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Welcome to the Job Section of the codes

 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 [ ] . 

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

Squire No conditions for job change. Weapons: Knife, Sword, Axe, Flail Helmet: Hat Armor: Clothes Basic job for all units. The starting point to becoming a fine warrior. Move: 4 Jump: 3 Physical Evasion Rate: 5% 

Basic Skill 

Name Description Speed JP Rating Accumulate Charge up one's power to raise physical Now 300 4 attack power. Range: Auto Effect: 1 [physical attack +1] Dash Run into enemy with body. Now 80 2 Range: 1, Vertical 1 Effect: 1 [can knock target back one square] Throw Stone Throw stones at a distant enemy. Now 90 3 Range: 4 Effect: 1 [can knock target back one square] Heal Recover from abnormal status effects. Now 150 2 Range: 1, Vertical 2 Effect: 1 Cancel: Darkness, Silence, Poison 

Reaction ability: JP Rating Counter Tackle Counter with dash attack. 180 2 

Support Abilities: Equip Axe Equip axe regardless of job. 170 1 Monster Skill Target friendly monster within a 200 3 range of 3 acquires new abilities. Defend Defend and prepare for attack. Select 50 2 act command, 'Defend.' Gained JP UP Amount 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.

Knight Prerequisite: Level. 2 Squire Weapons: Sword, Knight Sword Can use shield. Helmet: Armored Helmet Armor: Armor, Robe Fine warriors, bold and brave with etiquette. Draws 'Battle Skill' with the powerful knight sword. Move: 3 Jump: 3 Physical Evasion Rate: 10% 

Battle Skill 

Name Description Speed JP Rating Head Break Used to destroy item equipped on Now 300 3 enemy's head. Range: depends on weapon Effect: 0 Armor Break Used to destroy item equipped on Now 400 4 enemy's chest. Range: depends on weapon Effect: 0 Shield Break Used to destroy equipped shield of Now 300 3 enemy. Range: depends on weapon Effect: 0 Weapon Break Used to destroy 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 

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. 

Archer Prerequisite: Level. 2 Squire Weapons: Bow, Crossbow Can use shield, but only with crossbow. Helmet: Hat Armor: Clothes Useful in preemptive attacks, the Archer is best utilized in high locations to extend arrow range. Move: 3 Jump: 3 Physical Evasion Rate: 10%

Charge

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

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

Support Abilities: Equip Crossbow Equip crossbow regardless of job. 350 1 Concentrate Cannot evade your attacks. If enemy 400 5 is in targeted panel, attack is sure to succeed.

 Move Ability: Jump +1 Increase jump elevation by 1. 200 2 

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

Monk Prerequisite: Level. 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 , Restores HP when terminal. 500 5 Trigger: Critical. Counter , Counters 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. 

Thief Prerequisite: level. 2 Archer Weapon: Knife Helmet: Hat Armor: Clothes Warriors who can steal anything from anyone. Their skill and boldness are legendary. Move: 4 Jump: 4 Physical Evasion Rate: 25% 

Steal 

Name Description Speed JP Rating Gil Taking Steals gil. Now 10 1 Range: 1, Vertical 1 Effect: 1 enemy Steal Heart Charms an enemy that is of the Now 150 4 opposite sex. Range: 3 Effect: 1 enemy Add: Charm Steal Helmet Used to steal equipped helmets. Now 350 3 Range: 1, Vertical 1 Effect: 1 enemy Steal Armor Used to steal equipped armor. Now 450 3 Range: 1, Vertical 1 Effect: 1 enemy Steal Shield Used to steal equipped shield. Now 350 3 Range: 1, Vertical 1 Effect: 1 enemy Steal Weapon Used to steal equipped weapons. Now 600 4 Range: 1, Vertical 1 Effect: 1 enemy Steal Accessory 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. Gil game Heart Receive gil in the amount of damage you 200 1 received. Trigger: HP Damage. Catch , Catches thrown item and keep it. 200 3 Trigger: Throw.

Support Ability: Secret Hunt If you beat a monster, you can take it 200 5 to a fur shop. 

Move Abilities: Move +2 Increase movement range by 2. 520 5 Jump +2 Increase jump elevation by 2. 480 3 

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

Geomancer Prerequisite: Level. 3 Monk Weapons: Sword, Axe Can use shield with sword Helmet: Hat Armor: Clothes, Robe Warrior who knows of good and bad luck, from the earth. Uses 'Elemental', which brings mysterious geographical powers. Move: 4 Jump: 3 Physical Evasion Rate: 10% 

