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Weapon Break - destroy an enemy's weapon. Magic Break - diminish an enemy's MP. Speed Break - diminish an enemy's speed. Power Break - diminish an enemy's physical attack power. Mind Break - diminish an enemy's magic attack power. COUNTER: Weapon Guard - block an attack with your equipped weapon. TRIGGER: Physical attack SUPPORT: Equip Armor - equip armor regardless of class. Equip Shield - equip shield regardles of class. Equip Sword - equip sword regardless of class. MOVEMENT: NONE ARCHER - Skill: Charge - this job is really not here for much else than a stepping stone to get to other jobs. While they do have good range and the nifty Charge skill, they fall in two attacks to a halfway decent Knight or Wizard. The only reason you may want to stick with this one is to learn the awesome Charge +20, then import it into the Knight or Samurai. Always try to give them two-handed bows; otherwise, you'll be accidentally shooting you people in the back a WHOLE lot. ACTION: Charge +1-+20 - charge you attack. The higher your charge, the more damage you do. COUNTER: Speed Save - raises speed level when hit. TRIGGER: Hp Damage Arrow Guard - evade a bow/crossbow attack. TRIGGER: Bow or Crossbow attack SUPPORT: Equip Crossbow - equip crossbow regardless of job. Concentrate - enemy cannot evade your attack. Sure Hit! MOVEMENT: Jump +1 - increase jumping ability by 1. WIZARD - Skill: Black Magic - he's a tricky one. Early on, when he has no good magic, he really sucks. But once you get into the Fire/Ice/Bolt 3's and 4's, look out! You'll want to bring him along on every mission. Just keep him out of harm's way, and watch where you throw the spells. It's really easy to accidentally hit your own soldiers. ACTION: Fire 1-4 - fire elemental spell. The higher the number, the more destructive it is. Bolt 1-4 - bolt elemental spell. The higher the number, the more destructive it is. Ice 1-4 - ice elemental spell. The higher the number, the more destructive it is. Poison - poison an enemy. Frog - turn an enemy into a frog. Death - instant death for an enemy. COUNTER: Counter Magic - when hit with magic, counter with the same spell. TRIGGER: Magic Effect SUPPORT: Magic Attack Up - increase your Magic Attack value. MOVEMENT: NONE PRIEST - Skill: White Magic - the main healing job. Your typical healer - weak, slow, but just full of curing magic and items. If you import the Black Magic skill from a Wizard, your Priest can also add some damage to the fight. Holy is also a nice ability to have. Try to have the Ether and Hi-Ether Item skill learned so he can restore his own MP. As with the Wizard, it's easy to get carless and hit the wrong person with some healing. ACTION: Cure 1-4 - restores HP. The higher the number, the more HP is restored. Regen - gradual restoration of HP. Raise 1-2 - raises an ally back from the dead. Raise2 will give them more HP back. Reraise - automatically casts Raise1 as soon as the target dies. Protect 1-2 - protects allies from physical attacks. Protect2 protects longer and better. Shell 1-2 - protects allies from magic attacks. Shell2 protects longer and better. Wall - protects allies from physical and magical attacks. Esuna - cures ALL abnormal status effects. Holy - a blast of holy light envelops the enemy, damaging them. COUNTER: Regenerator - recive Regen when attacked. TRIGGER: HP Damage SUPPORT: Magic Defend Up - magic defence is increased. MOVEMENT: NONE TIME MAGE - Skill: Time Magic - a very tactical and diverse unit. His main specialty is effecting the flow of the battle, as is eveident by the presence of the Haste and Slow spells. But with Demi 1-2 and Meteor, he can also be a powerful attacker too. It all depends on how you use him. ACTION: Haste 1-2 - increase the speed of an ally. The higher the number, the faster you go. Slow 1-2 - decrease the speed of an enemy. The higher the number, the slower they go. Stop - stops target. Don't Move - prevents movement. Float - lets target float 1H above the ground. Reflect - casts a ma†Дe#Ы TС Q,Ъl,ЪlЪЪ Ъ ЛO(Ъ“ЪљЪT”Ъ+?O MS Sans Serif SymbolTimes