JP Boost * 250 Raises JP received by the unit by
50%
--Movement Abilities--
JP EFFECT
------------------------------------------------------------
Move +1 * 200 Movement range + 1
JP to master: 1670
--MY THOUGHTS--
Squires are what you’d expect from a starting job -- functional, but nothing
all that special. Their abilities are useful early on, but there aren’t too
many that you’d use later on. Move +1 is a great all-purpose movement ability
though, and definitely worth learning before you move on from Squire. (Most
other jobs have a movement range of only 3, making it tough for them to keep
up with the battle.) JP Boost is also great for helping you learn other
abilities quickly, especially when you switch to a new job and need to gain
levels quickly. It’s a great investment to learn JP Boost early on.
If you’re into grinding levels, Focus and Stone are good abilities to use
repeatedly to build up experience or JP.
---CHEMIST---------------------------------------------------------------------
Required jobs : none
Needed for jobs : White Mage (lv. 2), Black Mage (lv. 2), Onion Knight (lv. 6),
Mime (lv. 8)
Equippable weapons: Knives, guns Movement range : 3
Equippable armor: Hats, clothes Jump height : 3
Innate ability: Throw Items Physical evade : 5%
Stats When Active Job:
HP: *** MP: *** Phys. Atk.: ** Mag. Atk.: ** Speed: ***
Stat Growth Rates:
HP: ** MP: ** Phys. Atk.: * Mag. Atk.: * Speed: *
--ABILITIES--
--Action Abilities: Items--
Damage based on user’s: nothing
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
---------------------------------------------------------------
Potion * 0 1/* 1/- Any Y 30 Can use Potions (restore 30 HP)
Hi-Potion * 0 1/* 1/- Any Y 200 Can use Hi-Potions (restore 70
HP)
X-Potion * 0 1/* 1/- Any Y 300 Can use X-Potions (restore 150
HP)
Ether 0 1/* 1/- Any Y 300 Can use Ethers (restore 20 MP)
Hi-Ether * 0 1/* 1/- Any Y 400 Can use Hi-Ethers (restore 50 MP)
Elixir 0 1/* 1/- Any Y 900 Can use Elixirs (restore all HP &
MP)
Antidote 0 1/* 1/- Any Y 70 Can use Antidotes (cures Poison)
Eye Drops 0 1/* 1/- Any Y 80 Can use Eye Drops (cures Blind)
Echo Herbs 0 1/* 1/- Any Y 120 Can use Echo Herbs (cures
Silence)
Maiden’s Kiss 0 1/* 1/- Any Y 200 Can use Maiden’s Kisses (cures
Toad)
Gold Needle 0 1/* 1/- Any Y 250 Can use Gold Needles (cures
Stone)
Holy Water 0 1/* 1/- Any Y 400 Can use Holy Water (cures Undead
and Vampire)
Remedy * 0 1/* 1/- Any Y 700 Can use Remedies (cures Stone,
Blind, Confuse, Silence, Oil,
Toad, Poison, and Sleep)
Phoenix Down * 0 1/* 1/- Any Y 90 Can use Phoenix Down (revives
KOed character with minimal HP)
Note 1: All Items abilities require you to have the corresponding item in your
inventory. One item is consumed with each use. Aside from Elixirs, all the
items can be bought at the Outfitter, although some do not become available
until later in the game.
Note 2: The Throw Items ability (equippable, and also innate in the Chemist
job) extends the range of all Items abilities from 1 to 4.
--Reaction Abilities--
TRIGGER BRV JP EFFECT
------------------------------------------------------------
Auto-Potion * Any HP loss Yes 400 Use weakest potion available on self
--Support Abilities--
JP EFFECT
------------------------------------------------------------
Throw Items +* 350 Increases horizontal range of Items
command from 1 to 4.