Elemental

Name Description Speed JP Rating Pitfall Elemental that damages with a warp in Now 150 4 space-time. Ground type: Natural Surface, Wasteland, Road Range: 5 Effect: 2, Vertical 0 Add: Don't Move. Water Ball Elemental that damages with the Now 150 3 mysterious power of water. Ground type: Waterway, River, Lake, Sea, Waterfall Range: 5 Effect: 2, Vertical 0 Water elemental Add: Frog Hell Ivy Elemental that damages with the Now 150 4 mysterious power of plants. Ground type: Grassland, Thicket, Water plant, Ivy Range: 5 Effect: 2, Vertical 0 Add: Stop Carve Model Elemental that damages with the Now 150 4 mysterious power of stones. Ground type: Gravel, Stone floor, Stone wall, Mud wall, Tombstone Range: 5 Effect: 2, Vertical 0 Add: Petrify Local Quake Elemental that damages with the Now 150 4 mysterious power of rocks. Ground type: Rocky cliff, Lava rocks Range: 5 Effect: 2, Vertical 0 Earth elemental Add: Confusion Kamaitachi Elemental that damages with atmospheric Now 150 4 power. Ground type: Book, Tree, Brick, Bridge, Furniture, Iron plate, Moss, Coffin Range: 5 Effect: 2, Vertical 0 Wind elemental Add: Don't Act Demon Fire Elemental that damages with mysterious Now 150 4 powers within the place. Ground type: Wooden floor, Rug, Box, Stairs, Deck Range: 5 Effect: 2, Vertical 0 Fire elemental Add: Sleep Quicksand Elemental that damages with the Now 150 4 mysterious power of water. Ground type: Swamp, Marsh, Poisoned marsh Range: 5 Effect: 2, Vertical 0 Water elemental Add: Death Sentence Sand Storm Elemental that damages with the Now 150 3 mysterious power of dust. Ground type: Sand area, Stalactite, Salt Range: 5 Effect: 2, Vertical 0 Wind elemental Add: Darkness Blizzard Elemental that damages with the Now 150 3 mysterious power of snow. Ground type: Snow, Ice Range: 5 Effect: 2, Vertical 0 Ice elemental Add: Silence Gusty Wind Elemental that damages with the Now 150 3 mysterious power of wind. Ground type: Roof, Sky, Chimney Range: 5 Effect: 2, Vertical 0 Wind elemental Adds: Slow Lava Ball Elemental that damages with atmospheric Now 150 4 power. Ground type: Lava, Machine Range: 5 Effect: 2, Vertical 0 Fire elemental Add: Dead

Reaction Ability: JP Rating Counter Flood Counter with geomancy. 300 3 Trigger: Physical attack, geomancy. 

Support Ability: Attack UP Can cause great damage with physical 400 4 attack. 

Move Abilities: Any Ground Walk easily over water lands 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. 

 Lancer Prerequisite: Level. 3 Thief Weapon: Spear Can use shield. Helmet: Armored Helmet Armor: Armor, Robe Warrior 'Jumps' high and attacks enemies despite heavy arms and weapons. An expert with spears. Move: 3 Jump: 4 Physical Evasion Rate: 15%

Jump

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

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

Support Ability: Equip Spear Equip spear regardless of Job. 400 2 

Move Ability: Ignore Height Jump to any height regardless of jumping 700 4 ability. 

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

Dancer Female units only. Prerequisites: Level. 4 Geomancer, Level. 4 Lancer Weapon: Knife, Cloth Helmet: Hat Armor: Clothes Warrior who dances in battle in charming costumes. Can 'Dance' and disturb enemies. Move: 3 Jump: 4 Physical Evasion Rate: 5%

Dance 

Name Description Speed JP Rating Witch Hunt Dance causes MP damage with a 17 100 1 mysterious costume. Range: Auto Effect: all enemies SP: 17 [Small amount of damage] Wiznaibus Dance causes HP damage with powerful 17 100 2 dance steps. Range: Auto Effect: all enemies SP: 17 [Small amount of damage] Slow Dance , Dances 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 , Dances 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.

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

Chemist No conditions for job change. Weapons: Knife, Gun Helmet: Hat Armor: Clothes Chemist who prescribes items to restore HP and treat abnormal status. Item throw ability. Move: 3 Jump: 3 Physical Evasion Rate: 5% 

Item

Name Description JP Rating Potion , Potion recovers HP. It damages when used 30 3 on undead. HP restore 30 Hi-Potion Hi-Potion's stronger than Potion. 200 3 HP restore 70 X-Potion , X-potion can be used to recover HP. It's 300 4 the strongest existing potion. HP restore 150 Ether , Ether restores MP. MP restore 20 300 2 Hi-Ether High Ether is stronger than Ether. 400 3 MP restore 50. Elixir , Elixir restores all HP and MP. 900 5 Antidote , Antidote neutralizes all poisons. 70 3 Cancel: Poison Eye Drop Eye drops restore sight. 80 2 Cancel: Darkness Echo Grass Echo Grass lets you cast magic again. 120 3 Cancel: Silence Maiden's Kiss Maiden's Kiss restores you to your 200 3 original shape from Frog. Cancel: Frog Soft Tool to cure petrified state. It breaks 250 3 after one use. Cancel: Petrify Holy Water This water restores life to undead. 400 3 Cancel: Undead, Blood Suck Remedy Cures many types of abnormal status. 700 5 Cancel: Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison, Sleep Phoenix Down This feather revives dead units. 90 5 Cancel: Dead

Reaction Ability: Auto Potion Use lowest available potion when attacked. 400 3 Trigger: HP Damage. 

