Dark Sword' absorbs 
enemies' spirits.

Move: 3
Jump: 3
Physical Evasion Rate: 15%
---------------------------------------------
Dark Sword (Sword or Knight Sword required)
---------------------------------------------
Name              Description                                       Speed   JP   Rating 


Dark Sword        Absorbs MP with the power of darkness.             Now  500     2
                  Range: 3
                  Effect: 1
                  Darkness elemental

Night Sword       Absorbs MP with the power of darkness.             Now  100     5
                  Range: 3
                  Effect: 1
                  Darkness elemental
---------------------------------------------
Comments:

While Gafgarion's job class is relatively simple, it's quite powerful.  Since he can draw
health from his enemies while depleting it, killing him is difficult.  His physical evasion
rate is only a bit higher than that on a normal Knight's, so depending on the shield and
accessory equipped, he can be approached physically.  His Dark Sword attack is more for 
depleting the MP of enemies rather that absorbing it; it does enough damage to totally 
deplete an opponent's MP in a single use.

---------------------------------------------
2.4.4. Engineer

Example: Mustadio
Weapon: Gun
Helmet: Hat
Armor: Clothes

Technician who works for a revival of a lost civilization.  His best skill is 'Snipe', using
the ancient legendary 'Gun'.

Move: 4
Jump: 4
Physical Evasion Rate: 18%
---------------------------------------------
Snipe
---------------------------------------------
Name        Description                                                 Speed    JP    Rating 

Leg Aim     Damages enemy's legs making it impossible to move.            Now   200      5
            Range: depends on weapon 
            Effect: 1
            Add: Don't Move

Arm Aim     Damages enemy's arms making it impossible to use weapons      Now   300      5
            or cast spells.
            Range: depends on weapon
            Effect: 1
            Add: Don't Act

Seal Evil   Petrifies the cursed Undead, turning it into stone.           Now   200      4
            Range: depends on weapon
            Effect: 1
            Add: Petrify
---------------------------------------------
Comments:

The ability to use a gun is a very useful skill in any job class, but the Engineer takes it
one step further by having three excellent abilities.  Leg Aim and Arm Aim are long range
attacks that, while having a success rate of around 50%, can immobilize or paralyze your 
enemy.  Seal Evil only works on undead, but has a higher success rate.  

---------------------------------------------
2.4.5. Heaven and Hell Knights

Example: Rafa (Heaven Knight), Malak (Hell Knight)
Weapons: Staff, Stick
Helmet: Hat
Armor: Clothes, Robe

Heaven Knight:
Assassin who controls the laws of nature.  Buries his enemies with the forbidden spell 'Truth'.

Hell Knight:
Assassin who controls the laws of nature.  His 'Un-Truth' has the opposite effect of the 
Heaven Knight's 'Truth.'

Move: 4
Jump: 3
Physical Evasion Rate: 10% (Heaven), 8% (Hell)

The Untruth skills for the Hell Knight are the same, only named differently. 
---------------------------------------------
Truth (Heaven Knight)
---------------------------------------------
Name              Description                                            Speed    JP    Rating 

Heaven Thunder    Spell attacks with philosophy.  Randomly attacks in       34    --      4
                  effect range.
                  Range: 4
                  Effect: 2, Vertical 3
                  SP: 34
                  Lightning elemental

Asura             Spell attacks with philosophy.  Randomly attacks in       25   200      4
                  effect range.
                  Range: 4
                  Effect: 2, Vertical 3
                  SP: 25
                  Fire elemental

Diamond Sword     Spell attacks with philosophy.  Randomly attacks in       20   300      3
                  effect range.
                  Range: 4
                  Effect: 2, Vertical 3
                  SP: 20
                  Wind elemental

Hydragon Pit      Spell attacks with philosophy.  Randomly attacks in       17   400      3
                  effect range.
                  Range: 4
                  Effect: 2, Vertical 3
                  SP: 17
                  Water elemental

Space Storage     Spell causes abnormal status with philosophies.           20   500      2
                  Randomly attacks in its effective range.
                  Range: 4
                  Effect: 2, Vertical 3
                  SP: 20
                  Add: Darkness, Confusion, Silence, Frog, Poison, Slow,
                  Sleep

Sky Demon         Spell attacks with philosophy.  Randomly attacks in       15   600      3
                  effect range.
                  Range: 4
                  Effect: 2, Vertical 3
                  SP: 15
                  Earth elemental                  
---------------------------------------------
Comments:

The Heaven and Hell Knights' abilities are not all that useful.  They only do around 70-200 
damage a hit, and hit randomly in the effect radius.  For example, if you cast Asura, the game
will first randomly select how many times the spell is cast (up to a maximum of six times, I 
believe), and the spell is cast in a random location in the five square panel (effect 2).  So,
if you are targeting a single enemy with it, there is only a 20% chance of actually hitting 
the enemy per casting.  It's better to use when there are multiple enemies, or when you can 
eliminate a square from the effect range by casting it up against a wall, or on a cliff.  

---------------------------------------------
2.4.6. Divine Knight

Example: Meliadoul
Weapons: Sword, Knight Sword, Crossbow, Spear
Can equip Shield.
Helmet: Armored Helmet
Armor: Armor, Clothes, Robe

Holy knight who pledges his loyalty and devotion to God.  He takes holy orders with his 
sword.

Move: 4
Jump: 3
Physical Evasion Rate: 12%
---------------------------------------------
Mighty Sword
---------------------------------------------
Name              Description                                    Speed   JP    Rating 

Shellbust Stab    Destroys the target's equipped armor.            Now  200      3
                  Range: 3
                  Effect: 1

Blastar Punch     Destroys the target's equipped helmet.           Now  400      2
                  Range: 3
                  Effect: 1

Hellcry Punch     Destroys the target's equipped weapon.           Now  500      5
                  Range: 3
                  Effect: 1

Icewolf Bite      Destroys the target's equipped accessory.        Now  800      3
                  Range: 3
                  Effect: 1
---------------------------------------------
Comments:

The 'Mighty Sword' abilities can destroy any piece of equipment, except for the shield.  These
attacks are 100% effective, like the Holy Sword attacks.  These attacks also do quite a bit of
damage, 150+ damage, depending on the strength of the sword that is used.  Divine Knights 
aren't as good as Holy Knights, but the advantages of Hellcry Punch and Icewolf Bite are 
significant.