Safeguard * 250 Equipment can’t be broken or stolen
Reequip 0 Allows use of Reequip action to
change unit’s equipment (but
consumes turn)
--Movement Abilities--
JP EFFECT
------------------------------------------------------------
Treasure Hunter 100 Allows you to discover any hidden
items on the destination tile,
which are then added to your
inventory. Your chance of getting
a more valuable item increases
with LOW Bravery.
JP to master: 5140
--MY THOUGHTS--
Despite being a "basic" job, Chemists are great! Items are great for healing
because they don’t take any time to charge and never miss. Ethers and
Hi-Ethers are also a convenient way to restore MP. And, since the effect of
items is fixed, you can assign the Items ability even to a character with low
magic ability. The only real downside is that items can only heal one
character at a time.
Early in the game, Chemists make great healers. Plus, once you’re able to buy
guns (late in Chapter II), they have a good range attack, giving them something
else to do when the team doesn’t need healing.
Be sure to learn Throw Items before you switch your Chemist to another job.
Otherwise, your items will only have a range of 1 and won’t be much good at
all. (Chemists themselves don’t need to learn Throw Items, as they have it as
an intrinsic ability.)
It’s pretty safe to skip the items that cure negative status (Eye Drops, etc.);
you don’t have to face these status conditions all that often. Save your JP
and just learn Remedy; once Remedies become available (midway through Chapter
II) they duplicate the effects of ALL the other items. The exception is Holy
Water, but there’s pretty much only point where you have to worry about being
hit with the Undead or Vampire conditions.
Safeguard is an important support ability, especially later in the game when
you have rare equipment that you can’t buy in stores. You don’t want that
being broken or stolen! Although you don’t need to equip Safeguard all the
time, it’s good to have on hand for particular battles where the enemies are
apt to break your equipment.
The Treasure Hunter movement ability, on the other hand, isn’t all that useful
during the main game since most of the items you find from it are nothing
special. However, in the game’s sidequests, Treasure Hunter will net you some
rare items you can’t find anywhere else, so at that point you’ll definitely
want to have at least one character learn Treasure Hunter. (Preferably someone
with low Bravery, as this increases your chance of getting good items with it.)
---KNIGHT----------------------------------------------------------------------
Required jobs : Squire lv. 2
Needed for jobs : Monk (lv. 3), Samurai (lv. 4), Dark Knight (Mastered!)
Equippable weapons: Swords, knight’s swords Movement range : 4
Equippable armor: Shields, helms, armor, robes Jump height : 3
Physical evade : 10%
Stats When Active Job:
HP: **** MP: *** Phys. Atk.: **** Mag. Atk.: ** Speed: ***
Stat Growth Rates:
HP: **** MP: ** Phys. Atk.: **** Mag. Atk.: * Speed: *
--ABILITIES--
--Action Abilities: Arts of War--
Success based on user’s: Physical Attack & Weapon Strength
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
---------------------------------------------------------------
Rend Helm 0 Weapon Any Y 300 Destroys target’s headgear
Rend Armor 0 Weapon Any Y 400 Destroys target’s armor
Rend Shield 0 Weapon Any Y 300 Destroys target’s shield
Rend Weapon * 0 Weapon Any Y 400 Destroys target’s weapon
Rend MP * 0 Weapon Any Y 250 Lowers target’s MP (by 1/2 of
target’s maximum MP)
Rend Speed * 0 Weapon Any Y 250 Lowers target’s speed by 2
Rend Power * 0 Weapon Any Y 250 Lowers target’s phys. attack by 3
Rend Magick 0 Weapon Any Y 250 Lowers target’s mag. attack by 3
When combined with the Dual Wield support ability and Dual Wielded weapons,
Arts of War fires twice per use.
If Rend Helm, Armor, Shield, or Weapon is used against a target not equipped
with that type of item, it functions as a physical attack instead. (This is
useful when you Dual Wield and succeed in rending the item on the first
strike.)
