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FINAL FANTASY TACTICS A2 - JOB GUIDE


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CONTENTS
1 - Updates [FFUP]
2 - Hume Jobs [FFHU]
3 - Moogle Jobs [FFMO]
4 - Nu Mou Jobs [FFNU]
5 - Bangaa Jobs [FFBA]
6 - Viera Jobs [FFVI]
7 - Seeq Jobs [FFSE]
8 - Gria Jobs [FFGR]
9 - Special Jobs [FFSP]
10 - Accquiring Adelle's Skills [FFAL]
11 - Legal Stuff [FFLE]
12 - Contact [FFCO]

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Updates
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[FFUP]

v1.0
Finally went and updated the damn thing. Everything's new and different! Whee!

I'm in the process on rewriting some of the class comments. So some classes
will missing some. I also removed the builds section since it was just biased
garbage. Besides FFTA2 is about getting clever and thinking up your own
builds,
right!?

v0.8
Been some time, huh?

New builds, a few rewrites plus some skill name fixes. Still need to get those
bloody Seeq skill names done though.

v0.7b
Bunch of stuff, mainly name fixes and a few new builds.

v0.7a
Blue Mage and White Mage comments are here.

v0.7
Chocobo Knights are the best. Check out the superior build I used to replace
the awful old two. Nothing can compare.

I think I did some other things as well besides fixing up those awesome Choco
Knights. Go find them on your own ==;

v0.6
Some skill name fixes and another build.

I need to get around to changing all the S abilities to P abilities. I have to


question why Square changed that (Along with removing the messages from after
battle and replacing them with quest reports... but thats irrelavent)
Oh yeah, Beastmaster is finally up.

v0.5
MOAR BUILDS!!!1

Plus a fix with the blue magick list and uh... a lot of things. Just read
through and spot them!

v0.4
All quest names are English now. Sky Pirate and Agent is up too. Also
1st build is ready.

v0.3
Some more English names also Adelle and Penelo's special class is up now.

v0.2
The English version changed more names than I thought. Oh well have some
English names. I'll try fix up the rest when my laziness doesn't continue to
plague my mind.

Also Summoners don't get Half HP and Nu Mou's DO get Blood Price. I'll need to
look into how Viera get Half MP and its probably a good guess Arcanists have
Blood Price.

v0.1
First version, very imcomplete but has most details. AP costs need to be
checked, MP costs need to be added, AOE as well.

Also comments need to be done for every job and Builds and Special jobs need
to be done at some point too. Finally I need to get the proper english names.
This will probably be done once my English copy arrives.

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Hume Jobs
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[FFHU]

Solider
~~~~~~~~~

- Requirements -

None

- Equipment -
Weapon - Swords, Greatswords
Head - Hats, Helms
Body - Heavy Armor, Light Armor
Able to equip shields

- Stat Growth -

HP - 8
MP - 1
Speed - 50%
Weapon Attack - 9
Weapon Defense - 8
Magic Power - 6
Magic Resistence - 7

Move - 4
Jump - 2
Evade - 0

- Abilities -

--First Aid
Type - A
AP Needed - 100
Equipment - Broadsword
Range - Self
Effect - Cures poison status and restores a small number of HP

--Rend Power
Type - A
AP Needed - 250
Equipment - Barong
Range - Weapon Range
Effect - Lowers an enemy's Weapon Attack.

--Rend Magick
Type - A
AP Needed - 250
Equipment - Buster Sword
Range - Weapon Range
Effect - Lowers an enemy's Magic Power.

--Rend MP
Type - A
AP Needed - 250
Range - Weapon Range
Effect - MP damage to one enemy

--Rend Speed
Type - A
AP Needed - 350
Equipment - Silver Sword
Range - Weapon Range
Effect - Lowers an enemy's speed stat.

--Mug Gil
Type - A
AP Needed - 350
Equipment - Diamond Sword
Range - Weapon Range
Effect - Damages one enemy and steals some gil.

--Provoke
Type - A
AP Needed - 300
Equipment - Blood Sword
Range - 1
Effect - Inflict berserk status on one enemy.
--Gauge
Type - A
AP Needed - 150
Equipment - Burglar Sword
Range - 4
Effect - Decect the treasure/loot the enemy is holding.

--Shieldbearer
Type - P
Ap Needed - 150
Equipment - Bronze Shield
Effect - Enables any class to use a shield.

--Monkey Grip
Type - P
Ap Needed - 250
Equipment - Dagriohm
Effect - Enables holding two handed weapons with only one hand.

- Comments -

A decent class early game. Their stat growth is reasonably well balanced.
However once the advanced classes appear, it gets outclassed by them. It
does have some nice abilities though, the Rends in particular are fantastic.

Thief
~~~~~~~

- Requirements -

1 Soldier A-Ability

- Equipment -
Weapon - Knives
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 6
MP - 1
Speed - 70%
Weapon Attack - 7
Weapon Defense - 7
Magic Power - 7
Magic Resistence - 6

Move - 4
Jump - 3
Evade - 5

- Abilities -

--Steal Items
Type - A
AP Needed - 200
Equipment - Kard
Range - 1
Effect - Steal an enemy's item.

--Steal Gil
Type - A
AP Needed - 200
Equipment - Jackknife
Range - 1
Effect - Steal an enemy's money.

--Loot Lv1
Type - A
AP Needed - 100
Equipment - Scramasax
Range - 1
Effect - Steal an enemy's Lv1 item.

--Loot Lv2
Type - A
AP Needed - 200
Equipment - Rondel
Range - 1
Effect - Steal an enemy's Lv2 item.

--Loot Lv3
Type - A
AP Needed - 300
Equipment - Swordbreaker
Range - 1
Effect - Steal an enemy's Lv3 item.

--Loot Lv4
Type - A
AP Needed - 400
Equipment - Cinquedea
Range - 1
Effect - Steal an enemy's Lv4 item.

--Steal Accessories
Type - A
AP Needed - 550
Equipment - Jambiya
Range - 1
Effect - Steal an enemy's accessory.

--Steal Limelight
Type - A
AP Needed - 400
Equipment - Orichalcum Dirk
Range - 1
Effect - Steal an enemy's Smash Gauge

--Counter
Type - R
AP Needed - 150
Equipment - Chainmail
Effect - Counter attack an enemy when attacked at melee range.

--Maintenance
Type - P
AP Needed - 150
Equipment - Adamant Vest
Effect - Prevents equipment from being stolen or broken.

- Comments -
Their abilities can help you gather those more difficult to find items needed
for
the bazaar. Their speed is quite good as well but the rest of their statistics
are
pretty average.

White Mage
~~~~~~~~~~~~

- Requirements -

None

- Equipment -
Weapon - Staves
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 6
MP - 4
Speed - 52%
Weapon Attack - 6
Weapon Defense - 7
Magic Power - 8
Magic Resistence - 8

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Cure
Type - A
AP Needed - 100
Equipment - White Staff
Range - 4
MP Cost - 8
Effect - Restores a small amount of HP. Damages Undead.

--Cura
Type - A
AP Needed - 200
Equipment - Healing Staff
Range - 4
MP Cost - 14
Effect - Restores a moderate amount of HP. Damages Undead.

--Curaga
Type - A
AP Needed - 300
Equipment - Spring Staff
Range - 4
MP Cost - 18
Effect - Restores a large amount of HP. Damages Undead.

--Esuna
Type - A
AP Needed - 200
Equipment - Cleansing Staff
Range - 4
MP Cost - 12
Effect - Removes most status ailments.

--Raise
Type - A
AP Needed - 400
Equipment - Staff of Blessings
Range - 4
MP Cost - 10
Effect - Revive an ally. Damages Undead.

--Arise
Type - A
AP Needed - 400
Equipment - Nirvana
Range - 4
MP Cost - 20
Effect - Revive and fully heal an ally. Damages Undead.

--Reraise
Type - A
AP Needed - 400
Equipment - Cheer Staff
Range - 4
MP Cost - 28
Effect - Automatically casts Raise on an the targeted ally when he/she falls.

--Refresh
Type - A
AP Needed - 400
Equipment - Staff of the Magi
Range - 4
MP Cost - 14
Effect - Removes all status ailments.

--Turbo MP
Type - P
AP Needed - 250
Equipment - White Robe
Effect - Doubles MP cost but improves the effect of magic skills.

- Comments -
The one class that got nerfed from FFTA for no good reason. Having lost
Protect and Shell, White Mages are now nothing more than healbots. Still,
their healing spells are quite useful to have around. And they're one of the
few classes capable of reviving fallen allies.

Black Mage
~~~~~~~~~~~~

