Ability List


Squire-Basic Skill:
Accumulate-Raises ones phys. at by 1. JP=300
Dash-Attack enemy with body blow. JP=80
Throw stone-throw stone at enemy. JP=90
Heal-Cures darkness, silence, poison. JP=150

Reaction abilities:
Counter tackle-counter with dash. JP=180

Support abilities:
Equip axe-allows any job to equip an axe. JP=170
Monster skill-nearby friendly monster aquires a new ability. JP=200
Defend-character defends and prepares for attack. JP=50
Gained jp up-increases amount of jp acquired in battle. JP=250

Movement abilities:
Move +1

Chemist-Item:
Potion-recovers 30 HP. JP=30
Hi-potion-recovers 70 HP. JP=200
X-potion-recovers 150 HP. JP=300
Ether-recovers 20 MP. JP=300
Hi-ether-recovers 50 MP. JP=400
Elixir-Restores all HP and MP. JP=900
Antidote-Cancels poison. JP=70
Eye drop-Cancels darkness. JP=80
Echo grass-Cancels silence. JP=120
Maidens kiss-Cancels frog. JP=200
Soft-Cancels petrify. JP=250
Holy water-Cancels undead,blood suck. JP=400
Remedy-Cancels petrify,darkness,confusion,silence,oil,frog,poison,sleep. JP=700
Phoenix down-Cancels dead. JP=90

Reaction abilities:
Auto potion-when hit you automatically use a potion.JP=400

Support abilities:
Throw item-Make a character able to throw items. JP=350
Maintenence-Immune to break or steal abilities. JP=250
Equip change-allow character to change equipment in battle. JP=0

Movement abilities:
Move-find item-find hidden items at certain panels. JP=100

Knight-Battle skill:
Head Break-Destroy target's equiped head gear. JP=300
Armor Break-Destroy target's equiped armor. JP=400
Shield Break-Destroy target's equiped shield. JP= 300
Weapon Break-Destroy target's equiped weapn. JP=400
Magic Break-Reduce target's MP by half. JP=250
Speed Break-Reduce target's Speed by 2 points. JP=250
Power Break-Reduce target's Power by 2 points. JP=250
Mind Break-Reduce target's Magic power by 2 points. JP=250

Reaction abilities:
Weapon Guard-Parry attack with equiped weapon. JP=200

Support abilities:
Equip Armor-Any class equip armor. JP=500
Equip Shield-Any class eqiup shield. JP=250
Equip Sword-Any class equip sword. JP=400

Archer-Charge:
Charge +1-Increases damage on enemy. JP=100
Charge +2-Increases damage on enemy. JP=150
Charge +3-""""""""" """""" "" """"". JP=200
Charge +4-""""""""" """""" "" """"". JP=250
Charge +5-""""""""" """""" "" """"". JP=300
Charge +7-""""""""" """""" "" """"". JP=400
Charge +10-"""""""" """""" "" """"". JP=600
Charge +20-"""""""" """""" "" """"". JP=1000

Reaction abilities:
Speed Save-When hit, speed increases by 1. JP=800
Arrow Guard-Low percentage chance of a arrow hitting you. JP=400

Support abilities:
Equip Crossbow-Any class equip crossbow. JP=350
Concentrate-100% hit rate. JP=400

Movement abilities:
Jump +1- Jump ability increases by 1. JP=200

Priest-White magic:
Cure-Restores a small amount of HP. JP=50
Cure2-Restores medium amount of HP. JP=180
Cure3-Restores large amount of HP. JP=400
Cure4-Restores most amount of HP. JP=700
Raise-Revive dead and half HP. JP=180
Raise2-Revives dead and all HP. JP=500
Reraise-Automatically raise dead. JP=800
Regen-Restore small HP after turn. JP=300
Protect-Decrease physical damage. JP=70
Protect2-"and higher ratio. JP=500
Shell-Decrease magic damage. JP=70
Shell2-"and higher ratio. JP=500
Wall-Casts both shell/protect. JP=380
Esuna-Cancels majority of statis. JP=280
Holy-Powerful white magic attack. JP=600

Reaction abilities:
Regenerator-Adds regen when hit. JP=400

Support abilities:
Magic Defense up-Raises Magic Defense. JP=400

Wizard-Black Magic:
Fire-Basic fire damage. JP=50
Fire2-Medium fire damage. JP=200
Fire3-High fire damage. JP=480
Fire4-Massive fire damage. JP=850
Bolt-Basic bolt damage. JP=50
Bolt2-Medium bolt damage. JP=200
Bolt3-High bolt damage. JP=480
Bolt4-Massive bolt damage. JP=850
Ice-Basic ice damage. JP=50
Ice2-Medium ice damage. JP=200
Ice3-High ice damage. JP=480
Ice4-Massive ice damage. JP=850
Poison-Enemy loses HP after turn. JP=150
Frog-Turns enemy into a frog. JP=500
Death-Kills enemy instantly. JP=600
Flare-Fireball that causes a lot of damage. JP=900