---------------------------------------------
2.4.7. Holy Swordsman

Example: Orlandu
Weapon: Ninja Sword, Sword, Knight Sword, Katana
Can equip shield.
Helmet: Armored Helmet, Hat
Armor: Armor, Clothes, Robe

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

Move: 5
Jump: 3
Physical Evasion Rate: 20%
---------------------------------------------
All Swordskill (Sword or Knight Sword required)
---------------------------------------------
Name              Description                                       Speed   JP   Rating 

Stasis Sword      Damages with holy sword spirit.                    Now    --    3
                  Range: 2  
                  Effect: 2, Vertical 0
                  Holy elemental
                  Add: Stop

Split Punch       Damages with holy sword spirit.                    Now   400    4 
                  Range: 3, Vertical 2
                  Effect: 1
                  Holy elemental
                  Add: Death Sentence

Crush Punch       Damages with holy sword spirit.                    Now   500    4
                  Range: 3, Vertical 1
                  Effect: 1                
                  Holy elemental                
                  Add: Dead

Lightning Stab    Damages with holy sword spirit.                    Now   700    5
                  Range: 3
                  Effect: 2, Vertical 1   
                  Lightning elemental     
                  Add: Silence

Holy Explosion    Damages with holy sword spirit.                    Now   800    4
                  Range: 4 directions
                  Effect: 5, Vertical 2                
                  Holy elemental
                  Add: Confusion

Shellbust Stab    Destroys the target's equipped armor.              Now  200      3
                  Range: 3
                  Effect: 1

Blastar Punch     Destroys the target's equipped helmet.             Now  400      2
                  Range: 3
                  Effect: 1

Hellcry Punch     Destroys the target's equipped weapon.             Now  500      5
                  Range: 3
                  Effect: 1

Icewolf Bite      Destroys the target's equipped accessory.          Now  800      3
                  Range: 3
                  Effect: 1

Dark Sword        Absorbs MP with the power of darkness.             Now  500     2
                  Range: 3
                  Effect: 1
                  Darkness elemental

Night Sword       Absorbs MP with the power of darkness.             Now  100     5
                  Range: 3
                  Effect: 1
                  Darkness elemental
---------------------------------------------
Comments: 

The Holy Swordsman is the ultimate attack unit.  Orlandu comes equipped with an Excalibur, 
which not only gives Haste, but also strengthens holy elemental attacks, absorbs holy 
elemental attacks, and has an attack power of 21!   All of these factors can cause Orlandu to
do 200+ damage with his basic Holy Sword abilities, and more for the other abilities.  He has
all of the abilities for Holy Sword, Mighty Sword, and Dark Sword.  In fact, the game becomes
incredibly easy after you get Orlandu because he is so powerful.

---------------------------------------------
2.4.8. Temple Knight

Example: Beowulf
Weapon: Knife, Sword, Knight Sword
Can equip shield.
Helmet: Armored Helmet
Armor: Armor, Robe

Holy knight who protects the church from heathens.  Uses 'Magic Sword' to drive away hostile
enemies.

Move: 4
Jump: 3
Physical Evasion Rate: 14%
---------------------------------------------
Magic Sword (Sword or Knight Sword required)
---------------------------------------------
Name        Description                                               MP   Speed   JP  Rating 

Blind       Magic sword blind enemy with darkness, lowering            6     Now   50    2
            success % of direct attacks.
            Range: 4
            Effect: 1
            MP: 6
            Add: Darkness

Aspel       Magic sword absorbs enemy's MP, restoring its own.         2     Now  100    4
            Range: 4
            Effect: 1
            MP: 2

Drain       Magic sword absorbs enemy's HP, restoring its own.        12     Now  180    4
            Range: 4
            Effect: 1
            MP: 12

Faith       Magic sword fills the soul with a huge amount of faith.   10     Now  200    3
            Range: 4
            Effect: 1
            MP: 10
            Add: Faith

Innocent    Magic sword makes enemy disrespectful and not believe     10     Now  200    3 
            in God.
            Range: 4
            Effect: 1
            MP: 10
            Add: Innocent           

Zombie      Magic sword brings bodily death.  Unable to restore HP.   14     Now  150    2
            Range: 4
            Effect: 1
            MP: 14
            Add: Undead

Silence     Magic sword mutes enemy, making it impossible to cast     16     Now   90    3
            spells.
            Range: 4
            Effect: 1
            MP: 16
            Add: Silence

Berserk     Magic sword releases desire to destroy, making enemy      16     Now  200    2
            wild.
            Range: 4
            Effect: 1
            MP: 16 
            Add: Berserk

Chicken     Magic sword strikes fear and cowardice into the enemy,    12     Now  500    5
            lowering their Brave level.
            Range: 4
            Effect: 1
            MP: 12

Confuse     Magic sword makes enemy irrational and act disorderly.    14     Now  200    3
            Range: 4
            Effect: 1
            MP: 14
            Add: Confusion

Despair     Magic sword neutralizes magic power and cancels the       20     Now  300    2
            effective status.
            Range: 4
            Effect: 1
            MP: 20
            Cancel: Float, Reraise, Transparent, Regen, Protect, 
            Shell, Haste, Faith, Reflect

Don't Act   Magic sword limits movements making enemy unable to act.  14     Now   50    5
            Range: 4
            Effect: 1
            MP: 14
            Add: Don't Act

Sleep       Magic sword disrupts heartbeat, immediately putting       20     Now  170    4
            enemy asleep.
            Range: 4
            Effect: 1
            MP: 20
            Add: Sleep

Break       Magic sword alters body turning enemy to stone.           24     Now  300    4
            Range: 4
            Effect: 1
            MP: 24
            Add: Petrify

Shock!      The more damage you receive, the more damage you can      20     Now  600    4
            inflict.
            Range: 8
            Effect: 1
            MP: 20
---------------------------------------------
Comments:

Temple Knight is an interesting job class.  Think of it as an Oracle mixed with a Knight.  
Beowulf also has some abilities that the Oracle doesn't even have.  The combination of heavy
armor and a sword with magical abilities turns out to be a rather good advantage.  A Light Robe
is fine for armor, as he will need MP for spells.  However, his starting Brave level is low, so
he will need some training with Ramza before he becomes an effective physical fighter.

---------------------------------------------
2.4.9. Dragoner

Example: Reis
Weapon: Fists, Bag
Helmet: Ribbon
Armor: None

Has a human appearance, but is a dragon.  The blood of the holy dragon running through him can
work miracles.

Move: 3
Jump: 3
Physical Evasion Rate: 7% 
---------------------------------------------
Dragon
---------------------------------------------
Name                Description                                            Speed    JP   Rating 

Ice Bracelet        Attacks enemy with arctic breath.                        Now   --     4
                    Range: 2 (4 directions)
                    Effect: 1
                    Ice elemental

Fire Bracelet       Attacks enemy with fire breath.                          Now   --     4
                    Range: 2 (4 directions)
                    Effect: 1
                    Fire elemental

Thnder Bracelet     Attacks enemy with thunder breath.                       Now   --     4
                    Range: 2 (4 directions)
                    Effect: 1
                    Lightning elemental

Dragon Tame         Charms enemy and gets them to join your party.           Now   300    4
                    Range: 2, Vertical 2
                    Effect: 1 enemy                
                    Add: Invitation

Dragon Care         Restores party member's HP and status by sacrificing     Now   300    3
                    own HP. 
                    Range: 2, Vertical 2
                    Effect: 1
                    Cancel: Darkness, Confusion, Silence, Oil, Berserk, 
                    Frog, Poison, Stop, Sleep, Don't Move, Don't Act

Dragon PowerUp      Raises Brave, Speed, Physical/Magic attack power with    Now   400    3
                    dragon energy.
                    Range: 2, Vertical 2
                    Effect: 1
 
Dragon LevelUp      Disrupts time with unusual energy, raising CT and        Now   400    2
                    allowing AT turn to occur sooner.
                    Range: 2, Vertical 2
                    Effect: 1

Holy Bracelet       Attacks enemy with holy breath.                          Now   900     4
                    Range: 4
                    Effect: 3, Vertical 3
                    Holy elemental
                    [Attacks randomly in effect range]               
---------------------------------------------
Comments:

The Dragoner can't equip any armor, but still has a good HP rating.  Reis will do a two-hit 
attack with her fists if she does not have a bag equipped, and can wear a ribbon for a helmet.
The Dragon abilities (Dragon Tame, Dragon Care, Dragon PowerUp, Dragon LevelUp) only work on
dragons.  Also, Holy Bracelet does quite a bit of damage, but rarely hits as it strikes randomly
in a large effect range.