- Requirements -

1 White Mage A-Ability

- Equipment -
Weapon - Rods
Head - Hats
Body - Robes, Light Armor

- Stats -

HP - 5
MP - 5
Speed - 46%
Weapon Attack - 6
Weapon Defense - 6
Magic Power - 10
Magic Resistence - 10

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Fire
Type - A
AP Needed - 100
Equipment - Rod
Range - 4
MP Cost - 8
Effect - Small fire damage.

--Fira
Type - A
AP Needed - 250
Equipment - Firewheel Rod
Range - 4
MP Cost - 14
Effect - Moderate fire damage.

--Firaga
Type - A
AP Needed - 350
Equipment - Flame Rod
Range - 4
MP Cost - 18
Effect - Large fire damage.
--Thunder
Type - A
AP Needed - 100
Equipment - Rod
Range - 4
MP Cost - 8
Effect - Small thunder damage.

--Thundara
Type - A
AP Needed - 250
Equipment - Thunder Rod
Range - 4
MP Cost - 14
Effect - Moderate thunder damage.

--Thundaga
Type - A
AP Needed - 350
Equipment - Thor's Rod
Range - 4
MP Cost - 18
Effect - Large thunder damage.

--Blizzard
Type - A
AP Needed - 100
Equipment - Rod
Range - 4
MP Cost - 8
Effect - Small ice damage.

--Blizzara
Type - A
AP Needed - 250
Equipment - Sleet Rod
Range - 4
MP Cost - 14
Effect - Moderate ice damage.

--Blizzaga
Type - A
AP Needed - 350
Equipment - Chill Rod
Range - 4
MP Cost - 18
Effect - Large ice damage.

--Counter Magick
Type - R
AP Needed - 400
Equipment - Samite Coat
Effect - Counter attack magic by casting the same spell back at the caster.
You need to meet the MP requirement of that spell however.

--Geomancy
Type - A
AP Needed - 350
Equipment - Sage's Robe
Effect - Lower target's elemental resistence by one level.

- Comments -
With monsters being a lot more common in the world of FFTA2, Black Mages
can have a lot more fun exploiting thier elemental weaknesses. Much like FFT,
their magic stat is amongst the highest in game. Paired up with Geomancy,
you're
looking at some impressive magic damage. As per usual, they have defenses
of paper so be sure to keep them in the back lines.

Archer
~~~~~~~~

- Requirements -

1 Soldier A-Ability

- Equipment -
Weapon - Bows
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 7
MP - 1
Speed - 55%
Weapon Attack - 7
Weapon Defense - 7
Magic Power - 6
Magic Resistence - 7

Move - 4
Jump - 2
Evade - 5

- Abilities -

--Focus
Type - A
AP Needed - 100
Equipment - Longbow
Effect - Improves weapon attack. Effect is lost once you attack.

--Leg Shot
Type - A
AP Needed - 250
Equipment - Thorn Bow
Effect - Inflicts immobilise status to an enemy.

--Arm Shot
Type - A
AP Needed - 350
Equipment - Nail Bow
Effect - Inflicts disable status to an enemy.

--Cupid
Type - A
AP Needed - 250
Equipment - Artemis Bow
Effect - Inflicts charm status to an enemy.

--Burial
Type - A
AP Needed - 200
Equipment - Silver Bow
Effect - Removes an undead target from battle. The lower the target's HP, the
more accurate the skill will be.

--Take Aim
Type - A
AP Needed - 200
Equipment - Yoichi's Bow
Effect - Has a high hit rate but does less damage.

--Lightning Strike
Type - A
AP Needed - 300
Equipment - Perseus Bow
Effect - An attack that ignores the enemy's R-Ability

--Blackout
Type - A
AP Needed - 250
Equipment - Char Bow
Effect - Inflicts blind status to an enemy.

--Archer's Bane
Type - R
AP Needed - 200
Equipment - Green Beret
Effect - Grants immunity to bow attacks done by the attack command.

--Concentration
Type - P
AP Needed - 250
Equipment - Target Bow
Effect - Improves Hit rate.

- Comments -

Their stats are terrible but they actually perform quite well in combat,
especially
in the early parts of the game. Later on though they'll start to fall behind
with
the more advanced classes showing up.

Paladin
~~~~~~~~~

- Requirements -
3 Soldier A-Ability

- Equipment -
Weapon - Greatswords, Knightswords
Head - Helms
Body - Robes, Heavy Armor
Able to equip shields

- Stat Growth -

HP - 7
MP - 2
Speed - 48%
Weapon Attack - 8
Weapon Defense - 10
Magic Power - 8
Magic Resistence - 9

Move - 4
Jump - 2
Evade - 0

- Abilities -

--Nurse
Type - A
AP Needed - 100
Equipment - Defender
Effect - Cures bad status and restores a small amount of HP.

--Defend
Type - A
AP Needed - 200
Equipment - Lionheart
Effect - Improves defensive abilities until the start of the user's next turn.

--Cover
Type - A
AP Needed - 300
Equipment - Save the Queen
Effect - Take damage for one selected ally.

--Parley
Type - A
AP Needed - 150
Equipment - Barong
Effect - Perusade an enemy to leave the battle.

--Saint Cross
Type - A
AP Needed - 400
Equipment - Arch Sword
Effect - Holy damage to all surrounding units

--Holy Blade
Type - A
AP Needed - 400
Equipment - Excalibur
Effect - Heavy Holy damage.

--Sanctify
Type - A
AP Needed - 250
Equipment - Ogrenix
Effect - Removes an undead target from battle.

--War Cry
Type - A
AP Needed - 300
Equipment - Oblige
Effect - Raises all surrounding units resistence to status conditions.

--Reflex
Type - A
AP Needed - 350
Equipment - Genji Armor
Effect - Grants immunity to attacks done by the Attack command

--Defense UP
Type - A
AP Needed - 150
Equipment - Diamond Armor
Effect - Reduces damage done by weapons

- Comments -

With strong stats in all areas and an amazing equipment selection, Paladins
can be quite powerful, especially when paired with the abilities from other
classes. As a stand-alone class they have a lot of defensive abilities.
Allowing
them take plenty of punishment. They still have Holy Blade however its damage
isn't as impressive as it was back in FFTA.