--Reaction Abilities--
TRIGGER BRV JP EFFECT
------------------------------------------------------------
Parry No 200 Block physical attacks with weapon;
rate of success is equal to
current weapon’s Block Rate (see
weapon list). Not effective
against rear attacks.
--Support Abilities--
JP EFFECT
------------------------------------------------------------
Equip Heavy Armor +* 500 Can equip heavy armor + helmets
regardless of job
Equip Shields + 250 Can equip shields regardless of job
Equip Swords +* 400 Can equip swords regardless of job
(does not apply to knight’s
swords or fell swords)
--Movement Abilities--
none
JP to master: 3750
--MY THOUGHTS--
The Knight’s greatest asset is not the Arts of War, but its fairly good
fighting stats and inherent ability to equip swords, heavy armor, and shields,
a power that can be transfered to other jobs with its support abilities. Equip
Heavy Armor helps make vulnerable jobs tougher, and Equip Sword is quite useful
for many of the story characters, who need to have a sword equipped in order to
use their special abilities.
Knights are also a good job late in the game, when you’ve learned all the
abilities you want and now just want to maximize your characters’ power. They
have good HP and attack power, and are one of the few jobs that can equip
knight’s swords, the single-player game’s most powerful weapons. (The only
other standard job that can use them is Dark Knight, which has quite a few
prerequisites to unlock).
The Arts of War abilities are only moderately useful as Knight. They have
fairly low accuracy and if you’re close enough to use them, you’ll often want
to just start attacking and KO the enemy rather than mess with his/her stats.
However, pairing Arts of War with a gun (e.g. by using the Orator’s Equip Gun
ability) or the Archer’s bows lets you use these attacks at a distance, which
makes them quite useful. You can break your enemies’ weapons before they can
get close enough to use them!
---ARCHER----------------------------------------------------------------------
Required jobs : Squire lv. 2
Needed for jobs : Thief (lv. 3), Ninja (lv. 4)
Equippable weapons: Bows, crossbows Movement range : 3
Equippable armor: Shields, hats, clothes Jump height : 3
Physical evade : 10%
Stats When Active Job:
HP: *** MP: ** Phys. Atk.: **** Mag. Atk.: ** Speed: ***
Stat Growth Rates:
HP: *** MP: ** Phys. Atk.: **** Mag. Atk.: * Speed: *
--ABILITIES--
--Action Abilities: Aim--
Damage based on user’s: Physical Attack & Weapon Strength
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
---------------------------------------------------------------
Aim +1 * 4 Weapon Any Y 100 Charge up attack for more damage
Aim +2 * 5 Weapon Any Y 150 Charge up attack for more damage
Aim +3 * 6 Weapon Any Y 200 Charge up attack for more damage
Aim +4 8 Weapon Any Y 250 Charge up attack for more damage
Aim +5 10 Weapon Any Y 300 Charge up attack for more damage
Aim +7 14 Weapon Any Y 400 Charge up attack for more damage
Aim +10 20 Weapon Any Y 700 Charge up attack for more damage
Aim +20 35 Weapon Any Y 1200 Charge up attack for more damage
Each of these Aim abilities does more damage than the previous one, but also
takes longer to charge. (e.g., Aim +4 does more damage than Aim +3). Note
that if the enemy you’re targeting moves while you’re charging, your attack
will miss.
Aim does NOT prevent enemies from evading or blocking your attacks, despite its
name (and the effect of Aim in other Final Fantasy games).