Support Abilities: Throw Item Be able to throw items and expand range, 350 2 even if not a Chemist. Maintenance Equipped items are immune to break 250 3 techniques. Equip Change , Changes 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.

Priest Prerequisite: Level. 2 Chemist Weapon: Staff Helmet: Hat Armor: Clothes, Robe The Priest controls holy magic by borrowing soul power. Often uses recuperative and support magic, 'White Magic.' Move: 3 Jump: 3 Physical Evasion Rate: 5% 

White Magic

Name Description MP Speed JP Rating Cure White magic cures physical injuries 6 25 50 4 and restores HP. Range: 4 Effect: 2, Vertical 1 MP: 6 SP: 25 Reflect, Calc Cure 2 White magic cures physical injuries 10 20 180 4 and restores HP. Range: 4 Effect: 2, Vertical 1 MP: 10 SP: 20 Reflect, Calc Cure 3 White magic cures physical injuries 16 15 400 5 and restores HP. Range: 4 Effect: 2, Vertical 2 MP: 16 SP: 15 Reflect, Calc Cure 4 White magic cures physical injuries 20 10 700 3 and restores HP. Range: 4 Effect: 2, Vertical 3 MP: 20 SP: 10 Raise White magic revives dead units from 10 25 180 4 abyss. Range: 4 Effect: 1 MP: 10 SP: 25 Cancel: Dead Reflect, Calc Raise 2 White magic revives dead units from 20 10 500 5 abyss. Range: 4 Effect: 1 MP: 20 SP: 10 Cancel: Dead Reflect, Calc [Revives dead unit, and restores full HP.] Reraise Divine protection. Once cast, will 16 15 800 2 raise units automatically upon death. Range: 3 Effect: 1 MP: 16 SP: 15 Add: Reraise Reflect, Calc Regen White magic restores a unit by 8 25 300 2 gradually replenishing its HP. Range: 3 Effect: 2, Vertical 0 MP: 8 SP: 25 Add: Regen Reflect, Calc Protect White magic protects units from 6 25 70 2 physical attacks by covering them with invisible armor. Range: 3 Effect: 2, Vertical 0 MP: 6 SP: 25 Add: Protect Reflect, Calc Protect 2 White magic protects units from 24 15 500 2 physical attacks by covering them with invisible armor. Range: 3 Effect: 2, Vertical 3 MP: 24 SP: 15 Add: Protect Shell White magic protects units from 6 25 70 2 magic attacks by covering them with an invisible magic veil. Range: 3 Effect: 2, Vertical 0 MP: 6 SP: 25 Add: Shell Reflect, Calc Shell 2 White magic protects units from 20 25 500 2 magic attacks by covering them with an invisible magic veil. Range: 3 Effect: 2, Vertical 3 MP: 20 SP: 15 Add: Shell Wall White magic protects units from 24 25 380 3 physical and magic attacks by covering them with an invisible barrier. Range: 3 Effect: 1 MP: 24 SP: 25 Add: Protect, Shell Reflect, Calc Esuna White magic cancels abnormal status 18 34 280 5 with its purifying light. Range: 3 Effect: 2, Vertical 2 MP: 18 SP: 34 Cancel: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don't Move, Don't Act Reflect, Calc Holy White magic attacks by enveloping 56 17 600 5 enemy within a holy light. Range: 5 Effect: 1 MP: 56 SP: 17 Holy elemental Reflect, Calc 

Reaction Ability: JP Rating Regenerator Receive Regen when attacked. 400 3 

Support Ability: Magic Defend UP 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.