Fighter
~~~~~~~~~

- Requirements -

3 Soldier A-Ability
Complete Quest (To be a Fighter)

- Equipment -
Weapon - Blades
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 6
MP - 1
Speed - 53%
Weapon Attack - 10
Weapon Defense - 8
Magic Power - 5
Magic Resistence - 6

Move - 4
Jump - 2
Evade - 0

- Abilities -

--Rush
Type - A
AP Needed - 100
Equipment - Sweep Blade
Effect - Damages and knocks back a target.

--Wild Swing
Type - A
AP Needed - 250
Equipment - Ogun Blade
Effect - Attacks all surrounding units.

--Beatdown
Type - A
AP Needed - 250
Equipment - Shadow Blade
Effect - All-or-nothing attack

--Blitz
Type - A
AP Needed - 250
Equipment - Sun Blade
Effect - Has a high hit rate but does less damage.

--Air Render
Type - A
AP Needed - 250
Equipment - Atomos Blade
Effect - Ranged attack.

--Aurablast
Type - A
AP Needed - 250
Equipment - Kwigon Blade
Effect - Ranged area attack.

--Air Blast
Type - A
AP Needed - 300
Equipment - Air Blade
Effect - Wide wind attack.

--Backdraft
Type - A
AP Needed - 400
Equipment - Flametongue
Effect - Self-damaging fire attack.
--Bonecrusher
Type - R
AP Needed - 250
Equipment - Wygar
Effect - Same as Counter only does more damage

--Doublehand
Type - P
AP Needed - 250
Equipment - Venus Blade
Effect - Hold a one-handed weapon in two hands, improving damage.

- Comments -

You wouldn't think it, but the Fighter is quite versatile. Being able to
inflict
both melee and ranged damage. Their attack power is quite strong as well.
They are however, somewhat lacking in defense due to their inability to equip
heavy armor.

Parivir
~~~~~~~~~

- Requirements -

3 Fighter A-Ability
Complete Quest (The East Watch)

- Equipment -
Weapon - Katanas
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 7
MP - 1
Speed - 62%
Weapon Attack - 11
Weapon Defense - 7
Magic Power - 6
Magic Resistence - 5

Move - 4
Jump - 2
Evade - 5

- Abilities -

--Wind Slash
Type - A
AP Needed - 200
Equipment - Murasame
Effect - Ranged wind elemental physical attack

--Iai Blow
Type - A
AP Needed - 300
Equipment - Osafune
Effect - A half-damage attack that may instantly KO the target.

--Blade Bash
Type - A
AP Needed - 200
Equipment - Ashura
Effect - Weak attack. Inflicts Immobilise

--Shimmering Blade
Type - A
AP Needed - 400
Equipment - Nosada
Effect - Physical fire attack. Can inflict Confuse. Requires a bladed weapon.

--Skyfury Blade
Type - A
AP Needed - 400
Equipment - Kotetsu
Effect - Physical thunder attack. Can inflict Berserk. Requires a bladed
weapon.

--Hoarfrost Blade
Type - A
AP Needed - 400
Equipment - Ama-no-murakumo
Effect - Physical ice attack. Can inflict Slow. Requires a bladed weapon.

--Lifethread Blade
Type - A
AP Needed - 400
Equipment -Adazakura
Effect - Physical dark attack. Can inflict Doom. Requires a bladed weapon.

--Unburdened Soul
Type - A
AP Needed - 400
Equipment - Sumihomura
Effect - Sacrifice yourself to restore HP and bad status to all allies

--Strikeback
Type - R
AP Needed - 300
Effect - Prevents attacks done by the Fight attack and counters

--Strikeback
Type - R
AP Needed - 300
Equipment - Bone Plate
Effect - Prevents attacks done by the Fight attack and counters

--Death Strike
Type - P
AP Needed - 150
Equipment - Bracers
Effect - Increases critical hit percentage
- Comments -

With the elemental slashes, Parivir can be quite devastating when they target
an elemental weakness. Paired up with Geomancy, you're looking at some very
impressive damage. However despite being called Yojimbo in the Japanese
version, their defense is quite poor.

Ninja
~~~~~~~

- Requirements -

4 Thief A-Ability

- Equipment -
Weapon - Katanas
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 5
MP - 2
Speed - 90%
Weapon Attack - 9
Weapon Defense - 6
Magic Power - 7
Magic Resistence - 7

Move - 4
Jump - 3
Evade - 15

- Abilities -

--Throw
Type - A
AP Needed - 100
Equipment - Kunai
Effect - Throws a weapon from your inventory to do damage to a single target

--Wood Veil
Type - A
AP Needed - 200
Equipment - Kotetsu
Effect - Damage and may inflict Immobilize

--Fire Veil
Type - A
AP Needed - 200
Equipment - Ashura
Effect - Fire damage and may inflict Confuse

--Earth Veil
Type - A
AP Needed - 200
Equipment - Osafune
Effect - Earth damage and may inflict Slow

--Gold Veil
Type - A
AP Needed - 200
Equipment - Kikuichimonji
Effect - Damage and may inflict Blind

--Water Veil
Type - A
AP Needed - 200
Equipment - Murasame
Effect - Water damage and may inflict Silence

--Unspell
Type - A
AP Needed - 300
Equipment - Ama-no-murakumo
Effect - Remove positive status conditions

--Oblivion
Type - A
AP Needed - 300
Equipment - Masamune
Effect - Inflict Addle

--Critical: Haste
Type - R
AP Needed - 300
Equipment - Ninja Gear
Effect - Bestows Haste when character hits Critical status

--Dual Wield
Type - P
AP Needed - 990
Equipment - Ragetsu-denbu
Effect - Able to equip a one-handed in each hand. Doesn't work with poles
and books.

- Comments -

With their combination of speed and power, Ninjas still continue the trend of
being one of the most powerful classes in Final Fantasy. They're also capable
of casting spells, but their damage is quite lacking. To make up for it though
they come with debuffs, allowing you to hinder the enemy's advance. They have
the valauble Dual Wield ability which allows for some impressive damage
potential.

Illusionist
~~~~~~~~~~~~~

- Requirements -

4 Black Mage A-Ability


2 White Mage A-Ability
- Equipment -
Weapon - Rods
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 5
MP - 7
Speed - 35%
Weapon Attack - 6
Weapon Defense - 6
Magic Power - 9
Magic Resistence - 8

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Prominence
Type - A
AP Needed - 200
Equipment - Firewheel Rod
Effect - Fire damage to all enemies

--Tempest
Type - A
AP Needed - 200
Equipment - Thunder Rod
Effect - Thunder damage to all enemies

--Freezeblink
Type - A
AP Needed - 250
Equipment - Sleet Rod
Effect - Ice damage to all enemies

--Star Cross
Type - A
AP Needed - 300
Equipment - Crown Scepter
Effect - Holy damage to all enemies

--Stardust
Type - A
AP Needed - 300
Equipment - Stardust Rod
Effect - Damages to all enemies

--Deluge
Type - A
AP Needed - 250
Equipment - Chill Rod
Effect - Water damage to all enemies
--Rockfall
Type - A
AP Needed - 250
Equipment - Terre Rod
Effect - Earth damage to all enemies

--Wild Tornado
Type - A
AP Needed - 250
Equipment - Thor Rod
Effect - Wind damage to all enemies

--Absorb MP
Type - R
AP Needed - 300
Equipment - Lordly Robe
Effect - Absorb the amount MP used in the spell you're hit by

--Halve MP
Type - P
AP Needed - 400
Equipment - Luminous Robe
Effect - Half MP cost for all spells

- Comments -

Their spells will hit all enemies regardless of their position, so keeping
them
safe from enemy attacks is relatively easy. To compensate though, their
damage is quite lacking and the cost for the spells is very high. But by far,
their
biggest weakness is their low speed.