---------------------------------------------
2.4.10. Soldier

Example: Cloud
Weapon: Sword, Knight Sword
Can use shield.
Helmet: Helmet
Armor: Robe, Armor

A mysterious foreigner.  Uses 'Limit' when his anger peaks.

Move: 4
Jump: 3
Physical Evasion Rate: 20%
---------------------------------------------
Limit (Materia Blade required)
---------------------------------------------
Name            Description                                             Speed   JP    Rating 

Braver          Limit skill that blows enemy away with Samurai spirit.    34   150      3
                Range: 2
                Effect: 1
                SP: 34


Cross-Slash     Limit skill slashes enemy 4 times.                        25   200      4
                Range: 2
                Effect: 2, Vertical 0
                SP: 25

Blade Beam      Limit skill lets you inflict more damage depending on     20   250      2
                how damaged you are.
                Range: 2
                Effect: 1
                SP: 20

Climhazzard     Limit skill lets you inflict more damage depending on     15   450      3
                how injured the target is.
                Range: 2
                Effect: 1
                SP: 15

Meteorain       Limit skill causes meteor to fall on enemies.             10   560      2
                Range: 3
                Effect: 3, Vertical 0
                SP: 10

Finish Touch    Limit skill causes abnormal status.                       20   670      5
                Range: 3
                Effect: 2, Vertical 0
                SP: 20
                Add: Dead, Petrify, Stop

Omnislash       Another Ultimate Limit skill.                              7   900      1
                Range: 3
                Effect: 3, Vertical 0
                SP: 7
                
Cherry Blossom  The most powerful limit skill.                             5  1200      1
                Range: 3
                Effect: 3, Vertical 0
                SP: 5
---------------------------------------------
Comments:
 		
Cloud is a good Knight with Limit abilities.  To use the Limit abilities, Cloud must have his
Materia Blade, which can be found with Move-Find Item on the peak of the spire at Bervenia 
Volcano.  Finish Touch is an excellent limit ability that will be useful no matter which status
anomaly gets put on the enemy.  The others do damage, some more than others.  Limit works much
in the same way that Charge for the Archer does.  If the enemy moves out of the effect range,
the attack is forfeit.  This makes Omnislash and Cherry Blossom too impractical to use.

---------------------------------------------
3. Monsters
---------------------------------------------

Monsters are, in general, not very useful.  The fact that they can't progress through the job
classes like your characters can make them very limited in their usefulness.  Some have specific
useful abilities, while others are really not worth getting.  However, the monsters you get in
the quests are probably the most useful.

A note for the abilities: any ability with a star (*) by it denotes that the ability only
appears when a character with the support ability "Monster Skill" is nearby.  

---------------------------------------------
3.1. Chocobos

Chocobos have a number of special properties.  First, by moving a human character into the
space the Chocobo is occupying, you can have that character ride the Chocobo.  However, this
prevents the Chocobo from using any of its special abilities.  Also, special attacks such as
Choco Ball and Choco Meteor are more powerful than you would expect from these monsters.  A
chocobo feather is left behind upon death.

---------------------------------------------
3.1.1. Chocobo

Move: 6
Jump: 5
Physical Evasion Rate: 15%

Enormous bird.  Cannot fly since its wings have degenerated.  Bred for transportation due
to its high running power.
- Counter ability
- Move in water

---------------------------------------------
Ability                     Description

Choco Attack                Attacks enemies with giant beak.
                            Range: 1, Vertical 2
                            Effect: 1

Choco Cure                  Recover HP by flapping wings.
                            Range: Auto
                            Effect: 2, Vertical 2

*Choco Esuna                Heals abnormal status with purifying wings.
                            Range: Auto
                            Effect: 2, Vertical 2
                            Cancel: Petrify, Darkness, Silence, Poison, Stop, Don't Move,
                                    Don't Act

---------------------------------------------
3.1.2. Black Chocobo

Move: 6
Jump: 5
Physical Evasion Rate: 25%

Enormous bird.  Bred for transportation due to its high running power.  The only Chocobo that
can fly.
- Counter ability
- Fly
- Move in water

---------------------------------------------
Ability                     Description

Choco Attack                Attacks enemies with giant beak.
                            Range: 1, Vertical 2
                            Effect: 1

Choco Ball                  Attacks by throwing a hidden ball.
                            Range: 4
                            Effect: 1

Choco Esuna                 Heals abnormal status with purifying wings.
                            Range: Auto
                            Effect: 2, Vertical 2
                            Cancel: Petrify, Darkness, Silence, Poison, Stop, Don't Move,
                                    Don't Act

*Choco Meteor               Attacks enemy with a small meteor.
                            Range: 5
                            Effect: 1

---------------------------------------------
3.1.3. Red Chocobo

Move: 6
Jump: 5
Physical Evasion Rate: 10%

Enormous bird.  Cannot fly since its wings have degenerated.  Known to be the best kind of
transportation Chocobo.
- Counter ability
- Ignore height
- Move in water

---------------------------------------------
Ability                     Description

Choco Attack                Attacks enemies with giant beak.
                            Range: 1, Vertical 2
                            Effect: 1

Choco Ball                  Attacks by throwing a hidden ball.
                            Range: 4
                            Effect: 1

Choco Meteor                Attacks enemy with a small meteor.
                            Range: 5
                            Effect: 1

*Choco Cure                 Recover HP by flapping wings.
                            Range: Auto
                            Effect: 2, Vertical 2

---------------------------------------------
3.2. Goblins

Goblins are probably the weakest of the monsters, and they don't move very far.  They are 
limited to short range punching attacks, and a couple of status anomaly attacks.  

---------------------------------------------
3.2.1. Goblin

Move: 3
Jump: 3
Physical Evasion Rate: 18%

Small demon with big ears and an upturned nose.  Small body but quite strong.
- Counter ability
- Ice weakness

---------------------------------------------
Ability                    Description

Tackle                     Attacks enemy by tackling.
                           Range: 1, Vertical 2
                           Effect: 1

Eye Gouge                  Blinds the enemy by attacking its eyes.
                           Range: 1, Vertical 2
                           Effect: 1
                           Add: Darkness

*Goblin Punch              Attacks enemy by beating them to death.
                           Range: 1, Vertical 1
                           Effect: 1

---------------------------------------------
3.2.2. Black Goblin

Move: 3
Jump: 3
Physical Evasion Rate: 19%

Same description, properties as Goblin.