Wizard Prerequisite: Level. 2 Chemist Weapon: Rod Helmet: Hat Armor: Clothes, Robe The Wizard controls the elements which make up this world. Often uses attack magic, 'Black Magic.' Move: 3 Jump: 3 Physical Evasion Rate: 5% 

Black Magic 

Name Description MP Speed JP Rating Fire Black magic erupts in a blazing 6 25 50 4 inferno. Range: 4 Effect: 2, Vertical 1 MP: 6 SP: 25 Fire elemental Reflect, Calc Fire 2 Black magic erupts in a blazing 12 20 200 3 inferno. Range: 4 Effect: 2, Vertical 2 MP: 12 SP: 20 Fire elemental Reflect, Calc Fire 3 Black magic erupts in a blazing 24 15 480 3 inferno. Range: 4 Effect: 2, Vertical 3 MP: 24 SP: 15 Fire elemental Reflect, Calc Fire 4 Black magic erupts in a blazing 48 10 850 3 inferno. Range: 4 Effect: 3, Vertical 3 MP: 48 SP: 10 Fire elemental Bolt Black magic strikes down in a flash 6 25 50 4 of lightning. Range: 4 Effect: 2, Vertical 1 MP: 6 SP: 25 Lightning elemental Reflect, Calc Bolt 2 Black magic strikes down in a flash 10 20 200 3 of lightning. Range: 4 Effect: 2, Vertical 2 MP: 10 SP: 20 Lightning elemental Reflect, Calc Bolt 3 Black magic strikes down in a flash 24 15 480 3 of lightning. Range: 4 Effect: 2, Vertical 3 MP: 24 SP: 15 Lighting elemental Reflect, Calc Bolt 4 Black magic strikes down in a flash 48 10 850 3 of lightning. Range: 4 Effect: 3, Vertical 3 MP: 48 SP: 10 Lightning elemental Ice Black magic releases falling ice 6 25 50 4 shards. Range: 4 Effect: 2, Vertical 1 MP: 6 SP: 25 Ice elemental Reflect, Calc Ice 2 Black magic releases falling ice 12 20 200 3 shards. Range: 4 Effect: 2, Vertical 2 MP: 12 SP: 20 Ice elemental Reflect, Calc Ice 3 Black magic releases falling ice 24 15 480 3 shards. Range: 4 Effect: 2, Vertical 3 MP: 24 SP: 15 Ice elemental Reflect, calc Ice 4 Black magic releases falling ice 48 10 850 3 shards. Range: 4 Effect: 3, Vertical 3 MP: 48 SP: 10 Ice elemental Poison Black magic creates poison inside 6 34 150 2 one's body, gradually lowering HP as the body is consumed from inside. Range: 4 Effect: 2, Vertical 2 MP: 6 SP: 34 Add: Poison Reflect, Calc Frog Black magic turns target into a frog. 12 20 500 3 Can also be used to reverse the effects of this spell. Range: 3 Effect: 1 MP: 12 SP: 20 Add: Frog Reflect, Calc Death Black magic slays target instantly by 24 10 600 3 removing its soul. Range: 4 Effect: 1 MP: 24 SP: 10 Add: Dead Reflect, Calc Flare Black magic burns an entire area by 60 15 900 5 converting ultra-energy to heat. Range: 5 Effect: 1 MP: 60 SP: 15 Reflect, Calc

Reaction Ability: JP Rating Counter Magic When attacked by magic, counter with same. 800 5 Trigger: Magic Effect 

Support Ability: Magic Attack UP 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 Attack UP. You'll see some powerful results.

Oracle Prerequisite: Level. 2 Priest Weapons: Stick, Rod, Staff, Dictionary Helmet: Hat Armor: Clothes, Robe The Oracle has control over elements of life itself, through the manipulation of Yin and Yang. Move: 3 Jump: 3 Physical Evasion Rate: 5%

Yin-Yang Magic 

Name Description MP Speed JP Rating Blind Yin Yang magic blinds enemy and lowers the 4 50 100 2 rate of physical attacks. Range: 4 Effect: 2, Vertical 1 MP: 4 SP: 50 Reflect, Calc Add: Darkness Spell Absorb Yin Yang magic absorbs enemy's MP, restoring 2 50 200 3 one's own MP. Range: 4 Effect: 1 MP: 2 SP: 50 Life Drain Yin Yang magic absorbs enemy's HP, restoring 16 50 350 3 one's own HP. Range: 4 Effect: 1 MP: 16 SP: 50 Pray Faith Yin Yang magic fills soul with faith. 6 25 400 4 Range: 4 Effect: 1 MP: 6 SP: 25 Reflect, Calc Add: Faith Doubt Faith Yin Yang magic makes targets lose their faith, 6 25 400 3 reducing their faith level. Range: 4 Effect: 1 MP: 6 SP: 25 Reflect, Calc Add: Innocent Zombie Yin Yang magic brings bodily death. 20 , 20 300 1 Range: 4 Effect: 1 MP: 20 SP: 20 Reflect, Calc Add: Undead Silence Song Yin Yang magic mutes enemy, making it impossible 16 34 170 3 to cast spells. Range: 4 Effect: 2, Vertical 1 MP: 16 SP: 34 Reflect, Calc Add: Silence Blind Rage Yin Yang magic releases desire to destroy, makes 16 20 400 2 enemy turn wild. Range: 4 Effect: 1 MP: 16 SP: 20 Reflect, Calc Add: Berserk Fox bird Yin Yang magic lowers brave level. 20 25 200 4 Range: 4 Effect: 1 MP: 20 SP: 25 Reflect, Calc Confusion Song Yin Yang magic makes enemy lose rationality and 20 , 20 400 3 act confused. Range: 4 Effect: 1 MP: 20 SP: 20 Reflect, Calc Add: Confusion Dispel Magic Yin Yang magic cancels positive status effect by 34 , 34 700 3 neutralizing Yin and Yang. Range: 4 Effect: 1 MP: 34 SP: 34 Calc Cancel: Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Faith, Reflect Paralyze Yin Yang magic doesn't allow enemy to take 10 20 100 5 action. Range: 4 Effect: 2, Vertical 0 MP: 10 SP: 20 Reflect, Calc Add: Don't Act Sleep Yin Yang magic immediately puts enemy to sleep. 24 17 350 3 Range: 4 Effect: 2, Vertical 1 MP: 24 SP: 17 Reflect, Calc Add: Sleep Petrify Yin Yang magic immediately turns enemy's body to 16 12 600 3 stone. Range: 4 Effect: 1 MP: 16 SP: 12 Reflect, Calc Add: Petrify 