Blue Mage
~~~~~~~~~~~

- Requirements -

1 Black Mage A-Ability

- Equipment -
Weapon - Sabers
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 6
MP - 3
Speed - 50%
Weapon Attack - 8
Weapon Defense - 9
Magic Power - 8
Magic Resistence - 9

Move - 4
Jump - 2
Evade - 0

- Abilities -

--Magick Hammer
Type - A
Learnt From - Baknamykind
Effect - Damages MP

--Unction
Type - A
Learnt From - Red Marshmallow
Effect - Inflict Oil

--Self-Destruct
Type - A
Learnt From - Bomb
Effect - KO's the user but deals strong fire damage to surrounding units

--Mighty Guard
Type - A
Learnt From - Thunder Drake
Effect - Raises defense and resistence to one unit

--Expose Weakness
Type - A
Learnt From - Fire Drake
Effect - Lowers defense and resistence of one enemy

--Dragon Force
Type - A
Learnt From - Ice Drake
Effect - Raises attack and magic to one unit.

--Night
Type - A
Learnt From - Lamiakind
Effect - Inflicts sleep on all units except the caster

--Matra Magick
Type - A
Learnt From - Adamantitan
Effect - Switches MP with HP

--Bad Breath
Type - A
Learnt From - Malboros
Effect - Inflicts poison, blind and silence

--Roulette
Type - A
Learnt From - Ahriman
Effect - Instantly KO one random unit

--White Wind
Type - A
Learnt From - Sprite
Effect - Restores HP equal to the amount of HP as the caster

--Angel Whisper
Type - A
Learnt From - Banshee
Effect - Restores HP and bestows Reraise

--Quake
Type - A
Learnt From - Headlesskind
Effect - Earth damage

--Roar
Type - A
Learnt From - Werewolfkind
Effect - Dispels all positive statuses on all units

--Screech
Type - A
Learnt From - Wolfkind
Effect - Damages and inflicts Confuse

--Cornered
Type - A
Learnt From - Great Tortoise
Effect - Heavy damage, can only be used when user has single digit HP

--War Dance
Type - A
Learnt From - Dreamhare
Effect - Raises attack ofall units in the targeted area

--Doom
Type - A
Learnt From - Deathscythe
Effect - Inflicts Doom

--Sandstorm
Type - A
Learnt From - Antlion
Effect - Earth damage and inflicts Blind

--Eerie Sound Wave


Type - A
Learnt From - Malboros
Effect - Dispels positive status

--MP Shield
Type - R
AP Needed - 300
Equipment - Mirage Vest
Effect - HP damage becomes MP damage until you run out of MP

--Learn
Type - P
AP Needed - 100
Equipment - Light Saber
Effect - Enables learning Blue Magic when you are hit with them.

--Immunity
Type - P
AP Needed - 250
Equipment - Survival Vest
Effect - Buffs and debuffs cannot be removed

- Comments -

A personal favorite. Blue Mages have many useful and varied abilities. In
order
to
actually learn them though, you need to be targetted by them when an enemy is
using them. As a result they can be difficult to accquire. Having a
Beastmaster
around will make learning their abilites is much easier and is essential for
the ones
that grant positive effects. For Cornered and Roulette, you'll need to have
Reraise
status when hit by them in order to actually learn them.

Hunter
~~~~~~~~

- Requirements -

3 Archer A-Ability

- Equipment -
Weapon - Knives, Greatbows
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 6
MP - 3
Speed - 65%
Weapon Attack - 8
Weapon Defense - 6
Magic Power - 7
Magic Resistence - 8

Move - 4
Jump - 2
Evade - 5

- Abilities -

--Sonic Boom
Type - A
AP Needed - 200
Equipment - Cranequin
Effect - Ranged Area damage
--Oust
Type - A
AP Needed - 150
Equipment - Windslash Bow
Effect - Attempts to remove a monster from the battlefield

--Advice
Type - A
AP Needed - 100
Equipment - Twin Bow
Effect - Improve one ally's critical hit rate

--Vitals Shot
Type - A
AP Needed - 300
Equipment - Elfin Bow
Effect - Inflicts random status conditions or reduce target's HP to 1

--Hunting
Type - A
AP Needed - 250
Equipment - Hunting Bow
Effect - A weaker attack that grants bonus treasure if the enemy unit is
killed
by it.

--Counter Force
Type - A
AP Needed - 200
Equipment - Master Bow
Effect - Inflicts Addle. Only works on monsters.

--Sidewinder
Type - A
AP Needed - 300
Equipment - Hades Bow
Effect - Heavy damage to monster units

--Ultima Shot
Type - A
AP Needed - 990
Equipment - Seveneth Heaven
Effect - Heavy damage

--Regenerate
Type - R
AP Needed - 200
Equipment - Gaia Gear
Effect - Bestows Regen when attacked

--Attack UP
Type - P
AP Needed - 150
Equipment - Nike Bow
Effect - Increases attack

- Comments -
Hunters are basically Archer upgrades. Their abilties are mainly focused at
dispatching monsters. Sidewinder is deadly when used on a monster unit and
can make fighting them much easier. Hunters also have access to the Ultima
skill for Humes and Gria. On a Hunter its ranged which makes it quite
fearsome.
However with that 32MP cost, you won't be using it often unless your character
is set up with ways to reduce that cost.

Seer
~~~~~~

- Requirements -

4 White Mage A-Ability


Complete Quest (Cat's Meow)

- Equipment -
Weapon - Books
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 6
MP - 7
Speed - 40%
Weapon Attack - 6
Weapon Defense - 7
Magic Power - 8
Magic Resistence - 11

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Recharge
Type - A
AP Needed - 350
Equipment - Tome of Ending
Effect - Recover MP

--Magick Frenzy
Type - A
AP Needed - 550
Equipment - Edaroya Scriptures
Effect - Deal weapon damage and magic damage consecutively

--Cura
Type - A
AP Needed - 200
Equipment - Battle Folio
Effect - Restores a moderate amount of HP. Damages Undead.

--Esuna
Type - A
AP Needed - 200
Equipment - Urutan Annals
Effect - Removes most status ailments

--Raise
Type - A
AP Needed - 400
Equipment - Veil of Wiyu
Effect - Revive an ally. Damages Undead.

--Fira
Type - A
AP Needed - 250
Equipment - Mage Manual
Effect - Moderate fire damage.

--Thundara
Type - A
AP Needed - 250
Equipment - Enavia Chronicles
Effect - Moderate thunder damage.

--Blizzara
Type - A
AP Needed - 250
Equipment - The Arnath Glyphs
Effect - Moderate ice damage.

--Replenish MP
Type - R
AP Needed - 350
Equipment - Black Robe
Effect - Regain 20% of damage taken as MP

--Pierce
Type - P
AP Needed - 200
Equipment - Red Robe
Effect - Spells ignore Reflect Status

--Ribbon-Bearer
Type - P
AP Needed - 300
Equipment - Orb of Minwu
Effect - Able to equip ribbons

- Comments -

Oddly enough, they're not White Mage upgrades this time. The Seer's main
ability is Magick Frenzy. A fun skill which allows you to follow up the spells
you cast with a regular attack. This allows for some interesting combinations.
This ability not only works with the Seer's spells but also the White Mage's,
Blue Mage's (Only Quake though), Black Mage's and Illusionist's spells.
Seers are also notable for their high magic resistance growth which, may or
may not be useful to you.
= = = = = = =
Moogle Jobs
= = = = = = =
[FFMO]

Animist
~~~~~~~~~

- Requirements -

None

- Equipment -
Weapon - Instruments
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 7
MP - 2
Speed - 56%
Weapon Attack - 8
Weapon Defense - 9
Magic Power - 7
Magic Resistence - 8

Move - 4
Jump - 2
Evade - 0

- Abilities -

--100% Wool
Type - A
AP Needed - 200
Equipment - Glass Bell
Effect - Bestows Protect and Shell on the user

--Catnip
Type - A
AP Needed - 200
Equipment - War Trumpet
Effect - inflict berserk on one unit

--Chocobo Rush
Type - A
AP Needed - 250
Equipment - Satyr Flute
Effect - Inflict damage in a straight line

--Toad Song
Type - A
AP Needed - 400
Equipment - Blueleaf Flute
Effect - Inflict Frog on one enemy unit
--Cuisine
Type - A
AP Needed - 350
Equipment - Heal Chime
Effect - Recover all HP

--Friend
Type - A
AP Needed - 400
Equipment - Shining Lute
Effect - Use a random esper (Not scion! ESPER)

--Tail Wag
Type - A
AP Needed - 350
Equipment Frigid Viol
Effect - Inflict charm

--Sheep Count
Type - A
AP Needed - 150
Equipment - Hurdy-Gurdy
Effect - Inflict sleep on a group of enemies

--Archer's Bane
Type - R
AP Needed - 200
Equipment - Green Beret
Effect - Grants immunity to bow attacks done by the attack command.