---------------------------------------------
Ability                    Description

Tackle                     Attacks enemy by tackling.
                           Range: 1, Vertical 2
                           Effect: 1

Turn Punch                 Attacks enemy by punching from 4 directions.
                           Range: Auto
                           Effect: 2, Vertical 1

*Goblin Punch              Attacks enemy by beating them to death.
                           Range: 1, Vertical 1
                           Effect: 1

---------------------------------------------
3.2.3. Gobbledeguck

Move: 3
Jump: 3
Physical Evasion Rate: 20%

Same description, properties as Goblin and Black Goblin.

---------------------------------------------
Ability                    Description

Tackle                     Attacks enemy by tackling.
                           Range: 1, Vertical 2
                           Effect: 1

Eye Gouge                  Blinds the enemy by attacking its eyes.
                           Range: 1, Vertical 2
                           Effect: 1
                           Add: Darkness

Goblin Punch               Attacks enemy by beating them to death.
                           Range: 1, Vertical 1
                           Effect: 1

*Mutilate                  Steals enemy's HP by sucking their blood.
                           Range: 1, Vertical 0
                           Effect: 1

---------------------------------------------
3.3. Red Panthers

Red Panthers are more mobile than Goblins, but are also generally limited to short range
attacks.  However, the Vampire's Blaster and Blood Suck abilities can be very useful, and can
turn the tide of a battle.  A skull is left behind upon death. 

---------------------------------------------
3.3.1. Red Panther

Move: 4
Jump: 4
Physical Evasion Rate: 23%

4-legged creature who attacks with sharp fangs and quick moves.  Causes abnormal status with
its venom.
- Counter ability
- Ignore height
- Cannot enter water
- Earth weakness

---------------------------------------------
Ability                    Description

Scratch                    Attacks enemy with sharp nails.
                           Range: 1, Vertical 3
                           Effect: 1

Poison Nail                Uses poison to make enemy sick.
                           Range: 1, Vertical 2
                           Effect: 1
                           Add: Poison

*Cat Kick                  Attacks enemy by kicking.
                           Range: 1, Vertical 2
                           Effect: 1

---------------------------------------------
3.3.2. Cuar

Move: 4
Jump: 4
Physical Evasion Rate: 26%

Same description, properties as Red Panther.

---------------------------------------------
Ability                    Description

Scratch                    Attacks enemy with sharp nails.
                           Range: 1, Vertical 3
                           Effect: 1

Cat Kick                   Attacks enemy by kicking.
                           Range: 1, Vertical 2
                           Effect: 1

Poison Nail                Uses poison to make enemy sick.
                           Range: 1, Vertical 2
                           Effect: 1
                           Add: Poison

*Blaster                   Attacks enemy by emitting shining energy.
                           Range: 3
                           Effect: 1
                           Add: Petrify, Stop

---------------------------------------------
3.3.3. Vampire

Move: 4
Jump: 4
Physical Evasion Rate: 24%

Same description, properties as Red Panther and Cuar.

---------------------------------------------
Ability                    Description

Scratch                    Attacks enemy with sharp nails.
                           Range: 1, Vertical 3
                           Effect: 1

Cat Kick                   Attacks enemy by kicking.
                           Range: 1, Vertical 2
                           Effect: 1

Blaster                    Attacks enemy by emitting shining energy.
                           Range: 3
                           Effect: 1
                           Add: Petrify, Stop

*Blood Suck                Recovers HP by sucking enemy's blood.
                           Range: 1, Vertical 0
                           Effect: 1
                           Add: Blood Suck

---------------------------------------------
3.4. Bombs

Bombs can be useful in plenty of specific situations.  These monsters become certainly 
devastating at higher levels, particularly when self-destructing.  Also, their myriad of 
elemental properties make them useful against enemies that use elemental attacks.  Bombs leave
a flaming fragment upon death.

---------------------------------------------
3.4.1. Bomb

Move: 3
Jump: 3
Physical Evasion Rate: 10%

Monster covered with fire.  Its body fluid is highly flammable, like oil.  
- Counter ability
- Float
- Cannot enter water
- Fire absorb
- Earth cancel
- Ice half
- Water weakness

---------------------------------------------
Ability                    Description

Bite                       Attacks enemy by biting.
                           Range: 1, Vertical 2
                           Effect: 1

Self Destruct              Damages enemies by self-destruction.
                           Range: Auto
                           Effect: 3, Vertical 3
                           Add: Oil

*Small Bomb                Attacks enemy by shooting Kobomb.
                           Range: 1, Vertical 0
                           Effect: 1

---------------------------------------------
3.4.2. Grenade

Move: 3
Jump: 3
Physical Evasion Rate: 11%

Same description, properties as Bomb.

---------------------------------------------
Ability                    Description

Bite                       Attacks enemy by biting.
                           Range: 1, Vertical 2
                           Effect: 1

Small Bomb                 Attacks enemy by shooting Kobomb.
                           Range: 1, Vertical 0
                           Effect: 1

Self Destruct              Damages enemies by self-destruction.
                           Range: Auto
                           Effect: 3, Vertical 3
                           Add: Oil

*Flame Attack              Attacks enemy with flame.
                           Range: 3
                           Effect: 1
                           Fire elemental

---------------------------------------------
3.4.3. Explosive

Move: 3
Jump: 3
Physical Evasion Rate: 12%

Same description, properties as Bomb and Grenade.

---------------------------------------------
Ability                    Description

Bite                       Attacks enemy by biting.
                           Range: 1, Vertical 2
                           Effect: 1

Self Destruct              Damages enemies by self-destruction.
                           Range: Auto
                           Effect: 3, Vertical 3
                           Add: Oil

Spark                      Attacks enemy by throwing flame.
                           Range: Auto
                           Effect: 3, Vertical 1
                           Fire elemental

*Small Bomb                Damages by self-explosion, releases a small bomb.
                           Range: 1, Vertical 0
                           Effect: 1 

---------------------------------------------
3.5. Skeletons

Skeletons are really not very useful.  First, they are undead, so they can't be cured or revived
by any means.  Also, their attacks, while element-based, are still weak and too small in range
to be as useful as other abilities found in monsters.  Skeletons may recover a little to all
of their hit points and revive upon final death, or they may be destroyed.   

---------------------------------------------
3.5.1. Skeleton

Move: 3
Jump: 4
Physical Evasion Rate: 11%

Undead warrior in skeletal form.  Recovers periodically even when HP hits 0.
- Counter ability
- Darkness absorb
- Fire, holy weakness

---------------------------------------------
Ability                    Description

Knife Hand                 Chops with bony hands.
                           Range: 1, Vertical 2
                           Effect: 1

Thunder Soul               Attacks enemy by releasing thunder spirit.
                           Range: 3
                           Effect: 1
                           Lightning elemental

*Aqua Soul                 Attacks enemy by releasing water spirit.
                           Range: 3
                           Effect: 1
                           Water elemental

---------------------------------------------
3.5.2. Bone Snatch

Move: 3
Jump: 4
Physical Evasion Rate: 12%

Same description, properties as Skeleton.

