Archer |
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Job Command: Charge. Charges a weapon in order to make the attack more powerful. |
Usable Items: Caps, Light Armor, Crossbows, Longbows. |
Difference from Squire |
HP: +0% |
MP: -10% |
Attack Power: +25% |
Magic Power: +0% |
Speed: +0 |
Best Weapon: Pegasus Bow
Location: Deep Dungeon |
Prerequisite: Level 2 Squire. |
Charge Abilities |
Ability |
JP Cost |
Description |
Usefulness (1-10) |
Charge +1 |
100 |
Charges for 1 CT |
|
Charge +2 |
150 |
Charges for 2 CT |
|
Charge +3 |
200 |
Charges for 3 CT |
|
Charge +4 |
250 |
Charges for 4 CT |
|
Charge +5 |
300 |
Charges for 5 CT |
|
Charge +7 |
400 |
Charges for 7 CT |
|
Charge +10 |
600 |
Charges for 10 CT |
|
Charge +20 |
1200 |
Charges for 20 CT |
|
Trigger Abilities |
Speed Save |
800 |
Gain +1 speed. Trigger: Damage |
|
Arrow Guard |
450 |
Evade Bow/Crossbow Attacks |
|
Modifiers |
Equip Crossbow |
350 |
Equip Crossbows even if not an Archer. |
Concentrate |
400 |
If an enemy is in targeted panel, 100% hit rate on physical attacks. |
|
Movement Abilities |
Jump +1 |
200 |
Increase Jump by 1. |
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