- Comment -
Their abilites are mainly support based and proves to be a very useful
secondary
command for almost every moogle class.

Thief
~~~~~~~

- Requirements -

None

- Equipment -
Weapon - Knives
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 6
MP - 1
Speed - 70%
Weapon Attack - 7
Weapon Defense - 7
Magic Power - 7
Magic Resistence - 6
Move - 4
Jump - 3
Evade - 5

- Abilities -

--Steal Items
Type - A
AP Needed - 200
Equipment - Kard
Effect - Steal an enemy's item.

--Steal Gil
Type - A
AP Needed - 200
Equipment - Jackknife
Effect - Steal an enemy's money.

--Loot Lv1
Type - A
AP Needed - 100
Equipment - Scramasax
Effect - Steal an enemy's Lv1 item.

--Loot Lv2
Type - A
AP Needed - 200
Equipment - Rondel
Effect - Steal an enemy's Lv2 item.

--Loot Lv3
Type - A
AP Needed - 300
Equipment - Swordbreaker
Effect - Steal an enemy's Lv3 item.

--Loot Lv4
Type - A
AP Needed - 400
Equipment - Cinquedea
Effect - Steal an enemy's Lv4 item.

--Steal Accessories
Type - A
AP Needed - 550
Equipment - Jambiya
Effect - Steal an enemy's accessory.

--Steal Limelight
Type - A
AP Needed - 400
Equipment - Orichalcum Dirk
Effect - Steal an enemy's Smash Gauge

--Counter
Type - R
AP Needed - 150
Equipment - Chainmail
Effect - Counter attack an enemy when attacked at melee range.

--Maintenance
Type - P
AP Needed - 150
Equipment - Adamant Vest
Effect - Prevents equipment from being stolen or broken.

- Comments -
Their stats are all average. But their speed is quite good. Their abilities
can
help
you gather those more difficult to find items needed for crafting.

Black Mage
~~~~~~~~~~~~

- Requirements -

None

- Equipment -
Weapon - Rods
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 5
MP - 6
Speed - 46%
Weapon Attack - 6
Weapon Defense - 6
Magic Power - 10
Magic Resistence - 10

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Fire
Type - A
AP Needed - 100
Equipment - Rod
Effect - Small fire damage.

--Fira
Type - A
AP Needed - 250
Equipment - Firewheel Rod
Effect - Moderate fire damage.

--Firaga
Type - A
AP Needed - 350
Equipment - Flame Rod
Effect - Large fire damage.

--Thunder
Type - A
AP Needed - 100
Equipment - Rod
Effect - Small thunder damage.

--Thundara
Type - A
AP Needed - 250
Equipment - Thunder Rod
Effect - Moderate thunder damage.

--Thundaga
Type - A
AP Needed - 350
Equipment - Thor's Rod
Effect - Large thunder damage.

--Blizzard
Type - A
AP Needed - 100
Equipment - Rod
Effect - Small ice damage.

--Blizzara
Type - A
AP Needed - 250
Equipment - Sleet Rod
Effect - Moderate ice damage.

--Blizzaga
Type - A
AP Needed - 350
Equipment - Chill Rod
Effect - Large ice damage.

--Counter Magick
Type - R
AP Needed - 400
Equipment - Samite Coat
Effect - Counter attack magic by casting the same spell back at the caster.
You need to meet the MP requirement of that spell however.

--Geomancy
Type - A
AP Needed - 350
Equipment - Sage's Robe
Effect - Lower target's elemental resistence by one level.

- Comments -
With monsters being a lot more common in the world of FFTA2, Black Mages
can have a lot more fun exploiting thier elemental weaknesses. Much like FFT,
their magic stat is amongst the highest in game. Paired up with Geomancy,
you're
looking at some impressive magic damage. As per usual, they have defenses
of paper so be sure to keep them in the back lines.

Moogle Knight
~~~~~~~~~~~~~~~

- Requirements -

1 Animist A-Ability

- Equipment -
Weapon - Blades
Head - Hats, Helms
Body - Heavy Armor
Able to equip shields

- Stat Growth -

HP - 7
MP - 3
Speed - 48%
Weapon Attack - 10
Weapon Defense - 11
Magic Power - 6
Magic Resistence - 9

Move - 4
Jump - 2
Evade - 0

- Abilities -

--Moogle Attack
Type - A
AP Needed - 100
Equipment - Flametongue
Effect - Knocks back the target as well as damages them

--Moogle Guard
Type - A
AP Needed - 200
Equipment - Kwigon Blade
Effect - Raises defense and resistence for one turn

--Moogle Lance
Type - A
AP Needed - 200
Equipment - Atomos Blade
Effect - Ranged attack

--Moogle Rush
Type - A
AP Needed - 200
Equipment - Shadow Blade
Effect - Heavy damage but has low accuracy
--Moogle Shield
Type - A
AP Needed - 300
Equipment - Pearl Blade
Effect - Nullifies one status condition

--Moogle Disarm
Type - A
AP Needed - 300
Equipment - Paraiba Blade
Effect - Destroys the target's weapons and armor

--Moogle Aid
Type - A
AP Needed - 300
Equipment - Icebrand
Effect - Recovers a small amount of HP and removes bad status

--Ultima Charge
Type - A
AP Needed - 990
Equipment - Materia Blade
Effect - Heavy damage

--Critical: Haste
Type - R
AP Needed - 300
Equipment - Gold Armor
Effect - Bestows Haste when character hits Critical status

--Shieldbearer
Type - P
Ap Needed - 150
Equipment - Round Shield
Effect - Enables any class to use a shield.

--Equip Heavy Armor


Type - P
Ap Needed - 150
Effect - Enables any class to wear heavy armor.

- Comments -

Like the Fighter their abilities are quite versatile. Being able to attack at
both
melee and range. These guys take the step further though and even have ways
to reduce damage and heal allies. Even better, this class has the Moogle's
Ultima
skill. However because Moogles lack any abilties to manipulate MP costs, you
won't be able to use it as often as the other races unless you have a way to
restore MP.

Fusilier
~~~~~~~~~

- Requirements -
1 Animist A-Ability
Complete Quest (Goug Consortium)

- Equipment -
Weapon - Guns
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 6
MP - 1
Speed - 54%
Weapon Attack - 8
Weapon Defense - 8
Magic Power - 6
Magic Resistence - 7

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Fireshot
Type - A
AP Needed - 150
Equipment - Aiot Gun
Effect - Fire damage

--Iceshot
Type - A
AP Needed - 150
Equipment - Giot Gun
Effect - Ice damage

--Boltshot
Type - A
AP Needed - 150
Equipment - Riot Gun
Effect - Thunder damage

--Confushot
Type - A
AP Needed - 400
Equipment - Chaos Rifle
Effect - Damage and inflict confuse

--Charmshot
Type - A
AP Needed - 400
Equipment - Peacemaker
Effect - Damage and inflict charm

--Silenceshot
Type - A
AP Needed - 200
Equipment - Lost Gun
Effect - Damage and inflict silence

--Stopshot
Type - A
AP Needed - 450
Equipment - Outsider
Effect - Damage and inflict stop

--Blindshot
Type - A
AP Needed - 200
Equipment - Silver Cannon
Effect - Damage and inflict blind

--Concentration
Type - P
AP Needed - 250
Equipment - Longbarrel
Effect - Improves Hit rate.