--Reaction Abilities--
TRIGGER BRV JP EFFECT
------------------------------------------------------------
Adrenaline Rush * Any HP loss Yes 900 Raise Speed by 1
Archer’s Bane * Arrow attack Yes 450 Evade bow / crossbow attacks
--Support Abilities--
JP EFFECT
------------------------------------------------------------
Equip Crossbows + 350 Can equip crossbows regardless of
job (does not apply to regular
bows)
Concentration * 400 Prevents enemies from evading your
physical attacks
--Movement Abilities--
JP EFFECT
------------------------------------------------------------
Jump +1 200 Jump height + 1
JP to master: 5600
--MY THOUGHTS--
Archers make a very valuable addition to your team early in the game, when you
have few other range attacks. Later in the game, as you acquire guns, sword
techniques, and other ranged attacks, Archers become somewhat less useful. For
one thing, their Aim command is of limited value. The high Aims (Aim +10,
etc.) take too long to charge and there’s rarely any enemy you can target with
them. The short Aims will increase your damage a little and are worth using
when you have the chance, but don’t increase your offense enough to make them
worth choosing over another command.
Archer’s Bane, though, is a great reaction ability against enemy Archers --
with a high Bravery, you’re almost impervious to arrows! Since you’ll fight
Archers in quite a few battles throughout the game, this is a good ability to
learn early on. Later on, it becomes completely superceded with Shirahadori,
which (despite what the game says) blocks BOTH close-ranged and bow attacks.
Always equip your Archers with the 2-handed longbows rather than crossbows--
longbows do more damage, have a longer range, and don’t need a direct line of
fire. Crossbows do let you equip a shield at the same time, but since your
Archers should be on the back line anyway, they don’t need shields that much.
Note that Archers are in fact the ONLY standard job that can equip longbows.
The Equip Crossbows ability only let other jobs use crossbows (not longbows),
which makes the ability of dubious value since crossbows are not so good.
---MONK------------------------------------------------------------------------
Required jobs : Knight lv. 3
Needed for jobs : Geomancer (lv. 4), Samurai (lv. 5)
Equippable weapons: none Movement range : 3
Equippable armor: Clothes Jump height : 4
Innate ability: Brawler Physical evade : 20%
Stats When Active Job:
HP: ***** MP: *** Phys. Atk.: ***** Mag. Atk.: ** Speed: ****
Stat Growth Rates:
HP: **** MP: *** Phys. Atk.: *** Mag. Atk.: * Speed: *
--ABILITIES--
--Action Abilities: Martial Arts--
Damage based on user’s: Physical Attack
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
---------------------------------------------------------------
Cyclone 0 Self 2/0 Any - 150 Non-elemental attack
Pummel 0 1/1 1/- Any - 300 Non-elemental attack, does
variable damage (may be more or
less than estimate)
Aurablast 0 3/3 1/- Any N 300 Non-elemental attack
Shockwave * 0 4Dir 8/2 Any N 600 Earth attack
Doom Fist 0 1/0 1/- Any - 300 Causes Doom status (enemy is KOed
after 3 turns)
Purification * 0 Self 2/0 Any - 200 Removes Stone, Blind, Confuse,
Silence, Berserk, Toad, Poison,
Sleep, Immobilize, Disable
Chakra * 0 Self 2/0 Any - 350 Restores some HP and MP
Revive * 0 1/0 1/- Any - 500 Revives KOed character with
minimal HP
--Reaction Abilities--
TRIGGER BRV JP EFFECT
------------------------------------------------------------
Critical:RecoverHP Critical HP Yes 500 Restores HP completely
Counter * Phys. Attack Yes 300 Counter-attack with physical attack
First Strike * Attack command Yes 1300 Cancels enemy’s Attack command and
you attack enemy instead. Only
works if enemy is within your
range. Does NOT work against
generic monsters.
--Support Abilities--
JP EFFECT
------------------------------------------------------------
Brawler +* 200 Raises unarmed attack strength and
increases effectiveness of Martial
Arts abilities and success rate of
Steal
--Movement Abilities--
JP EFFECT
------------------------------------------------------------
Lifefont * 300 Restores HP whenever you Move
JP to master: 5300
--MY THOUGHTS--
Monks rock! In my opinion, they have the best selection of abilities in the
game. Shockwave and to a lesser extent Aurablast are decent offensive
abilities. And, they have three healing abilities that don’t require any
charge time: Chakra can restore HP *AND* MP to a group, Revive revives KOed
character and usually has an 80+% hit rate, and Purification cures a number of
status changes to a group. Martial Arts is a great command to have as it gives
you both offensive and defensive abilities packed into one ability slot. The
one caveat is that the healing abilities work only over a small vertical range
-- you can’t Revive someone at a different height than you, for instance -- so
be mindful of that during battle.