Reaction Ability: JP Rating Absorb Used MP Restore your MP by the same amount your enemy used. 250 2 Trigger: MP Effect.

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

 Move Ability: Any Weather Walk easily over swamps, marshes, poison marshes, 200 2 regardless of climate. Move-MP Up Recover MP as you move. 350 2 

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

Time Mage Prerequisite: Level. 2 Wizard Weapon: Staff Helmet: Hat Armor: Clothes, Robe The Time Mage controls time and space. This sorcerer toys with the laws of the universe. Move: 3 Jump: 3 Physical Evasion Rate: 5% 

Time Magic

Name Description MP Speed JP Rating Haste Time Magic increases speed by accelerating time. 8 50 100 5 Range: 3 Effect: 2, Vertical 0 MP: 8 SP: 50 Reflect, Calc Add: Haste , Haste 2 Time Magic increases speed by accelerating time. 30 15 550 3 Range: 3 Effect: 2, Vertical 3 MP: 30 SP: 15 Add: Haste Slow Time Magic decreases speed by slowing the passage 8 50 80 5 of time. Range: 3 Effect: 2, Vertical 0 MP: 8 SP: 50 Reflect, Calc Add: Slow , Slow 2 Time Magic decreases speed by slowing the passage 30 15 520 3 of time. Range: 3 Effect: 2, Vertical 3 MP: 30 SP: 15 Add: Slow Stop Time Magic puts target in stasis, preventing its AT 14 15 330 4 from occurring. Range: 3 Effect: 2, Vertical 0 MP: 14 SP: 15 Reflect, Calc Add: Stop Don't Move Time Magic breaks space apart, making it impossible 10 34 100 4 to move. Range: 3 Effect: 2, Vertical 1 MP: 10 SP: 34 Reflect, Calc Add: Don't Move Float Time Magic distorts space, let's one float 1h above 8 50 200 1 the ground. Range: 4 Effect: 2, Vertical 1 MP: 8 SP: 50 Reflect, Calc Add: Float Reflect Time Magic creates are that reflects magic by 12 50 300 2 inverting magic space. Range: 4 Effect: 1 MP: 12 SP: 50 Reflect, Calc Add: Reflect Quick Time Magic vastly increases the speed of time 24 25 800 4 passage, hastening AT. Range: 4 Effect: 1 MP: 24 SP: 25 Reflect Demi Time Magic damages with the powerful pull of gravity 24 17 250 2 by creating ultra high-density space. Range: 4 Effect: 2, Vertical 1 MP: 24 SP: 17 Reflect, Calc Demi 2 Time Magic damages with the powerful pull of gravity 50 12 550 2 by creating ultra high-density space. Range: 4 Effect: 2, Vertical 3 MP: 50 SP: 12 Reflect, Calc Meteor Time Magic unleashes a huge meteor from the heavens, 70 8 1500 3 devastating its target. Range: 4 Effect: 4, Vertical 3 MP: 70 SP: 8

Reaction Abilities: JP Rating Critical Quick When HP level is lessened, your AT is executed next. 700 3 MP Switch Physical damage is converted into magic damage. MP is lost 400 4 instead of HP. 