Reaction abilities:
Counter Magic-Counter with magic used on you. JP=400

Support abilities:
Magic Attack Up-Do more damage with magic attacks. JP=400

Monk-Punch Art:
Spin Fist-Attacks surrounding enemies. JP=150
Repeating Fist-Punch target enemy repeatidly. JP=300
Wave Fist-Attack enemy from afar with wave of energy. JP=300
Earth Slash-Causes earth damage to enemies in path. JP=600
Secret Fist-Causes death sentence on target enemy. JP=500
Stigma Magic-Same effect as remedy. JP=200
Chakra-Gain a little hp and mp. JP=350
Revive-Cancels dead. JP=500

Reaction abilities:
HP restore-Restore hps when critical. JP=300
Counter-Attack back when attacked. JP=500
Homedo-Attack before enemy has a chance to. JP=1200

Support abilities:
Martial Arts-Have unarmed strength of a monk. JP=300

Movement abilities:
Move HP-Up-Gain Hps as you move. JP=500

Time Mage-Time Magic:
Haste-Gives character haste status. JP=100
Haste2-Gives character haste status. JP=550
Slow-Causes slow status. JP=80
Slow2-Causes slow status. JP=520
Stop-Causes stop status. JP=330
Don't Move- Causes don't move status. JP=100
Float-Causes float status. JP=200
Reflect-Causes reflect status. JP=300
Quick-Ct goes to 100. JP=800
Demi-target loses half HP. JP=250
Demi2-target loses 3/4 HP. JP=550
Meteor-Very strong magic attack. JP=1500

Reaction Abilities:
Critical Quick-Instant turn when low on HP. JP=700
MP Switch-Lose MP instead of HP. JP=400

Support Abilities:
Short Charge-Less charge time for spells. JP=800

Movement Abilities:
Teleport-Teleport through obstacles but can fail. JP=600
Float-Permanent float statis. JP=540

Summoner-Summon Magic:
Moogle-Recover a little HP. JP=110
Shiva-Ice attack. JP=200
Ramuh-Lightning attack. JP=200
Ifrit-Fire attack. JP=200
Titan-Earth attack. JP=220
Golem-Avoids phys. attacks. JP=500
Carbunkle-Gives reflect status. JP=350
Bahamut-Strong non-elemental attack. JP=1200
Odin-Non-elemental attack. JP=900
Leviathin-Water attack. JP=850
Salamander-Strong fire attack. JP=820
Silf-Casts silence on target enemies. JP=400
Fairy-Restores decent amount of HP. JP=400
Lich-Dark attack. JP=600
Cyclops-Non-elemental attack. JP=1000
Zodiac-Strong elemental attack. JP=n/a(must be learned from Eidibos.)

Reaction abilities:
MP Restore-Restores MP when critical. JP=400

Support abilities:
Half of MP-Halves MP cost of spells. JP=900

Theif-Steal:
Gil taking-Steal gil from enemy. JP=10
Steal Heart-Charm enemy of opposite gender. JP=150
Steal Helmet-Steal enemies equipped helmet. JP=350
Steal Armor-Steal enemies equipped armor. JP=450
Steal Shield-Steal enemies equipped sheild. JP=350
Steal Weapon-Steal enemies equipped weapon. JP=600
Steal Accessory-Steal enemies equipped accessory. JP=500
Steal Experience-Steal enemies exp. JP=250

Reaction abilities:
Caution-When hit you automatically defend. JP=200
GilGame Heart-When hit you recieve gil. JP=200
Catch-Catch thrown item. JP=200

Support abilities:
Secret Hunt-poach monsters and get item at fur shop. JP=200

Movement abilities:
Move +2-Movement increases by 2. JP=520
Jump +2-Jump increases by 2. JP=480

Mediator-Talk:
Invitation-Invite enemy to join party. JP=100
Persuade-Enemies CT goes to 0. JP=100
Praise-Raises brave. JP=200
Threaten-Lowers brave. JP=200
Preach-Raises faith. JP=200
Solution-Lowers faith. JP=200
Death Sentence-Gives enemy countdown to death. JP=500
Negotiate-Make enemy give you gil. JP=100
Insult-Makes enemy beserk. JP=300
Mimic Daravon-Makes enemy sleep. JP=300

Reaction Abilities:
Finger Guard-Protects you from talk abilities. JP=300

Support Abilities:
Equip Gun-Allows character to equip gun. JP=750
Train-When enemy is critical it joins party. JP=450
Monster Talk-Can use talk abilities on monsters. JP=100

Oracle-Yinyang Magic:
Blind-Adds Darkness. JP=100
Spell Absorb-Absorbs MP from target. JP=200
Life Drain-Absorbs HP from target. JP=350
Pray Faith-Adds Faith. JP=400
Doubt Faith-Adds Innocent. JP=400
Zombie-Adds Zombie. JP=300
Silence Song-Adds Silence. JP=170
Blind Rage-Adds Berserk. JP=400
Foxbird-Lowers target's Brave level. JP=200
Confusion Song-Adds Confusion. JP=400
Dispel Magic-Removes Float, Reraise, Transparent, Regen, Protect, Shell, Haste,Faith, Reflect. JP=700
Paralyze-Adds Don't Act. JP=100
Sleep-Adds Sleep. JP=350
Petrify-Petrifies target. JP=600