New RomanTimes New Roman___________________________________________________________ |GoofusX's Final Fantasy Tactics Job and Abilities Breakdown| ----------------------------------------------------------- USE WORD WRAP TO READ THIS CORRECTLY This is the first release of this FAQ, so keep checking the POW Website for updates. If you have quastions, email GoofusX@aol.com. HOW TO READ THIS FAQ: Each Job (Charachter Class) has unique abilities. They are divided into four categories: Action, Support, Counter, Movement. The action abilities give you new commands in battle. The counter abilities let you perform an action in reaction to an outside threat. The Support abilites have a wide range of effects, such as increasing the JP or EXP you get from an action. The movent abilities do - you guessed it - increase you movement. Some are useful, some suck, it really depends on how you use them. Anyway, I will divide this into Job, then four sub categories, action, support, etc.... SQUIRE - Skill: Basic Skill - the basic unit. All other Jobs stem from either this or the Chemist. The Squire is fairly versatile, but becomes useless quickly. TIP: Get him mastered (all ablilities learned) VERY early, preferably right after you get to Igros. GET GAINED JP UP AS SOON AS POSSIBLE!!! ACTION: Accumulate - increases Physical Power by 1. Dash - tackle the enemy. Throw Stone - throw stones at the enemy. Heal - recover from abnormal status. (darkness, silence, poison) RAMZA ONLY: (Guts) (All of above) Yell - Raise speed level one point. Wish - transfer HP to ally (ally gets double the amount of HP you lose). Cheer Up - Raise brave level by one. COUNTER: Counter Tackle - counter with Dash. TRIGGER: Physical attack SUPPORT: Equip Axe - Equip an axe regardless of job. Monster Skill - target friendly monster gets new abilities. Defend - Defend an attack. It's a command. Gained JP Up - JP earned during battle is increased. A MUST HAVE!!! MOVEMENT: Move +1 - increase movement range by 1. CHEMIST - Skill: Item - the other basic unit. Build this guy's abilities up too, items will need to be used early as well as later on, so having you magic users able to use high-level items is a very good thing. You may want to switch them over to Squire long enough to learn Gained JP Up. Be sure to get Phoenix Down and Ether first if you don't start with them. ACTION: Potion - restore a little HP. Hi-Potion - resore a lot of HP. X-Potion - restore all HP. Ether - restore a little MP Hi-Ether - restore a lot of MP. Elixer - fully restore HP and MP. Antidote - recover an ally from poison. Eye Drop - recover an ally from Darkness. Echo Grass - recover an ally from Silence. Maiden's Kiss - recover an ally from Frog. Soft - recover ally from Petryify. Holy Water - return a Zombie to the living. Remedy - recover ALL status effects. Phoenix Down - bring a dead ally back to life. COUNTER: Auto Potion - use lowest availiable potion when attacked. TRIGGER: HP Damage SUPPORT: Throw Item - be able to throw Items long distances (like the Chemist) regardless of job. Maintainence - equipped items are immune to breaking techniques, such as Break Helmet. Equip Change - change equipped items during battle. MOVEMENT: Move-Find Item - find any hidden items at your destination. NEEDED TO FIND CLOUD'S MATERIA BLADE KNIGHT - Skill: Battle Skill - the definitive warrior. He can do lots of damage quickly. An enemy too powerful or too well defended? Just use Weapon Break or Armor Break and he'll be a wuss in no time. His only problem is he's not very versatile, so you'll have to mix and match abilities from other jobs to make him REALLY effective. Always keep him decked out in the latest gear; his strength is in his sword. ACTION: Head Break - destroy an enemy's helmet. Armor Break - destroy an enemy's armor. Shield Break -gic-reflective barrier around the target. Quick - target gets a mega speed-up. Demi 1-2 - Demi 1 takes away 25% of target's HP. Demi2 takes away 50% of target's HP. Meteor - brings down a firey meteor from space to crush the enemy. COUNTER: Critical Quick - when HP is terminal, you get one more