- Comments -

Fusiliers are capable of using guns which have one of the largest attack
ranges
in the game. Not only can they can attack from a distance, Fusiliers also have
some very useful debuff skills though from my experience, they're not as
effective as they were in FFTA. Finally Moogles also have a method of taking
advantage of elemental weaknesses. Unfortunately the high attack power guns
from FFTA are absent. A very strange design choice. This severely limits
their damage potential.

Juggler
~~~~~~~~~

- Requirements -

2 Tinker A-Ability

- Equipment -
Weapon - Knives
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 6
MP - 1
Speed - 74%
Weapon Attack - 9
Weapon Defense - 9
Magic Power - 7
Magic Resistence - 6

Move - 4
Jump - 3
Evade - 5

- Abilities -

--Weapon Toss
Type - A
AP Needed - 100
Equipment - Kris
Effect - Throws a weapon from your inventory to do damage to a single target

--Ring Toss
Type - A
AP Needed - 450
Equipment - Cinquedea
Effect - Inflict Stop

--Molotov Cocktail
Type - A
AP Needed - 250
Equipment - Khukuri
Effect - Fire damage and inflicts berserk

--Ball Toss
Type - A
AP Needed - 450
Equipment - Scramasax
Effect - Inflict Confuse

--Dagger Toss
Type - A
AP Needed - 450
Equipment - Swordbreaker
Effect - Damage and inflicts Disable

--Smile Toss
Type - A
AP Needed - 450
Equipment - Orichalcum Dirk
Effect - Allows the target to act immediately.

--Gil Toss
Type - A
AP Needed - 200
Equipment - Jackknife
Effect - Throw Gil to inflict damage

--Sticky Fingers
Type - R
AP Needed - 250
Equipment - Brigandine
Effect - Catch thrown weapons and keep them

--Return Fire
Type - R
AP Needed - 150
Equipment - Power Sash
Effect - Catch a fired arrow and throw it back at the attacker
- Comments -

An agile class that sports a variety of unique buffs and debuffs. Whilst
they're
not as useful as they were in FFTA due to the nerf of the Concentration skill,
their skills still serve as a good secondary command for almost every Moogle
class. In particular, Smile Toss is one of the best abilities in the game. As
Quickening an ally provides many tactical advantages.

Tinker
~~~~~~~~

- Requirements -

2 Thief A-Ability

- Equipment -
Weapon - Knuckles
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 7
MP - 2
Speed - 45%
Weapon Attack - 9
Weapon Defense - 9
Magic Power - 8
Magic Resistence - 11

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Red Spring
Type - A
AP Needed - 250
Equipment - Rising Sun
Effect - Inflicts Haste on either all allies or all enemies

--Blue Screw
Type - A
AP Needed - 250
Equipment - White Fangs
Effect - Removes al positive status on either all allies or all enemies

--Green Gear
Type - A
AP Needed - 250
Equipment - Poison Knuckles
Effect - Inflicts Poison on either all allies or all enemies

--Silver Disc
Type - A
AP Needed - 250
Equipment - Metal Knuckles
Effect - Inflicts Blind on either all allies or all enemies

--Gold Battery
Type - A
AP Needed - 250
Equipment - Cat Claws
Effect - Heals HP on either all allies or all enemies

--Black Ingot
Type - A
AP Needed - 250
Equipment - Death Claws
Effect - Inflicts Doom on either all allies or all enemies

--Chroma Gem
Type - A
AP Needed - 250
Equipment - Dream Claws
Effect - Inflicts Sleep on either all allies or all enemies

--Gold Moogletron
Type - A
AP Needed - 250
Equipment - Survivor
Effect - Inflicts Protect and Shell on either all allies or all enemies

--Regenerate
Type - R
AP Needed - 200
Equipment - Gaia Gear
Effect - Bestows Regen when attacked

--MP Shield
Type - R
AP Needed - 300
Equipment - Mirage Vest
Effect - HP damage becomes MP damage until you run out of MP

--Ribbon-Bearer
Type - P
AP Needed - 300
Equipment - Orb of Minwu
Effect - Able to equip ribbons

- Comments -

Quite possibly the worst class in the game. They do however have superb stat
growth. However this is offset by their notorious abilites. Their abilities
are
all
based on your luck and if they go against you, the results can be devastating.

Time Mage
~~~~~~~~~~~
- Requirements -

5 Black Mage A-Ability

- Equipment -
Weapon - Rods
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 5
MP - 6
Speed - 50%
Weapon Attack - 5
Weapon Defense - 6
Magic Power - 10
Magic Resistence - 10

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Haste
Type - A
AP Needed - 250
Equipment - Firewheel Rod
Effect - Bestows Haste on one ally

--Reflect
Type - A
AP Needed - 250
Equipment - Thunder Rod
Effect - Bestows Reflect on one ally

--Slow
Type - A
AP Needed - 250
Equipment - Terre Rod
Effect - Inflicts Slow on one enemy

--Hastega
Type - A
AP Needed - 400
Equipment - Flame Rod
Effect - Bestows Haste on a group of allies

--Quicken
Type - A
AP Needed - 400
Equipment - Thor Rod
Effect - Allows the target to act immediately.

--Stop
Type - A
AP Needed - 350
Equipment - Chill Rod
Effect - Inflict Stop on one enemy

--Extend
Type - A
AP Needed - 150
Equipment - Stardust Rod
Effect - Increases the duration of positive status effects

--Undo
Type - A
AP Needed - 300
Equipment - Crown Scepter
Effect - Resets HP and MP to the amount on the previous turn

--Critical: Quicken
Type - R
AP Needed - 450
Equipment - Magus Robe
Effect - Bestows Quick when in critical status

--Magick Evade
Type - R
AP Needed - 250
Equipment - Magick Robe
Effect - Evade all damaging spells

- Comments -

The Time Mage has some of the best buffs and debuffs. In particular Haste and
Slow. Having your turns come up quicker than enemies gives you a huge
advantage over them. They also have Stop which is qpossibly the most
devastating debuff in the game. As a stopped ally cannot avoid any attacks.
This includes stealing as well! As one can expect though, their defense
forces them to remain in the rear.

Chocobo Knight
~~~~~~~~~~~~~~~~

- Requirements -

2 Animist A-Ability
Complete Quest (Popocho's Chocobos)

- Equipment -
Weapon - All weapons with a range of 2 or less
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 5
MP - 1
Speed - 99%
Weapon Attack - 6
Weapon Defense - 7
Magic Power - 6
Magic Resistence - 7

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Choco Cure
Type - A
Chocobo Needed - Any
Effect - Recovers HP

--Choco Esuna
Type - A
Chocobo Needed - Green
Effect - Removes bad status

--Choco Ball
Type - A
Chocobo Needed - Black
Effect - Ranged attack

--Choco Meteor
Type - A
Chocobo Needed - Red
Effect - Heavy damage

--Choco Beak
Type - A
Chocobo Needed - Any
Effect - Attack one enemy

--Choco Heal
Type - A
Chocobo Needed - White
Effect - Recovers MP

--Choco Guard
Type - A
Chocobo Needed - Brown
Effect - Raises defense and resistence and bestows Regen

--Choco Barrier
Type - A
Chocobo Needed - Any
Effect - Bestows Protect and Shell

- Comments -
In order to actually use this class' abilities you first need to mount a
chocobo.
This can be done in a battle. Lower an enemy's chocobo to critical health and
the have the Chocobo Knight move next to it. Select the mount command
and it'll be yours to keep. There's several problems with this class however.
For
one, your abilities are limited to the chocobo's. Secondly, whilst on a
chocobo
you will be become weak to Water, Lightning and Holy attacks. They are very
fast however and have a wide weapon selection.