Support Ability: Short Charge CT is shortened. 800 5

Move Abilities: Teleport Distort time, moving immediately to your destination. 600 5 Moving too far will end in failure. Float , Float 1h over land. 540 1

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

Mediator Prerequisite: Level. 2 Oracle Weapons: Knife, Gun Helmet: Hat Armor: Clothes, Robe Warrior who joins battles by talking to the enemy. Uses clever 'Talk Skill.' Monster talk ability Move: 3 Jump: 4 Physical Evasion Rate: 5% 

Talk Skill

Name Description Speed JP Rating Invitation Word skill tricks enemy into becoming an ally. Now 100 5 Range: 3, Vertical 3 Effect: 1 enemy Add: Invitation Persuade Word skill used to ask enemy to wait its turn to act. Now 100 2 Resets the CT count. Range: 3, Vertical 3 Effect: 1 Praise Word skill raises Brave level by complimenting the target Now 200 3 and raising their confidence. Range: 3, Vertical 3 Effect: 1 Threaten Word skill lowers Brave level by frightening target. Now 200 5 Range: 3, Vertical 3 Effect: 1 Preach Word skill used to raise Faith by preaching the miracles Now 200 5 of God. Range: 3, Vertical 3 Effect: 1 Solution Word skill used to lower Faith by preaching about other Now 200 3 secular theories. Range: 3, Vertical 3 Effect: 1 Death Sentence Word skill foretells the enemy's death. Now 500 3 Range: 3, Vertical 3 Effect: 1 Add: Death Sentence Negotiate Word skill used to negotiate with enemy and receive gil. Now 100 1 Range: 3, Vertical 3 Effect: 1 enemy Insult Word skill used to upset enemy with curses and abuse. Now 300 2 Range: 3, Vertical 3 Effect: 1 enemy Add: Berserk Mimic Daravon Word skill used to put enemy asleep with boring stories. Now 300 3 Range: 3, Vertical 3 Effect: 2 Add: Sleep 

Reaction Ability: JP Rating Finger Guard Evade word attacks. 300 1 Trigger: word skills. 

Support Abilities: Equip Gun Equip gun regardless of Job. 750 4 Train When enemy becomes terminal, force them into becoming 450 2 allies. Monster Talk Speak with monsters and use 'Word Skill' even if not a 100 1 Mediator. 

[The Mediator does not have Move Abilities.]

Comments: The Mediator is useful in a couple of ways. First, Invite is the only way to get some monsters in your party, and the only way to get some of those very rare items for poaching. Second, it is another class 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.

Summoner Prerequisite: Level. 2 Time Mage Weapons: Rod, Staff Helmet: Hat Armor: Clothes, Robe Warrior who can call illusionary monsters, spirits of the highest rank. Uses 'Summon Magic', a special contract with the spirits. Move: 3 Jump: 3 Physical Evasion Rate: 5%

Summon Magic

Name Description MP Speed JP Rating Moogle Summon monster cures target's wounds with pure wind and 8 50 110 3 restores HP. Range: 4 Effect: 3, Vertical 2 ally MP: 8 SP: 50 Shiva Summon monster breathes on the enemy with extremely cold 24 25 200 3 breath. Range: 4 Effect: 3, Vertical 2 enemy MP: 24 SP: 25 Ice elemental Ramah Summon monster mercilessly pours lightning shower on 24 25 200 3 enemy. Range: 4 Effect: 3, Vertical 2 enemy MP: 24 SP: 25 Lightning elemental Ifrit Summon monster rains a blazing inferno down upon the 24 25 200 3 enemy. Range: 4 Effect: 3, Vertical 2 enemy MP: 24 SP: 25 Fire elemental Titan Summon monster overturns the earth by striking it with a 30 20 220 4 powerful blow. Range: 4 Effect: 3, Vertical 2 enemy MP: 30 SP: 20 Earth elemental Golem Summon monster shares part of ally's damage. Evades 40 34 500 5 physical weapon damage. Range: Auto Effect: all allies MP: 40 SP: 34 Carbuncle Summon monster protects allies by reflecting magic attacks 30 25 350 1 with ruby light. Range: 4 Effect: 3, Vertical 2 ally MP: 30 SP: 25 Add: Reflect Bahamut Summon monster unleashes a devastating breath attack. 60 10 1200 4 Range: 4 Effect: 4, Vertical 3 enemy MP: 60 SP: 10 Odin Summon monster charges through enemies on the back of a 50 12 900 4 dragon-horse. Range: 4 Effect: 4, Vertical 3 enemy MP: 50 SP: 12 Leviathan Summon monster engulfs the battlefield with a huge water 48 12 850 4 swell. Range: 4 Effect: 4, Vertical 3 enemy MP: 48 SP: 12 Water elemental Salamander Summon monster burns battlefield with scorching red flame. 48 12 820 3 Range: 4 Effect: 3, Vertical 2 enemy MP: 48 SP: 12 Fire elemental Silf Summon monster mutes enemy with the spirit of leaves in 26 20 400 2 the wind. Range: 4 Effect: 3, Vertical 2 enemy MP: 26 SP: 20 Add: Silence Fairy Summon monster restores ally's HP. 28 25 460 4 Range: 4 Effect: 3, Vertical 2 ally MP: 28 SP: 25 Lich Summon monster born from darkness, dwells in the bowels 40 12 600 2 of hell. Range: 4 Effect: 3, Vertical 2 enemy MP: 40 SP: 12 Darkness elemental Cyclops Summon monster sunders the battlefield in the wake of its 62 12 1000 3 catastrophic onslaught. Range: 4 Effect: 3, Vertical 2 enemy MP: 62 SP: 12 Zodiac Summon monster focuses star light energy, and unleashes 99 10 -- 4 it in a blazing beam of destruction. Range: 4 Effect: 4, Vertical 3 enemy MP: 99 SP: 10