turn. MP Switch - MP is lost instead of HP. SUPPORT: Short Charge - wait time between turns is reduced. MOVEMENT: Teleport - teleport to your destination. If you go too far, the teleport will fail. ORACLE - Skill: Yin Yang Magic - another VERY tactical unit. He does not do any direct damage, although he can turn the tide of any fight. Zombie or Petrify will take care of any unit that's giving you problems. Life Drain is an excellent way to keep your guy alive and do some damage. ACTION: Blind - causes Darkness in target. Spell Absorb - absorbs an enemy's MP. Life Drain - absorbs an enemy's HP. Pray Faith - raise faith level in target. Lose Faith - lower faith level in target. Zombie - turns target into a Zombie. Silence Song - mutes the target. Blind Rage - target goes berserk. Foxbird - lower target's brave level. Confusion - causes Confusion in target. Dispel Magic - cancels positive magic effects in target. Paralyze - target connot take action. Sleep - causes target to fall asleep. Petrify - turns the target to stone. COUNTER: Absorb Used MP - restore as much MP as your enemy used on you. TRIGGER: MP Effect SUPPORT: Defense Up - physical damage is reduced. MOVEMENT: Any Weather - walk over any terrain in any climate with ease. Move MP Up - recover MP as you move. MONK - Skill: Punch Art - one of the best jobs in the game. The Monk can do damage, heal, and even raise the dead. While his regular attacks are pretty poor, his Action abilities do MEGA damage, plus are versatile. This is a great charachter to have mastered early and later on in the game. ACTION: Spin Fist - attack in all four directions with spinning fists. Repeating Fist - a rapid punch attack, capable of HUGE damage. Wave Fist - a ranged attack. Earth Slash - attack across the entire field in one direction, on the same height. Secret Fist - cause gradual death in an enemy. Stigma Magic - recover from ALL abnormal status effects. Chakra - restore HP and MP. Revive - bring an ally back to life. COUNTER: HP Restore - restore HP when you are critical. TRIGGER: Critical Counter - counter with a physical attack. TRIGGER: Physical Attack Hamedo - attack before being attacked. TRIGGER: Physical Attack SUPPORT: Martial Arts - learn bare-handed fighting techniques. Increases the damage a Monk can do. MOVEMENT: Move HP Up - recover HP as you move. GEOMANCER - Skill: Elemental - this is another one of those tricky jobs. A Geomancer, provided he has them learned, can cast a variety of spells at no MP cost, depending on what terrain he's standing on, plus each spell has a certain status effect that goes along with it. Say if you've leaned Hell Ivy, you can only cast that spell on Grassland, Thicket, Water-plant and Ivy terrain types. If you try to cast it on a Stone Floor, nothing will happen. Each terrain type has it's own Geomancy spell, so if you can learn them all, you can become a very powerful magic user, and it's pretty cheap at only 150 JP per spell. Get Hell Ivy first, as you will be on greasslands for most of the game. I will list the compatible terrain types as well as the status effects of each spell. ACTION: Pitfall - Natural Surface, Wasteland, Road - Don't Move Water Ball - Waterway, River, Lake, Sea, Waterfall - Frog Hell Ivy - Grassland, Thicket, Water-plant, Ivy - Stop Carve Model - Gravel, Stone Floor, Stone Wall, Mud Wall, Tombstone - Petrify Local Quake - Rocky Cliff, Lava Rocks - Confusion Kamaitachi - Book, Tree, Brick, Bridge, Furniture, Iron Plate, Moss, Coffin - Don't Act Demon Fire - Wood Floor, Rug Box, Stairs, Deck - Sleep Quicksand - Swamp, Marsh, Poison Marsh - Death Sentence Sand Storm - Sand Area, Stalactite, Salt - Darkness Blizzard - Snow, Ice - Silence Gusty Wind - Roof, Sky, Chimny - Slow Lava Ball - Lava, Machine - Dead COUNTER: Counter Flood - counter with Geomancy. TRIGGER: Physical Attack, Geomancy SUPPORT: Attack Up - attack power up. MOVEMENT: Any Ground - walk eaisily over waterlands. Move On Lava - move and stop over lava. LANCER - Skill: Jump - a born assassin. When built p, he can jump across the field and drop down on the enemy, causing massive