---------------------------------------------
Ability                    Description

Knife Hand                 Chops with bony hands.
                           Range: 1, Vertical 2
                           Effect: 1

Aqua Soul                  Attacks enemy by releasing water spirit.
                           Range: 3
                           Effect: 1
                           Water elemental

*Ice Soul                  Attacks enemy by releasing ice spirit.
                           Range: 3
                           Effect: 1
                           Ice elemental

---------------------------------------------
3.5.3. Living Bone

Move: 3
Jump: 4
Physical Evasion Rate: 13%

Same description, properties and Skeleton and Bone Snatch.

---------------------------------------------
Ability                    Description

Knife Hand                 Chops with bony hands.
                           Range: 1, Vertical 2
                           Effect: 1

Ice Soul                   Attacks enemy by releasing ice spirit.
                           Range: 3
                           Effect: 1
                           Ice elemental

*Wind Soul                 Attacks enemy by releasing wind spirit.
                           Range: 3
                           Effect: 1
                           Wind elemental

---------------------------------------------
3.6. Ghouls

Like the skeleton, the Ghoul is undead and can't be healed or revived.  However, their ability
to Teleport and inflict various abnormal status upon your enemies makes them more useful.  But,
they are still weak and not very practical for battle.   Ghouls leave an empty shirt upon death.

---------------------------------------------
3.6.1. Ghoul

Move: 4
Jump: 4
Physical Evasion Rate: 26%

Floating ghost that never dies.  Possesses enemies with its touch, causing abnormal status.
- Teleport, counter abilities
- Float
- Cannot enter water
- Darkness absorb
- Fire, holy weakness

---------------------------------------------
Ability                    Description

Throw Spirit               Attack with the core of mystery.
                           Range: 3
                           Effect: 1

Sleep Touch                Possesses enemies by touch, making them fall asleep.
                           Range: 1, Vertical 2
                           Effect: 1
                           Add: Sleep

*Grease Touch              Covers enemies in oil, increasing fire damage.
                           Range: 1, Vertical 2
                           Effect: 1
                           Add: Oil

---------------------------------------------
3.6.2. Gust

Move: 4
Jump: 4
Physical Evasion Rate: 27%

Same description, properties as Ghoul.

---------------------------------------------
Ability                    Description

Throw Spirit               Attack with the core of mystery.
                           Range: 3
                           Effect: 1

Grease Touch               Covers enemies in oil, increasing fire damage.
                           Range: 1, Vertical 2
                           Effect: 1
                           Add: Oil

*Drain Touch               Possesses enemies by touch, absorbing their energy.
                           Range: 1, Vertical 2
                           Effect: 1

---------------------------------------------
3.6.3. Revnant

Move: 5
Jump: 4
Physical Evasion Rate: 28%

Same description, abilities as Gust and Ghoul.

---------------------------------------------
Ability                    Description

Throw Spirit               Attack with the core of mystery.
                           Range: 3
                           Effect: 1

Drain Touch                Possesses enemies by touch, absorbing their energy.
                           Range: 1, Vertical 2
                           Effect: 1

*Zombie Touch              Possesses enemies by touch, making them undead.
                           Range: 1, Vertical 2
                           Effect: 1
                           Add: Undead

---------------------------------------------
3.7. Ahrimans

Ahrimans are physically weak and have little hit points, but they are very mobile and have some
debilitating special abilities.  These abilities are all based on powers of the eye, and have
effects ranging from reduced Bravery to Death Sentence.  Ahrimans leave a portion of their wing
upon death.

---------------------------------------------
3.7.1. Flotiball

Move: 5
Jump: 5
Physical Evasion Rate: 12%

Huge cycloptic monster that attacks with strange eye power.
- Counter ability
- Fly
- Cannot enter water
- Wind half
- Ice weakness

---------------------------------------------
Ability                    Description

Wing Attack                Attacks enemy with flapping wings.
                           Range: 1, Vertical 2
                           Effect: 1

*Look of Fright            Powerful gaze discourages you.
                           Range: 3
                           Effect: 1

---------------------------------------------
3.7.2. Ahriman

Move: 5
Jump: 5
Physical Evasion Rate: 13%

Same description, properties as Flotiball.

---------------------------------------------
Ability                    Description

Wing Attack                Attacks enemy with flapping wings.
                           Range: 1, Vertical 2
                           Effect: 1

Look of Devil              Powerful gaze causes abnormal status.
                           Range: 3
                           Effect: 1
                           Add: Petrify, Darkness, Silence, Don't Move, Don't Act

Look of Fright             Powerful gaze discourages you.
                           Range: 3
                           Effect: 1

*Death Sentence            Eye power perceives enemy's life span and hastens death.
                           Range: 3
                           Effect: 1
                           Add: Death Sentence

---------------------------------------------
3.7.3. Plague

Move: 5
Jump: 5
Physical Evasion Rate: 11%

Same description, properties as Flotiball and Ahriman.

---------------------------------------------
Ability                    Description

Wing Attack                Attacks enemy with flapping wings.
                           Range: 1, Vertical 2
                           Effect: 1

Look of Devil              Powerful gaze causes abnormal status.
                           Range: 3
                           Effect: 1
                           Add: Petrify, Darkness, Silence, Don't Move, Don't Act

Death Sentence             Eye power perceives enemy's life span and hastens death.
                           Range: 3
                           Effect: 1
                           Add: Death Sentence

*Circle                    Powerful gaze nullifies your magic, lowering magic attack.
                           Range: 4
                           Effect: 1

---------------------------------------------
3.8. Pisco Demons

The lower level Pisco Demons are rather useless, since they have limited abilities and are weak
physically.  However, Mindflares have a couple of rather useful abilities, particularly 
Mind Blast.  This ability is definitely good for controlling multiple enemies.

---------------------------------------------
3.8.1. Pisco Demon

Move: 3
Jump: 3
Physical Evasion Rate: 8%

Slimy mollusk-like monster with human exterior appearing quite intelligent, but no skeleton.
- Counter ability
- Move under water
- Water absorb
- Lightning weakness

---------------------------------------------
Ability                    Description

Tentacle                   Attacks enemies by using tentacles as a whip.
                           Range: 1, Vertical 2
                           Effect: 1

*Black Ink                 Blinds enemies by spitting black ink.
                           Range: 2 (4 directions)
                           Effect: 1
                           Add: Darkness

---------------------------------------------
3.8.2. Squidlarkin

Move: 3
Jump: 3
Physical Evasion Rate: 9%

Same description, properties as Pisco Demon.

---------------------------------------------
Ability                    Description

Tentacle                   Attacks enemies by using tentacles as a whip.
                           Range: 1, Vertical 2
                           Effect: 1

Black Ink                  Blinds enemies by spitting black ink.
                           Range: 2 (4 directions)
                           Effect: 1
                           Add: Darkness

Odd Soundwave              Heals abnormal status by emitting mysterious sonic waves.
                           Range: Auto
                           Effect: 3, Vertical 1
                           Cancel: Float, Reraise, Transparent, Regen, Protect, Shell, 
                                   Haste, Faith, Reflect

*Mind Blast                Confuses target and destroys its mental health.
                           Range: 3
                           Effect: 2, Vertical 1
                           Add: Confusion, Berserk

---------------------------------------------
3.8.3. Mindflare

Move: 3
Jump: 3
Physical Evasion Rate: 10%

Same description, properties as Pisco Demon and Squidlarkin.