Monks also have great reaction abilities. Counter is a great reaction ability
to have in almost all situations. Getting counterattacks in response to enemy
attacks lets you do a LOT more damage. Against humans, First Strike is even
better since it cancels the enemy’s attack outright, but it’s not effective
against generic monster attacks -- so don’t use it when you’re traveling the
map and will just be facing random battles. (First Strike *is* effective
against monster-like bosses and other "special" monsters.) Critical: Recover
HP can be moderately useful too since it can restore your HP to full and save
a critically wounded character, but many attacks can KO you outright and never
even put you in critical HP. (So, Counter is usually better.)
Another advantage of Monks is that they have good stats: they have a strong
attack and are pretty speedy. Consider pairing their attack with the Ninja’s
Dual Wield to get two punches and double your damage! Their only weakness is
that they can’t equip much in the way of armor, but Equip Heavy Armor can be a
good remedy for that.
---WHITE MAGE------------------------------------------------------------------
Required jobs : Chemist lv. 2
Needed for jobs : Mystic (lv. 3), Arithmetician (lv. 5)
Equippable weapons: Staves Movement range : 3
Equippable armor: Hats, clothes, robes Jump height : 3
Physical evade : 5%
Stats When Active Job:
HP: ** MP: ***** Phys. Atk.: *** Mag. Atk.: *** Speed: ****
Stat Growth Rates:
HP: **** MP: **** Phys. Atk.: *** Mag. Atk.: * Speed: *
--ABILITIES--
--Action Abilities: White Magicks--
Damage based on user’s: Magick Attack & Faith, plus target’s Faith
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
---------------------------------------------------------------
Cure * 6 RA 4 4/* 2/1 Any N 50 Restores HP
Cura * 10RA 5 4/* 2/1 Any N 180 Restores HP (more)
Curaga 16RA 7 4/* 2/2 Any N 450 Restores HP (even more)
Curaja 20RA 10 4/* 2/3 Any N 800& Restores HP (best)
Raise * 10RA 4 4/* 1/- Any N 200 Revives KOed character with
half of maximum HP
Arise * 20RA 10 4/* 1/- Any N 600 Revives KOed character with full
HP
Reraise * 16RA 7 3/* 1/- Any N 1000 Gives Reraise status
(automatically return once
from KO)
Regen * 8 RA 4 3/* 2/0 Any N 350 Gives Regen status (restores HP
each turn)
Protect 6 RA 4 3/* 2/0 Any N 70 Gives Protect status (decreases
physical damage received)
Protectja 24 7 3/* 2/3 Any N 600 Gives Protect status
Shell 6 RA 4 3/* 2/0 Any N 70 Gives Shell status (decreases
magick damage received)
Shellja 20 7 3/* 2/3 Any N 600 Gives Shell status
Wall 24RA 4 3/* 1/- Any N 400 Gives both Protect and Shell
status
Esuna 18RA 3 3/* 2/2 Any N 300 Cures Stone, Blind, Confuse,
Silence, Berserk, Toad,
Poison, Sleep, Immobilize,
and/or Disable
Holy 56RA 6 5/* 1/- Any N 600 Holy attack
--Reaction Abilities--
TRIGGER BRV JP EFFECT
------------------------------------------------------------
Regenerate * Any HP loss Yes 400 Gain Regen status (restores HP each
turn)
--Support Abilities--
JP EFFECT
------------------------------------------------------------
Arcane Defense * 400 Lowers damage received from magick
--Movement Abilities--
none
JP to master: 7070
--MY THOUGHTS--
White Mages are, of course, a healing oriented job; Holy is their only real
offensive spell. However, they tend not to be as effective on defense as
Chemists, since their spells consume MP and need time to charge up. The charge
time is particularly problematic if an ally has just been hit for a lot of
damage and you need to patch him/her up right away -- you might not have time
to wait!