damage. That's about all he does, but trust me, it's enough. Jut remember, don't buy any abilities until you can afford Level and Vertical Jump 8 - with those two, you don't need any other Jumps. ACTION: Level Jump 1-8 - allows you to jump # of panels horizontally. Vertical Jump 1-8 - allows you to jump # of panels vertically. COUNTER: Dragon Spirit - protection from death. TRIGGER: Critical SUPPORT: Equip Spear - equip a spear regardless of job. MOVEMENT: Ignore Height - jump to any height. SAMURAI - Skill: Draw Out - here's you in-game ass-kicker. Put a katana in his hand and watch the bodies fall. Use the Draw Out skill to release the spirit of the katana and REALLY whup some ass. Just remember to have an extra katana handy, plus the Equip-Change skill; the katana will break after you use the Draw Out skill. ACTION: Asura - slashes the enemy with an invisible blade. Kotetsu - banshee scream cuts into enemy's HP. Bizen Boat - reduce's enemy's MP. Murasame - restore's MP. Heaven's Cloud - released spirit attacks enemy. Kiyomori - protects allies. Murasama - vengeful wraith attack foes. Kikuichimoji - raging spririt tears through enemies. Masamune - benevolent spirits enchance the strength and speed of your allies. Chirijiraden - destructive gods shred your enemies asunder. COUNTER: Meatbone Slash - when you are critical, give opponent damage in the amount of your max HP. Blade Grasp - evade physical attack. TRIGGER: Physical Attack SUPPORT: Equip Katana - equip Katana regardless of job. Two hands - hold a weapon with two hands, raising the destructive force. MOVEMENT: Walk On Water - move or stop on water. MEDIATOR - Skill: Talk Skill - hmmmmmmmm......well, at least he can use a gun! This is THE most worthless job in the game. His main skill is the Talk Skill, which convinces enemies to join your side. Problem is, it only works abut half the time, even if you are at an incredibly high level. The only reason to have one is in case the incredibly powerful Mog shows up in Sweegy Woods, which only happens once in God knows how many times. The point is, don't make one, and if you do, only make one. And don't say I didn't warn you. ACTION: Ivitation - make an enemy an ally. Persuade - resets CT meter of an enemy. Praise - raises brave level of target. Threaten - lowers brave level of target. Preach - raises faith level of target. Solution - lowers faith level of target. Death Sentence - instant death for the target. Negotiate - recieve Gil. Insult - make an enemy berserk. Mimic Daravon - bore an enemy to sleep with long stories. COUNTER: Finger Guard - evade word attacks. TRIGGER: Word Skill attacks SUPPORT: Equip Gun - equip a gun regardless of class. Train - enemy becomes ally when they die. Monster Talk - use Work Skill regardless of class. MOVEMENT: NONE THIEF - Skill: Steal - what can I say....the Thief steals. Items, Gil, Armor...even EXP. He's not that great of an attacker, but that's ok. If you can steal your enemy's weapon or armor, it's just as good if not better. Another good thing - the Secret Hunt skill lets you trade in dead enemies for useful items at fur shops. Plus he has great movement abilities. ACTION: Gil Taking - steals Gil from an enemy. Steal Heart - charms an enemy of the opposite sex. Steal Armor - steals armor from an enemy. Steal Shield - steals shield from an enemy. Steal Weapon - steals weapon from an enemy. Steal Accessory - steals accessory from an enemy. Steal EXP - steals EXP from an enemy. COUNTER: Caution - take a defensive position. TRIGGER: HP Damage Gilgame Heart - recieve Gil in the amount your enemy damages you. TRIGGER: HP Damage Catch - catch a thrown item and keep it. TRIGGER: Throw SUPPORT: Secret Hunt - take a fallen monster's hide to a fur shop. MOVEMENT: Move +2 - increase your movement range by 2. Jump +2 - increase your jumping range by 2. NINJA - Skill: Throw - a nifty little job. The Ninja has the powerful Throw ability. Throw has great range and does good damage. Plus, the Two Swords support makes him extremely powerful. Here's a good idea - learn Two Swords and import it into a Samurai. Two-Katanas