---------------------------------------------
Ability                    Description

Tentacle                   Attacks enemies by using tentacles as a whip.
                           Range: 1, Vertical 2
                           Effect: 1

Black Ink                  Blinds enemies by spitting black ink.
                           Range: 2 (4 directions)
                           Effect: 1
                           Add: Darkness

Mind Blast                 Confuses target and destroys its mental health.
                           Range: 3
                           Effect: 2, Vertical 1
                           Add: Confusion, Berserk

*Level Blast               Steals part of one's soul, decreasing one level.
                           Range: 4
                           Effect: 1

---------------------------------------------
3.9. Juravis

The Juravis bird is suprisingly strong and mobile.  It can fly over enemies and allies alike, 
and it also has a good range of doing so.  Do not underestimate their physical attack power,
and beware of the Cocatoris, for it can petrify virtually at will.  Juravis leave a few bird
feathers upon death.

---------------------------------------------
3.9.1. Juravis

Move: 6
Jump: 6
Physical Evasion Rate: 30%

Bird monster with sharp beak and huge wings.  Flying ability is quite high, but it usually
walks.  
- Counter ability
- Fly
- Cannot enter water
- Wind half
- Earth weakness

---------------------------------------------
Ability                    Description

Scratch Up                 Attacks enemy by jumping and scratching with toe nails.
                           Range: 1, Vertical 2
                           Effect: 1

*Feather Bomb              Attacks enemy by dropping feather bomb on their head.
                           Range: 3
                           Effect: 1

---------------------------------------------
3.9.2. Steel Hawk

Move: 6
Jump: 6
Physical Evasion Rate: 28%

Same description, properties as Juravis.

---------------------------------------------
Ability                    Description

Scratch Up                 Attacks enemy by jumping and scratching with toe nails.
                           Range: 1, Vertical 2
                           Effect: 1

Shine Lover                Get some shiny gil.
                           Range: 1, Vertical 1
                           Effect: 1 enemy

*Beak                      Petrifies enemy by pecking at their weak point.
                           Range: 1, Vertical 0
                           Effect: 1
                           Add: Petrify

---------------------------------------------
3.9.3. Cocatoris

Move: 6
Jump: 6
Physical Evasion Rate: 33%

Same description, properties as Juravis and Steel Hawk.

---------------------------------------------
Ability                    Description

Scratch Up                 Attacks enemy by jumping and scratching with toe nails.
                           Range: 1, Vertical 2
                           Effect: 1

Beak                       Petrifies enemy by pecking at their weak point.
                           Range: 1, Vertical 0
                           Effect: 1
                           Add: Petrify

Feather Bomb               Attacks enemy by dropping feather bomb on their head.
                           Range: 3
                           Effect: 1

*Beaking                   Uses this special technique to lower physical attack power.
                           Range: 1, Vertical 1
                           Effect: 1

---------------------------------------------
3.10. Bull Demons

Bull Demons have plenty of hit points and physical attack strength, even at lower levels.  They
have a pickaxe, which is used for most of their attacks, some of which can be quite powerful.
The Minitaurus and Sacred both also have hidden fire elemental abilities.  Bull Demons leave a
skull with horns upon death.

---------------------------------------------
3.10.1. Bull Demon

Move: 3
Jump: 3
Physical Evasion Rate: 11%

Monster with a bull's head and a human body.  It draws powerful attacks.  
- Counter ability
- Cannot enter water
- Water weakness

---------------------------------------------
Ability                    Description

Shake Off                  Attacks enemy with a pickaxe.
                           Range: 1, Vertical 2
                           Effect: 1

*Gather Power              Absorbs energy of the earth, raising physical attack power.
                           Range: Auto
                           Effect: 1  

---------------------------------------------
3.10.2. Minitaurus

Move: 4
Jump: 3
Physical Evasion Rate: 15%

Same description, properties as Bull Demon.

---------------------------------------------
Ability                    Description

Shake Off                  Attacks enemy with a pickaxe.
                           Range: 1, Vertical 2
                           Effect: 1

Wave Around                Attacks enemy by swinging a pickaxe.
                           Range: Auto
                           Effect: 2, Vertical 1

*Blow Fire                 Attacks enemy by exhaling fire.
                           Range: 2 (4 directions)
                           Effect: 1
                           Fire elemental

---------------------------------------------
3.10.3. Sacred

Move: 3
Jump: 3
Physical Evasion Rate: 12%

Same description, properties as Bull Demon and Minitaurus.

---------------------------------------------
Ability                    Description

Shake Off                  Attacks enemy with a pickaxe.
                           Range: 1, Vertical 2
                           Effect: 1

Mimic Titan                Attacks enemy by stomping and sending shockwaves.
                           Range: Auto
                           Effect: 3, Vertical 1
                           Earth Elemental

Gather Power               Absorbs energy of the earth, raising physical attack power.
                           Range: Auto
                           Effect: 1  

*Blow Fire                 Attacks enemy by exhaling fire.
                           Range: 2 (4 directions)
                           Effect: 1
                           Fire elemental

---------------------------------------------
3.11. Morbols

Morbols are disgusting plant-like creatures.  They have no evasion rate for physical attacks,
but they are rather strong physically, have plenty of HP, and have various other debiliatating
attacks.  Morbols leave behind some tentacles and goo upon death.

---------------------------------------------
3.11.1. Morbol

Move: 3
Jump: 3
Physical Evasion Rate: 0%

Monster that eats anything with a huge mouth.  Its sticky body fluid emits a foul smell.
- Counter ability
- Move on water
- Ice weakness

---------------------------------------------
Ability                    Description

Tentacle                   Attacks enemy by swinging filthy tentacles.
                           Range: 1, Vertical 1
                           Effect: 1

Lick                       Creates invisible wall out of spit to reflect magic.
                           Range: 1, Vertical 0
                           Effect: 1
                           Add: Reflect

*Bad Bracelet              Causes abnormal status with a bad breath.
                           Range: Auto
                           Effect: 3, Vertical 0
                           Add: Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison,
                                Sleep

---------------------------------------------
3.11.2. Ochu

Move: 3
Jump: 3
Physical Evasion Rate: 0%

Same description, properties as Morbol.

---------------------------------------------
Ability                    Description

Tentacle                   Attacks enemy by swinging filthy tentacles.
                           Range: 1, Vertical 1
                           Effect: 1

Goo                        Spits fluid over enemy to immobilize them.
                           Range: 1, Vertical 1
                           Effect: 1
                           Add: Don't Move

*Lick                      Creates invisible wall out of spit to reflect magic.
                           Range: 1, Vertical 0
                           Effect: 1
                           Add: Reflect

---------------------------------------------
3.11.3. Great Morbol

Move: 3
Jump: 3
Physical Evasion Rate: 0%

Same description, properties as Morbol and Ochu.