Flintlock
~~~~~~~~~~~

- Requirements -

2 Tinker A-Ability
2 Guuner A-Ability
Complete Quest (Of Kupos and Cannons)

- Equipment -
Weapon - Hand Cannons
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 5
MP - 5
Speed - 52%
Weapon Attack - 8
Weapon Defense - 7
Magic Power - 7
Magic Resistence - 7

Move - 3
Jump - 3
Evade - 0

- Abilities -

--Prime
Type - A
AP Needed - 100
Equipment - Hand Cannon
Effect - Needs to be used first before using the other abilities

--Cure Cannon
Type - A
AP Needed - 250
Equip - Omnis Cannon
Effect - Restores HP and removes bad status

--Protect Cannon
Type - A
AP Needed - 250
Equipment - Diklum
Effect - Bestows Protect and Regen

--Shield Cannon
Type - A
AP Needed - 250
Equipment - Ligatur
Effect - Bestows Shell and Protect

--Ether Cannon
Type - A
AP Needed - 500
Equipment - Brevis
Effect - Restores MP

--Teleport Cannon
Type - A
AP Needed - 450
Equipment - Guang Cannon
Effect - Warps the target close to you

--Ether Boost
Type - A
AP Needed - 250
Equipment - Massive Bazooka
Effect - Ranged damage

--Blowback
Type - A
AP Needed - 250
Equipment - Dromaeo
Effect - Self-damaging attack

--Blur
Type - R
AP Needed - 150
Equipment - Fortune Ring
Effect - Evade gun and cannon attacks

--Charged Attacks
Type - P
AP Needed - 150
Equipment - Supernal Ray
Effect - Regular attacks consume MP to do more damage

- Comments -

A more support orientated version of the Fusilier. In particular they have the
ability to restore MP. However they must use Prime first before using any
of their other skills. This does cause a few problems since it makes them a
very
slow class to use.

= = = = = = =
Nu Mou Jobs
= = = = = = =
[FFNU]

White Mage
~~~~~~~~~~~~

- Requirements -

None
- Equipment -
Weapon - Staves
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 5
MP - 6
Speed - 52%
Weapon Attack - 6
Weapon Defense - 7
Magic Power - 8
Magic Resistence - 9

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Cure
Type - A
AP Needed - 100
Equipment - White Staff
Effect - Restores a small amount of HP. Damages Undead.

--Cura
Type - A
AP Needed - 200
Equipment - Healing Staff
Effect - Restores a moderate amount of HP. Damages Undead.

--Curaga
Type - A
AP Needed - 300
Equipment - Spring Staff
Effect - Restores a large amount of HP. Damages Undead.

--Esuna
Type - A
AP Needed - 200
Equipment - Cleansing Staff
Effect - Removes bad status conditions.

--Raise
Type - A
AP Needed - 400
Equipment - Staff of Blessings
Effect - Revive an ally. Damages Undead.

--Araise
Type - A
AP Needed - 400
Equipment - Nirvana
Effect - Revive and fully heal an ally. Damages Undead.
--Reraise
Type - A
AP Needed - 400
Equipment - Cheer Staff
Effect - Automatically casts Raise on an the targeted ally when he/she falls.

--Refresh
Type - A
AP Needed - 400
Equipment - Staff of the Magi
Effect - Restores bad status that the Esuna spell cannot cure.

--Turbo MP
Type - P
AP Needed - 250
Equipment - White Robe
Effect - Doubles MP cost but improves the effect of magic skills.

- Comments -

The one class that got nerfed from FFTA for no good reason. Having lost
Protect and Shell, White Mages are now nothing more than healbots. Still,
their healing spells are quite useful to have around. And they're one of the
few classes capable of reviving fallen allies.

Black Mage
~~~~~~~~~~~~

- Requirements -

1 White Mage A-Ability

- Equipment -
Weapon - Rods
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 5
MP - 6
Speed - 46%
Weapon Attack - 6
Weapon Defense - 6
Magic Power - 11
Magic Resistence - 10

Move - 4
Jump - 2
Evade - 0

- Abilities -

--Fire
Type - A
AP Needed - 100
Equipment - Rod
Effect - Small fire damage.

--Fira
Type - A
AP Needed - 250
Equipment - Firewheel Rod
Effect - Moderate fire damage.

--Firaga
Type - A
AP Needed - 350
Equipment - Flame Rod
Effect - Large fire damage.

--Thunder
Type - A
AP Needed - 100
Equipment - Rod
Effect - Small thunder damage.

--Thundara
Type - A
AP Needed - 250
Equipment - Thunder Rod
Effect - Moderate thunder damage.

--Thundaga
Type - A
AP Needed - 350
Equipment - Thor's Rod
Effect - Large thunder damage.

--Blizzard
Type - A
AP Needed - 100
Equipment - Rod
Effect - Small ice damage.

--Blizzara
Type - A
AP Needed - 250
Equipment - Sleet Rod
Effect - Moderate ice damage.

--Blizzaga
Type - A
AP Needed - 350
Equipment - Chill Rod
Effect - Large ice damage.

--Counter Magick
Type - R
AP Needed - 400
Equipment - Samite Coat
Effect - Counter attack magic by casting the same spell back at the caster.
You need to meet the MP requirement of that spell however.
--Geomancy
Type - A
AP Needed - 350
Equipment - Sage's Robe
Effect - Lower target's elemental resistence by one level.

- Comments -
With monsters being a lot more common in the world of FFTA2, Black Mages
can have a lot more fun exploiting thier elemental weaknesses. Much like FFT,
their magic stat is amongst the highest in game. Paired up with Geomancy,
you're
looking at some impressive magic damage. As per usual, they have defenses
of paper so be sure to keep them in the back lines.

Beastmaster
~~~~~~~~~~~~~

- Requirements -

Complete Quest (Knowing the Beast)

- Equipment -
Weapon - Instruments
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 7
MP - 2
Speed - 60%
Weapon Attack - 10
Weapon Defense - 8
Magic Power - 6
Magic Resistence - 7

Move - 4
Jump - 3
Evade - 0

- Abilities -

--Baknamy
Type - A
AP Needed - 150
Equipment - Demon Bell
Effect - Force a Baknamy to execute one command

--Dreamhare
Type - A
AP Needed - 150
Equipment - Lamia Harp
Effect - Force a Dreamhare to execute one command

--Flan
Type - A
AP Needed - 150
Equipment - Demon Bell
Effect - Force a Flan to execute one command

--Lamia
Type - A
AP Needed - 150
Equipment - Glass Bell
Effect - Force a Lamia to execute one command

--Deadly Nightshade
Type - A
AP Needed - 150
Equipment - Lamia Harp
Effect - Force a Nightshade to execute one command

--Wolf
Type - A
AP Needed - 150
Equipment - War Trumpet
Effect - Force a Wolf to execute one command

--Werewolf
Type - A
AP Needed - 150
Equipment - Frigid Viol
Effect - Force a Werewolf to execute one command

--Shelling
Type - A
AP Needed - 150
Equipment - Conch Shell
Effect - Force a Turtle to execute one command

--Headless
Type - A
AP Needed - 150
Equipment - Satyr Flute
Effect - Force a Headless to execute one command

--Zombie
Type - A
AP Needed - 150
Equipment - Black Quena
Effect - Force a Zombie to execute one command

--Ghost
Type - A
AP Needed - 150
Equipment - Black Quena
Effect - Force a Ghost to execute one command

--Deathscythe
Type - A
AP Needed - 150
Equipment - Black Quena
Effect - Force a Deathscythe to execute one command
--Malboro
Type - A
AP Needed - 150
Equipment - Blueleaf Flute
Effect - Force a Malboro to execute one command

--Bomb
Type - A
AP Needed - 150
Equipment - Blueleaf Flute
Effect - Force a Bomb to execute one command

--Ahriman
Type - A
AP Needed - 150
Equipment - Brilliant Theorbo
Effect - Force an Ahriman to execute one command

--Floating Eyeball
Type - A
AP Needed - 150
Equipment - Brilliant Theorbo
Effect - Force a Floating Eyeball to execute one command

--Sprite
Type - A
AP Needed - 150
Equipment - Faerie Harp
Effect - Force a Sprite to execute one command

--Antlion
Type - A
AP Needed - 150
Equipment - Faerie Harp
Effect - Force an Antlion to execute one command

--Cockatrice
Type - A
AP Needed - 150
Equipment - Heal Chime
Effect - Force a Cockatrice to execute one command

--Drake
Type - A
AP Needed - 150
Equipment - Hurdy-Gurdy
Effect - Force a Dragon to execute one command

--Behemoth
Type - A
AP Needed - 150
Equipment - Shining Lute
Effect - Force a Behemoth to execute one command

--Critical: Haste
Type - R
AP Needed - 250
Equipment - Ninja Gear
Effect - Bestows Haste when character hits Critical status

--Immunity
Type - P
AP Needed - 150
Effect - Buffs and debuffs cannot be removed

- Comments -

If you're going to use a Blue Mage you'll need this job since it helps make
enemies actually use the spell on your character with Learning. Outside that
though they're pretty much another gimmick class and are overall not very
useful.

