---------------------------------------------
Final Fantasy Tactics FAQ 1.08 (Final)
by Angelus Phoenix
phoenixreborn98@hotmail.com
http://www.bigfoot.com/~phoenix.reborn
---------------------------------------------
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. Where to find these files
I have authorized the following sites for the hosting of these files. I'm sure you can find
them useful if you like RPGs or are looking for extra assistance.
Gamefaqs:
http://www.gamefaqs.com
My page, Station Omega:
http://www.bigfoot.com/~phoenix.reborn
RPG Dreamer:
http://www.rpgdreamer.com
---------------------------------------------
iii. 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.
---------------------------------------------
iv. 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:
---------------------------------------------
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 [ ] .
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.
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.
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.
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:
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.
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.
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:
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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
The Untruth skills for the Hell Knight are the same, only named differently.
---------------------------------------------
Truth (Heaven Knight)
---------------------------------------------
Name Description Speed JP Rating
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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
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.
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
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.
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.
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
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.
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.
Slimy mollusk-like monster with human exterior appearing quite intelligent, but no skeleton.
- Counter ability
- Move under water
- Water absorb
- Lightning weakness
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.
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
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.
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.
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
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
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.
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
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.
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.
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.
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.
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.]
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.
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