 Reaction Ability: JP Rating MP Restore , Restores 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.

Bard Male units only. Prerequisite: Level. 4 Mediator, Level. 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.

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

Samurai Prerequisite: Level. 3 Knight, Level. 4 Monk, Level. 2 Lancer Weapon: Katana Helmet: Armored Helmet Armor: Armor, Robe Foreign warrior who forges their soul by improving swordsmanship. Uses skill that 'Draw Out' the spirit of the sword. Move: 3 Jump: 4 Physical Evasion Rate: 20%

Draw Out

Name Description Speed JP Rating Asura Knife Releases spirit of the katana. An invisible blade Now 100 3 slashes the enemy. Range: Auto Effect: 3, Vertical 3 enemy Koutetsu Releases spirit of the katana. The cry of the Banshee, Now 180 3 released in a brutal wave. Range: Auto Effect: 3, Vertical 3 enemy Bizen Boat Releases spirit of the katana. Ghost's whisper causes Now 260 1 MP damage. Range: Auto Effect: 3, Vertical 3 enemy Murasame Releases spirit of the katana. Released spirit's tears Now 340 4 restore HP. Range: Auto Effect: 3, Vertical 3 ally Heaven's Cloud Releases spirit of the katana. Ethereal spirit flows Now 420 3 out and attacks. Range: Auto Effect: 3, Vertical 3 enemy Add: Slow Kiyomori Releases spirit of the katana. Spiritual essence engulfs Now 500 3 allies in a protective veil. Range: Auto Effect: 3, Vertical 3 ally Add: Protect, Shell Muramasa Releases spirit of the katana. Vengeful wraiths Now 580 4 gradually remove the soul of the enemy. Range: Auto Effect: 3, Vertical 3 enemy Add: Confusion, Death Sentence Kikuichimoji Releases spirit of the katana. Vengeful spirit charges Now 660 4 the enemy in rage. Range: 4 directions Effect: 8, Vertical 3 enemy Masamune Releases spirit of the katana. Benevolent spirits Now 740 4 enhance the strength and agility of allies. Range: Auto Effect: 3, Vertical 3 ally Add: Regen, Haste Chirijiraden Releases spirit of the katana. Spirits become blue Now 820 4 flame and attack living beings. Range: Auto Effect: 3, Vertical 3 enemy

Reaction Abilities: JP Rating Meatbone Slash When terminal, give damage in the amount of your max HP. 200 3 Trigger: Critical. 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.

Ninja Prerequisite: Level. 3 Archer, Level. 4 Thief, Level. 2 Geomancer Weapons: Knife, Ninja Sword, Flail Helmet: Hat Armor: Clothes Combatant who hides as a means of battle. Can 'Throw' weapons at distant enemies. 2-sword ability Move: 4 Jump: 5 Physical Evasion Rate: 30%

Throw

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

Reaction Abilities: JP Rating Sunken State Hide by become invisible. 900 4 Add: Invisible Trigger: HP damage. Abandon Evade % rises and it becomes easier to dodge attacks. 400 3 Trigger: Physical attacks and some Magic attacks.

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

Move Ability: Move in Water Move or stop on water. 420 2

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

Calculator Prerequisite: Level. 4 Priest, Level. 4 Wizard, Level. 3 Oracle, Level. 3 Time Mage Weapons: Stick, Dictionary Helmet: Hat Armor: Clothes, Robe Scholarly warrior creates phenomenon through math. Uses 'Math Skill' to drive away the target. Move: 3 Jump: 3 Physical Evasion Rate: 5%

Math Skill

Name Description Speed JP Rating CT Math skill to calculate CT. -- 250 4 Level Math skill to calculate level. -- 350 5 Exp Math skill to calculate Exp. -- 200 5 Height Math skill to calculate height. -- 250 4 Prime Number Math skill that guides selected item in prime -- 300 4 number. (A Prime Number is any number that is only divisible by 1 or itself.) Below is a list of prime numbers under 100: 2 3 5 7 11 13 17 19 23 29 31 37 41 43 47 53 59 61 67 71 73 79 83 89 97 5 Math skill that guides items in multiples of 5. -- 200 4 4 Math skill that guides items in multiples of 4. -- 400 4 3 Math skill that guides items in multiples of 3. -- 600 5

Reaction Abilities: JP Rating Distribute When HP is maxed, excess HP is shared with party. 200 4 Trigger: HP restore. Damage Split Shift damage received from yourself to your enemy. 300 5

Support Ability: Gained Exp UP Spirit is heightened. Gain more Exp. from the same 350 4 experiences.