swinging at once....ooohhhhhhh...... ACTION: Shuriken - allows you to throw a Shuriken. Ball - allows you to throw a Ball. Knife - allows you to throw a Knife. Sword - allows you to throw a Sword. Hammer - allows you to throw a Hammer. Katana - allows you to throw a Katana. Ninja Sword - allows you to throw a Ninja Sword. Axe - allows you to throw an Axe. Spear - allows you to throw a Spear. Stick - allows you to throw a Stick. Knight Sword - allows you to throw a Knight Sword. Dictionary - allows you to throw a Dictionary. COUNTER: Sunken State - hide by becoming invisible. TRIGGER: HP Damage Abandon - evade % rises. TRIGGER: Phisical and Magic Attacks SUPPORT: Two Hands - use a weapon in both hands regardless of job. MOVEMENT: Move in Water - move or stop in water with ease. SUMMONER - Skill: Summon - this is the best damage-job next to Calculator. The Summouner can summon up Final Fantasy 7-esque monsters to smite the enemy ruthlessly or help out his own team. The only downside - summons consume MASSIVE amounts of MP, so you'll only get about 3 or 4 charges per fight (early on). Even so, they can do damage in the hundreds at level 10, so it's worth it. ACTION: Moogle - summoned Moogle restores HP. Ramuh - summoned Ramuh damages with Bolt. Ifrit - summoned Ifrit damages with Fire. Titan - summoned Titan damages with Earth. Golem - summoned Golem absorbs damgae. Carbunkle - summoned Carbunkle cast reflect. Bahamut - summoned Bahamut damages with fire breath. Odin - summoned Odin charges through enemies on a horse. Leviathan - summoned Leviathan damages with a tidal swell. Salamander - summoned Salamander damages with mega-fire. Silf - summoned Silf mutes the enemy. Fairy - summoned Fairy restores HP. Cyclops - summoned Cyclops destroys the enemy in an apocalyptic eye-blast. COUNTER: HP Restore - restore HP at terminal. TRIGGER: Critical SUPPORT: MP Half - MP used is cut in half. CALCULATOR - Skill: Math Skill - just call him "Big Daddy". Used right, this guy can end the fight in one turn. Here's how it works - to target the enemy, he has to make a calculation based on many different factors. Once he figures out the enemy's targeting solution, he will hit him with a instant kill attack. Sometimes, a certain calculation won't work, so you'll have to use another one. It's hard to explain. Just put him on auto-battle and pay attention, you'll pick it up. ACTION: CT - math skill used to calculate CT. Level - math skill used to calculate level. EXP - math skill used to calculate EXP Height - math skill used to calculate height. Prime Number - guides selected item to prime number. 5 - math skill used to calculate multiples of 5. 4 - math skill used to calculate multiples of 4. 3 - math skill used to calculate multiples of 3 COUNTER: Distribute - when HP is maxed out, the excess is shared with your allies. TRIGGER: HP Restore Damage Split - shift damage from you to the enemy. TRIGGER: HP Damage SUPPORT: Gained EXP Up - EXP gained from actions increased. MOVEMENT: Move-Get EXP - gain EXP as you move. Move-Get JP - gain JP as you move. ....well, part one is over and done with. Now for the advancement chart. The level requirements to learn the next job is by the job you want to learn (to become a Monk, you must be a level 2 Knight), except for a few who require levels in both divisions. (NOTE: I am borrowing Eric Steenwerth's diagram style as it is the best, I give all the credit for the chart to him) Squire Chemist / \ / \ (2)Knight Archer(2) (2)Priest Wizard(2) / \ / \ (3)Monk Thief(3) (3)Oracle Time Mage(3) / \ / \ (5)Geomancer Lancer(5) (5)Mediator Summoner(5) \ / \ / Dancer Bard (FEMALE ONLY) (MALE ONLY) Samurai: Ninja: Calculator: Mime: Level 3 Knight Level 3 Archer Level 4 Wizard Level 8 Squire Level 4 Monk Level 4 Thief Level 4 Priest Level 8 Chemist Level 2 Lancer Level 2 Geomancer Level 3 Oracle Level 5 Geomancer Level 3 Time Mage Level 5 Lancer Level 5 Mediator Level 5 Summoner ......that's about all you'll ever need to know about jobs and abilities. I hope this was informative and helpful. 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