Reaction abilities:
Absorb Used MP-Recieve mp used on a spell. JP=250

Support abilities:
Defense Up-Recieve less physical damage. JP=400

Movement abilities:
Any Weather-Walk over swamps regardless of climate. JP=200
Move-MP Up-Gain MP as you move. JP=350

Geomancer-Elemental:
Pitfall-Damage+Don't move status. JP=150
Water Ball-Water damage+frog status. JP=150
Hell Ivy-Damage+stop status. JP=150
Carve Model-Damage+Petrify status. JP=150
Local Quake-Earth damage+confusion status. JP=150
Kamaitachi-Wind damage+don't act status. JP=150
Demon Fire-Fire damage+sleep status. JP=150
Quicksand-Damage+death sentence status. JP=150
Sand Storm-Wind damage+darkness status. JP=150
Blizzard-Ice damage+silence status. JP=150
Gusty Wind-Wind damage+slow status. JP=150
Lava Ball-Fire damage+dead status. JP=150

Reaction abilities:
Counter Flood-When attacked counter w/ elemental. JP=300

Support abilities:
Attack Up-Raises attack power. JP=400

Movement abilities:
Any Ground-Movement isn't affected by terrain. JP=220
Move on Lava-Movement allowed on lava. JP=150

Lancer-Jump:
Level Jump2-Jump 2 panels. JP=150
Level Jump3-Jump 3 panels. JP=300
Level Jump4-Jump 4 panels. JP=450
Level Jump5-Jump 5 panels. JP=600
Level Jump8-Jump 8 panels. JP=900
Vertical Jump2-Jump height 2 panels. JP=100
Vertical Jump3-Jump height 3 panels. JP=300
Vertical Jump4-Jump height 4 panels. JP=450
Vertical Jump5-Jump height 5 panels. JP=600
Vertical Jump8-Jump height 8 panels. JP=900

Reaction abilities:
Dragon Spirit-Casts reraise when attacked. JP=560

Support abilities:
Equip Spear-Equip spear regardless of class. JP=400

Movement abilities:
Ignore Height-Jump to any height. JP=700

Samurai-Draw Out:
Asura-Fire attack. JP=100
Koutetsu-Non-elemental attack. JP=180
Bizen Boat-Lowers enemy MP. JP=260
Murasame-Recovers HP. JP=340
Heaven's Cloud-Wind attack+adds slow. JP=420
Muramasa-Magic attack causes confusion/d. sentence. JP=580
Kikuichimoji-Long range magic attack. JP=660
Masamune-Adds regen and haste. JP=740
Chirjiraden-Strong magic attack. JP=820

Reaction abilities:
Meatbone Slash-Max HP damage when critical. JP=200
Blade Grasp-Avoid physical attacks. JP=700

Support abilities:
Equip Knife-Equip katanas in other classes. JP=400
Two Hands-double destructive power of weapon. JP=700

Movement abilities:
Walk on Water-Move on water as if land. JP=300

Ninja-Throw:
Shuriken-Throw shuriken. JP=50
Ball-Throw elemental ball. JP=70
Knife-Throw daggers. JP=100
Sword-Throw swords. JP=100
Hammer-Throw flails. JP=100
Katana-Throw katanas. JP=100
Ninja Sword-Throw ninja swords. JP=100
Axe-Throw axes. JP=120
Spear-Throw spears. JP=100
Stick-Throw sticks. JP=100
Knight Sword-Throw knight swords. JP=100
Dictionary-Throw dictionaries. JP=100

Reaction abilities:
Sunken State-Cast transparent when attacked. JP=900
Abandon-Evade % up. JP=400

Support abilities:
Two Swords-Equip weapons in both hands. JP=900

Movement abilities:
Move in Water-No movement penaly in water. JP=420

Calculator-Math Skill:
CT-Base equation on CT. JP=250
Level-Base equation on level. JP=350
Height-Base equation on height. JP=250
Experience-Base equation on experience. JP=200
Prime Number-Selects by prime number. JP=300
5-Selects by multiple of 5. JP=200
4-Selects by multiple of 4. JP=400
3-Selects by multiple of 3. JP=600

Reaction abilities:
Distribute-Give extra HPs given from restore to party. JP=200
Damage Split-Enemy takes half damage. JP=300

Support abilities:
Gained Exp Up-Recieve more Exp. JP=350

Movement abilities:
Move-Get Exp.-Earn exp. as you move. JP=400
Move-Get JP.-Earn jp. as you move. JP=360

Mime-Mimic: No abilities, no items, just good for gaining exp. and getting better stats.

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