Move Abilities: Move-Get Exp Gain Exp. as you move. 400 3 Move-Get JP Gain JP as you move. 360 2

Comments: The Calculator is hands down the best job class. However, to get a fully strong Calculator, you will need to spend many hours getting spells and the Math Skill abilities. The way the Calculator works is that you are able to cast any spell from the large group of spells that have "Calc" in their description. Then, you pick either CT, Level, Exp, or Height, and divide that number by either a Prime Number, 5, 4, or 3. Then, the spell targets all in that calculation. This is explained in detail in my Calculator Strategy section in the Secrets file. As for the other abilities, they are excellent. Damage Split is probably one of the best reaction abilities: it takes half the damage that you took from an attack, and deals it to the enemy, and heals you in that same amount. Gained Exp UP doubles the amount of experience you receive, a skill ideal for Cloud.

Mime Prerequisite: Level. 8 Squire, Level. 8 Chemist, Level. 4 Geomancer, Level. 4 Lancer, Level. 4 Mediator, Level. 4 Summoner Weapon: None Helmet: None Armor: None Warrior who can 'Mimic' others. When an ally takes action, he mimics it. Move: 4 Jump: 4 Physical Evasion Rate: 5% This character has no abilities, it mimics the actions your other units perform.

Special Classes These are the classes that have special abilities that you can't find in normal characters. This includes the special Squires, Holy Knight, Engineer, etc. All of these classes have the typical Squire abilities for their Reaction, Support, and Move abilities. 2.4.1. Squire Examples: Ramza, Delita (Chapter 1), Algus Weapons: Knife, Sword, Knight Sword, Flail Can use shield. Helmet: Armored Helmet, Hat Armor: Armor, Clothes, Robe Unlike other Squires, he can equip robes, shields, helmets, armor, and knight swords, but not axes. Move: 4 Jump: 3 Physical Evasion Rate: 10%

Guts

Name Description MP Speed JP Rating Accumulate Charge up one's power to raise physical -- Now 300 4 attack power. Range: Auto Effect: 1 [physical attack +1] Dash Run into enemy with body. -- Now 80 2 Range: 1, Vertical 1 Effect: 1 [can knock target back one square] Throw Stone Throw stones at a distant enemy. -- Now 90 3 Range: 4 Effect: 1 [can knock target back one square] Heal Recover from abnormal status effects. -- Now 150 2 Range: 1, Vertical 2 Effect: 1 Cancel: Darkness, Silence, Poison Yell Raise speed level by yelling. -- Now 200 3 Range: 3 Effect: 1 Wish Offer one's own HP to the spirits, wishing -- Now -- 2 to restore the target's HP by double that amount. Range: 1, Vertical 3 Effect: 1 Cheer Up Raise Brave level by encouraging. -- Now 200 5 Range: 3 Effect: 1 Scream Raise one's Brave level, Speed level, and -- Now 500 4 physical/magic attack powers by shouting. Range: Auto Effect: 1 Ultima Magic damages with absolute energy. 10 20 -- 4 Range: 4 Effect; 2, Vertical 1 MP: 10 SP: 20

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

Holy Knight Examples: Agrias, Delita (Chapters 2 and 4) Weapons: Sword, Knight Sword Can equip shield. Helmet: Armored Helmet Armor: Armor, Robe Devoted knight baptized by the church. Draws 'Holy Sword' skill from the weapon under divine protection of God. Move: 3 Jump: 3 Physical Evasion Rate: 25%

Holy Sword (Sword or Knight Sword required)

Name Description Speed JP Rating Stasis Sword Damages with holy sword spirit. Now -- 3 Range: 2 Effect: 2, Vertical 0 Holy elemental Add: Stop Split Punch Damages with holy sword spirit. Now 400 4 Range: 3, Vertical 2 Effect: 1 Holy elemental Add: Death Sentence Crush Punch Damages with holy sword spirit. Now 500 4 Range: 3, Vertical 1 Effect: 1 Holy elemental Add: Dead Lightning Stab Damages with holy sword spirit. Now 700 5 Range: 3 Effect: 2, Vertical 1 Lightning elemental Add: Silence Holy Explosion Damages with holy sword spirit. Now 800 4 Range: 4 directions Effect: 5, Vertical 2 Holy elemental Add: Confusion

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

Dark Knight Example: Gafgarion Weapon: Swo