What’s GOOD about White Mages? Well, they can heal more than one character at
a time (since most of their spells affect more than one tile). They can cast a
few other "buffing" spells like Protect and Shell, though note these buffs can
miss if you have low faith or magick power! Their Arise spell is also capable
of restoring a character at full HP, which Phoenix Down or a Monk’s Revive
cannot do. They’re also the fastest of the mage jobs.
Overall, though, the charge times and MP costs associated with White Magick
make Chemists a better choice. If you’re likely to get any use out of White
Mages, it’s probably in the early stages of the game, when you’ll frequently
face barrages of weak attacks spread out against your team. Then, the ability
to heal multiple characters at once is important.
White Magick can also be used an offensive weapon against undead enemies,
though there aren’t too many undead enemies and most are pretty easy anyway.
Besides, you can use Chemists’ Items to hurt undead enemies too!
---BLACK MAGE------------------------------------------------------------------
Required jobs : Chemist lv. 2
Needed for jobs : Time Mage (lv. 3), Arithmetician (lv. 5),
Dark Knight (Mastered!)
Equippable weapons: Rods Movement range : 3
Equippable armor: Hats, clothes, robes Jump height : 3
Physical evade : 5%
Stats When Active Job:
HP: ** MP: ***** Phys. Atk.: ** Mag. Atk.: ***** Speed: ***
Stat Growth Rates:
HP: ** MP: ***** Phys. Atk.: ** Mag. Atk.: * Speed: *
--ABILITIES--
--Action Abilities: Black Magicks--
Damage based on user’s: Magick Attack & Faith, plus target’s Faith
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
---------------------------------------------------------------
Fire * 6 RA 4 4/* 2/1 All N 50 Fire attack
Fira * 12RA 5 4/* 2/2 All N 200 Fire attack (stronger)
Firaga * 24RA 7 4/* 2/3 All N 500 Fire attack (even stronger)
Firaja 48 10 4/* 3/3 All N 900& Fire attack (strongest)
Thunder * 6 RA 4 4/* 2/1 All N 50 Lightning attack
Thundara 10RA 5 4/* 2/2 All N 200 Lightning attack (stronger)
Thundaga * 24RA 7 4/* 2/3 All N 500 Lightning attack (even stronger)
Thundaja 48 10 4/* 3/3 All N 900& Lightning attack (strongest)
Blizzard * 6 RA 4 4/* 2/1 All N 50 Ice attack
Blizzara * 12RA 5 4/* 2/2 All N 200 Ice attack (stronger)
Blizzaga * 24RA 7 4/* 2/3 All N 500 Ice attack (even stronger)
Blizzaja 48 10 4/* 3/3 All N 900& Ice attack (strongest)
Poison 6 RA 3 4/* 2/2 All N 150 Causes Poison status
Toad 12RA 5 3/* 1 All N 500 Causes Toad status, or cures Toad
status if target already a Toad
Death 24RA 10 4/* 1 All N 600 Instant KO
Flare * 60RA 7 5/1 1 All N 1000 Non-elemental attack
--Reaction Abilities--
TRIGGER BRV JP EFFECT
------------------------------------------------------------
Magick Counter Magick attack Yes 800 Counterattack w/ same spell
--Support Abilities--
JP EFFECT
------------------------------------------------------------
Arcane Strength * 400 Increases damage inflicted by your
magicks. Also works for other
abilities that depend on your
Magick Attack stat, like Iaido,
Geomancy, and Limit
--Movement Abilities--
none
JP to master: 8400
--MY THOUGHTS--