---------------------------------------------
Ability                    Description

Tentacle                   Attacks enemy by swinging filthy tentacles.
                           Range: 1, Vertical 1
                           Effect: 1

Bad Bracelet               Causes abnormal status with a bad breath.
                           Range: Auto
                           Effect: 3, Vertical 0
                           Add: Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison,
                                Sleep

*Moldball Virus            Infects enemy with morbol germ making them a morbol.
                           Range: 1, Vertical 0
                           Effect: 1

---------------------------------------------
3.12. Woodmen

Woodmen are not very useful.  They have a tough time evading physical attack, and they have no
really powerful physical attack either.  They could only really be effectively used in a 
support role.  Woodmen leave behind a part of a tree trunk upon death.

---------------------------------------------
3.12.1. Woodman

Move: 3
Jump: 3
Physical Evasion Rate: 0%

Tree with a mind from spiritual powers dwelling in plants.  Spirits of the leaves have great
powers.
- Counter ability
- Cannot enter water
- Earth absorb
- Fire weakness

---------------------------------------------
Ability                    Description

Leaf Dance                 Attacks enemy by dropping tree leaves.
                           Range: Auto
                           Effect: 2, Vertical 0

*Protect Spirit            Raise defense level against physical attack with help of 
                           tree-spirit.
                           Range: Auto
                           Effect: 2, Vertical 0
                           Add: Protect

---------------------------------------------
3.12.2. Trent

Move: 3
Jump: 3
Physical Evasion Rate: 0%

Same description, properties as Woodman.

---------------------------------------------
Ability                    Description

Leaf Dance                 Attacks enemy by dropping tree leaves.
                           Range: Auto
                           Effect: 2, Vertical 0

Spirit of Life             Recover HP with help of tree-spirit.
                           Range: Auto
                           Effect: 2, Vertical 0

*Clam Spirit               Raise defense level against magic attack with help of tree-spirit.
                           Range: Auto
                           Effect: 2, Vertical 0
                           Add: Shell

---------------------------------------------
3.12.3. Taiju

Move: 3
Jump: 3
Physical Evasion Rate: 0%

Same description, properties as Woodman and Trent.

---------------------------------------------
Ability                    Description

Leaf Dance                 Attacks enemy by dropping tree leaves.
                           Range: Auto
                           Effect: 2, Vertical 0

Protect Spirit             Raise defense level against physical attack with help of 
                           tree-spirit.
                           Range: Auto
                           Effect: 2, Vertical 0
                           Add: Protect

Clam Spirit                Raise defense level against magic attack with help of tree-spirit.
                           Range: Auto
                           Effect: 2, Vertical 0
                           Add: Shell

*Magic Spirit              Recover MP with help of tree-spirit.
                           Range: Auto
                           Effect: 2, Vertical 0

---------------------------------------------
3.13. Dragons

Dragons are large, scaly creatures with small wings, four legs, and a tail.  They have a good
movement rate, and are rather powerful physically.  An added bonus to the more advanced classes
is that they can use elemental attacks.  A dragon wing is left upon death.

---------------------------------------------
3.13.1. Dragon

Move: 5
Jump: 3
Physical Evasion Rate: 5%

Huge monster with a scaly body.  It has wings but can't fly.  Ferocious, but not intelligent.
- Counter ability
- Cannot enter water

---------------------------------------------
Ability                     Description

Dash                        Damages enemy by tackling.
                            Range: 1, Vertical 2
                            Effect: 1

*Tail Swing                 Attacks enemy with bushy tail.
                            Range: 1, Vertical 2
                            Effect: 1

---------------------------------------------
3.13.2. Blue Dragon

Move: 5
Jump: 3
Physical Evasion Rate: 9%

Same description, properties as Dragon.

---------------------------------------------
Ability                     Description

Dash                        Damages enemy by tackling.
                            Range: 1, Vertical 2
                            Effect: 1

Ice Bracelet                Attacks enemy with arctic breath.
                            Range: 2 (4 directions)
                            Effect: 1
                            Ice elemental

*Thnder Brcelet             Attacks enemy with thunder breath.
                            Range: 2 (4 directions)
                            Effect: 1
                            Lightning elemental

---------------------------------------------
3.13.3. Red Dragon

Move: 5
Jump: 3
Physical Evasion Rate: 8%

Same description, properties as Dragon and Blue Dragon.

---------------------------------------------
Ability                     Description

Dash                        Damages enemy by tackling.
                            Range: 1, Vertical 2
                            Effect: 1

Thnder Brcelet              Attacks enemy with thunder breath.
                            Range: 2 (4 directions)
                            Effect: 1
                            Lightning elemental

*Fire Bracelet              Attacks enemy with fire breath.
                            Range: 2 (4 directions)
                            Effect: 1
                            Fire elemental

---------------------------------------------
3.14. Behemoths

Behemoths may already seem powerful enough, but their hidden powers are brought out by Monster
Skill.  You may already have seen some of these new abilities used on you by some of the Archaic
or Ultima Demons you have fought.  Behemoths leave a fragment of their tail upon death.

---------------------------------------------
3.14.1. Behemoth

Move: 4
Jump: 3
Physical Evasion Rate: 13%

Ferocious hoofed monster with large horns, a brilliant mane, a thick tail, and a strong body.
- Counter ability
- Cannot enter water 

---------------------------------------------
Ability                     Description

Stab Up                     Strikes enemy with horns.
                            Range: 1, Vertical 2
                            Effect: 1

Sudden Cry                  Attacks enemy with rushing thrust.
                            Range: 1, Vertical 0
                            Effect: 1
                            Add: Dead

*Giga Flare                 Attacks enemies pouring a high-energy stream over them.
                            Range: 4
                            Effect: 3, Vertical 0

---------------------------------------------
3.14.2. King Behemoth

Move: 4
Jump: 3
Physical Evasion Rate: 13%

Same description, properties as Behemoth.

---------------------------------------------
Ability                     Description

Stab Up                     Strikes enemy with horns.
                            Range: 1, Vertical 2
                            Effect: 1

Sudden Cry                  Attacks enemy with rushing thrust.
                            Range: 1, Vertical 0
                            Effect: 1
                            Add: Dead

*Hurricane                  Damage all enemies with a tornado.
                            Range: 4
                            Effect: 3, Vertical 2
                            Wind elemental

---------------------------------------------
3.14.3. Dark Behemoth

Move: 4
Jump: 3
Physical Evasion Rate: 18%

Same description, properties as Behemoth and King Behemoth.

---------------------------------------------
Ability                     Description

Stab Up                     Strikes enemy with horns.
                            Range: 1, Vertical 2
                            Effect: 1

Sudden Cry                  Attacks enemy with rushing thrust.
                            Range: 1, Vertical 0
                            Effect: 1
                            Add: Dead

*Ulmaguest                  Damage enemies with time-space mechanism created by the stars.
                            Range: 4
                            Effect: 3, Vertical 1

---------------------------------------------
3.15. Hyudras

While this class of monster is certainly fearsome to face in battle, they are not quite as
useful as the Behemoth or Dragon on your side.  The Tiamat's hidden Dark Whisper ability is 
quite useful, though.  Usually, very high level monsters in this class will max out their HP
at 999, so if you need some tanks, this is the way to go.  Hyudras leave behind three skulls
upon death.

---------------------------------------------
3.15.1. Hyudra

Move: 4
Jump: 4
Physical Evasion Rate: 0%

3-headed monster.  Can fly, despite its massive body.  The 3 heads have the same mind.
- Counter ability
- Fly
- Cannot enter water
- Ice, wind weakness

---------------------------------------------
Ability                     Description

Triple Attack               3 head attack independently.
                            Range: 1
                            Effect: 3 panels [that the heads are facing]

*Triple Brcelet             3 heads attack enemy with various breath.
                            Range: 2 (4 directions)
                            Effect: 2 (3 directions)

---------------------------------------------
3.15.2. Hydra

Move: 4
Jump: 4
Physical Evasion Rate: 0%

Same description, properties as Hyudra.

---------------------------------------------
Ability                     Description

Triple Attack               3 head attack independently.
                            Range: 1
                            Effect: 3 panels

Triple Flame                Each of 3 heads attack by summoning fire spirit.  
                            Range: 4
                            Effect: 2, Vertical 0
                            Fire elemental

*Triple Thunder             Each of 3 heads attack by summoning thunder spirit.  
                            Range: 4
                            Effect: 2, Vertical 0
                            Lightning elemental

---------------------------------------------
3.15.3. Tiamat

Move: 4
Jump: 4
Physical Evasion Rate: 0% 

Same description, properties as Hyudra and Hydra.

---------------------------------------------
Ability                     Description

Triple Brcelet              3 heads attack enemy with various breath.
                            Range: 2 (4 directions)
                            Effect: 2 (3 directions)

Triple Thunder              Each of 3 heads attack by summoning thunder spirit.  
                            Range: 4
                            Effect: 2, Vertical 0
                            Lightning elemental

Triple Flame                Each of 3 heads attack by summoning fire spirit.  
                            Range: 4
                            Effect: 2, Vertical 0
                            Fire elemental

*Dark Whisper               Each of 3 heads attack by summoning spirit of darkness.
                            Range: 4
                            Effect: 2, Vertical 0
                            Darkness elemental
                            Add: Dead, Sleep

---------------------------------------------
3.16. Uribo

This class of monster is really quite useless; however, a couple of useful abilities are Oink
and Nose Bracelet, but the most interesting is the Wildbow's hidden Please Eat skill.  Since
Wildbows are so hard to come by, it may be too frustrating to use.

---------------------------------------------
3.16.1. Uribo

Move: 3
Jump: 3
Physical Evasion Rate: 42%

Monster that looks like a cute boar.  But, it walks on two legs.
- Counter ability
- Cannot enter water

---------------------------------------------
Ability                     Description

Straight Dash               Run like hell and tackle enemy.
                            Range: 1, Vertical 0
                            Effect: 1

*Oink                       Raise dead unit with incredible cry and recover HP.
                            Range: 1, Vertical 1
                            Effect: 1
                            Cancel: Dead

---------------------------------------------
3.16.2. Porky

Move: 3
Jump: 3
Physical Evasion Rate: 36%

Same description, properties as Uribo.

---------------------------------------------
Ability                     Description

Straight Dash               Run like hell and tackle enemy.
                            Range: 1, Vertical 0
                            Effect: 1

Pooh-                       Heavy scent causes abnormal status.
                            Range: 1, Vertical 1
                            Effect: 1
                            Add: Confusion, Sleep

*Nose Bracelet              Charm enemy with major nose breathing.
                            Range: 1, Vertical 1
                            Effect: 1 enemy
                            Add: Charm

---------------------------------------------
3.16.3. Wildbow

Move: 3
Jump: 3
Physical Evasion Rate: 39%

Same description, properties as Uribo and Porky.

---------------------------------------------
Ability                     Description

Straight Dash               Run like hell and tackle enemy.
                            Range: 1, Vertical 0
                            Effect: 1

Nose Bracelet               Charm enemy with major nose breathing.
                            Range: 1, Vertical 1
                            Effect: 1 enemy
                            Add: Charm

*Please Eat                 The ultimate altrustic act.
                            Range: 1, Vertical 1
                            Effect: 1
                            Add: 
                            [This is blank, but it actually sacrifices the Wildbow, and the 
                             target gains a level.]

---------------------------------------------
3.17. Unique monsters

You will find these monsters on various side quests in the game.  They have unique abilities,
but as with the others, they don't have the versatility of humans.

---------------------------------------------
3.17.1. Holy Dragon

Example: Reis

Holy dragon transformed from a Lancer.  Defeats enemies with physical attacks using his 
massive body and breath.

Move: 5
Jump: 3
Physical Evasion Rate: 5%
---------------------------------------------
Breath
---------------------------------------------
Name                Description                                            Speed   JP   Rating 

Ice Bracelet        Attacks enemy with arctic breath.                        Now   --     4
                    Range: 2 (4 directions)
                    Effect: 1
                    Ice elemental

Fire Bracelet       Attacks enemy with fire breath.                          Now   --     4
                    Range: 2 (4 directions)
                    Effect: 1
                    Fire elemental

Thnder Bracelet     Attacks enemy with thunder breath.                       Now   --     4
                    Range: 2 (4 directions)
                    Effect: 1
                    Lightning elemental

---------------------------------------------
3.17.2. Byblos

Joins your party at last level of Deep Dungeon, "END"

Monster with sharp nails and huge horns.  Stands on two legs with a long, slender tail.
- Counter ability    - Poach
- Ignore height      - Cannot enter water

Move: 3
Jump: 6
Physical Evasion Rate: 33%

---------------------------------------------
Byblos
---------------------------------------------
Name             Description                                             Speed   JP    Rating

Energy           Recover twice as much HP as one's own.                    Now   --      3
                 Range: 4
                 Effect: 1

Parasite         Negative power causes abnormal status.                    Now   --      4
                 Range: 4
                 Effect: 1
                 Add: Petrify, Darkness, Confusion, Silence, Oil, Frog
                 Poison, Sleep

Shock            The more damage taken, the greater the damage dealt.      Now   --      3          
                 Range: 5, Vertical 3
                 Effect: 1

Difference       Makes target's MP value become the amount of damage       Now   --      4
                 dealt to enemies.
                 Range: 5, Vertical 3
                 Effect: 1

---------------------------------------------
3.17.3. Steel Giant

Example: Worker 8
No equipment.

A taciturn general operation robot from a lost civilization.  Follows commands dutifully.  
Counter ability      Any ground
Cannot enter water   Any weather

Move: 3
Jump: 3
Physical Evasion Rate: 0%

Steel Giants always have the status anomaly Innocent.  Using Work skills damage the robot.  
More damage is dealt to the robot when it uses stronger attacks.
---------------------------------------------
Work
---------------------------------------------
Name        Description                                                Speed    JP    Rating 

Destroy     Top priority command.  Destroys its target.                  Now    --      4
            Range: 1, Vertical 2
            Effect: 1

Compress    Top priority command.  Compresses its target.                Now    --      4
            Range: 1, Vertical 2
            Effect: 1
            Add: Dead

Dispose     Team work command.  Disposes of all enemies at once.         Now    --      4
            Range: 8
            Effect: 1

Crush       Special work command.  Crushes target.                       Now    --      4

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