Time Mage
~~~~~~~~~~~

- Requirements -

5 Black Mage A-Ability

- Equipment -
Weapon - Rods
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 5
MP - 6
Speed - 50%
Weapon Attack - 5
Weapon Defense - 6
Magic Power - 10
Magic Resistence - 10

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Haste
Type - A
AP Needed - 250
Equipment - Firewheel Rod
Effect - Bestows Haste on one ally

--Reflect
Type - A
AP Needed - 250
Equipment - Thunder Rod
Effect - Bestows Reflect on one ally

--Slow
Type - A
AP Needed - 250
Equipment - Terre Rod
Effect - Inflicts Slow on one enemy

--Hastega
Type - A
AP Needed - 400
Equipment - Flame Rod
Effect - Bestows Haste on a group of allies

--Quicken
Type - A
AP Needed - 400
Equipment - Thor Rod
Effect - Allows the target to act immediately.

--Stop
Type - A
AP Needed - 350
Equipment - Chill Rod
Effect - Inflict Stop on one enemy

--Extend
Type - A
AP Needed - 150
Equipment - Stardust Rod
Effect - Increases the duration of positive status effects

--Undo
Type - A
AP Needed - 300
Equipment - Crown Scepter
Effect - Resets HP and MP to the amount on the previous turn

--Critical: Quicken
Type - R
AP Needed - 450
Equipment - Magus Robe
Effect - Bestows Quick when in critical status

--Magick Evade
Type - R
AP Needed - 250
Equipment - Magick Robe
Effect - Evade all damaging spells

- Comments -

The Time Mage has some of the best buffs and debuffs. In particular Haste and
Slow. Having your turns come up quicker than enemies gives you a huge
advantage over them. They also have Stop which is quite possibly the most
devastating debuff in the game. As a stopped ally cannot avoid any attacks.
This includes stealing as well! As one can expect though, their defense
forces them to remain in the rear.

Illusionist
~~~~~~~~~~~~~

- Requirements -

4 Black Mage A-Ability


2 White Mage A-Ability

- Equipment -
Weapon - Rods
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 5
MP - 7
Speed - 35%
Weapon Attack - 6
Weapon Defense - 6
Magic Power - 9
Magic Resistence - 9

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Prominence
Type - A
AP Needed - 200
Effect - Fire damage to all enemies

--Tempest
Type - A
AP Needed - 200
Effect - Thunder damage to all enemies

--Freezeblink
Type - A
AP Needed - 250
Effect - Ice damage to all enemies

--Star Cross
Type - A
AP Needed - 300
Effect - Holy damage to all enemies

--Stardust
Type - A
AP Needed - 300
Effect - Damages to all enemies

--Deluge
Type - A
AP Needed - 250
Effect - Water damage to all enemies
--Soil Evidence(?)
Type - A
AP Needed - 250
Effect - Earth damage to all enemies

--Wild Tornado
Type - A
AP Needed - 250
Effect - Wind damage to all enemies

--Absorb MP
Type - R
AP Needed - 300
Effect - Absorb the amount MP used in the spell you're hit by

--Halve MP
Type - P
AP Needed - 400
Effect - Half MP cost for all spells

- Comments -

Their spells will hit all enemies regardless of their position, so keeping
them
safe from enemy attacks is relatively easy. To compensate though, their
damage is quite lacking and the cost for the spells is very high. But by far,
their
biggest weakness is their low speed.

Alchemist
~~~~~~~~~~~

- Requirements -

2 Illusionist A-Ability

- Equipment -
Weapon - Maces
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 6
MP - 7
Speed - 54%
Weapon Attack - 7
Weapon Defense - 6
Magic Power - 10
Magic Resistence - 11

Move - 3
Jump - 3
Evade - 0

- Abilities -
--Astra
Type - A
AP Needed - 200
Effect - Nullify one bad status

--Warp
Type - A
AP Needed - 350
Effect - Turn an enemy in Critical status into an item

--Protometeor
Type - A
AP Needed - 400
Effect - Heavy damage

--Rasp
Type - A
AP Needed - 100
Effect - Damage MP

--Flare
Type - A
AP Needed - 300
Effect - Heavy damage

--Poison
Type - A
AP Needed - 100
Effect - Inflict Poison

--Toad
Type - A
AP Needed - 200
Effect - Inflict Frog

--Magic UP
Type - P
AP Needed - 150
Effect - Improves magic

--Maintenance
Type - P
AP Needed - 150
Effect - Prevents equipment from being stolen or broken.

--Item Lore
Type - P
AP Needed - 150
Effect - Improves the effect of items

- Comments -

Arcanist
~~~~~~~~~~

- Requirements -
2 Time Mage A-Ability
Complete Quest (Nu Mou Nobles)

- Equipment -
Weapon - Rods
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 5
MP - 8
Speed - 34%
Weapon Attack - 5
Weapon Defense - 6
Magic Power - 8
Magic Resistence - 7

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Syphon
Type - A
AP Needed - 300
Effect - Steal one target's MP

--Death
Type - A
AP Needed - 450
Effect - Instant KO to one unit

--Gravity
Type - A
AP Needed - 250
Effect - Target takes damage equal to 1/4 of their current HP

--Drain
Type - A
AP Needed - 300
Effect - Steal one target's HP

--Graviga
Type - A
AP Needed - 450
Effect - Target takes damage equal to 1/2 of their current HP

--Level 3 Dark
Type - A
AP Needed - 450
Effect - Dark damage to all units with a level dividable by 3

--Level 5 Haste
Type - A
AP Needed - 450
Effect - Bestows Haste on all units with a level dividable by 5

--Level ? S Flare
Type - A
AP Needed - 450
Effect - Dark damage to all units with last level digit that is the same as
the
caster.

--MP Shield
Type - R
AP Needed - 300
Effect - HP damage becomes MP damage until you run out of MP

--Pierce
Type - P
AP Needed - 200
Effect - Spells ignore Reflect Status

- Comments -

Sage
~~~~~~

- Requirements -

2 White Mage A-Ability


1 Beastmaster A-Ability

- Equipment -
Weapon - Maces
Head - Hats
Body - Robes, Light Armor
Able to equip shields

- Stat Growth -

HP - 7
MP - 4
Speed - 48%
Weapon Attack - 8
Weapon Defense - 7
Magic Power - 9
Magic Resistence - 8

Move - 4
Jump - 3
Evade - 0

- Abilities -

--Blind
Type - A
AP Needed - 100
Effect - Inflicts Blind
--Water
Type - A
AP Needed - 200
Effect - Water damage

--Aero
Type - A
AP Needed - 200
Effect - Wind damage

--Esunaga
Type - A
AP Needed - 300
Effect - Removes bad status

--Scathe
Type - A
AP Needed - 450
Effect - Heavy damage to enemies in a line

--Giga Flare
Type - A
AP Needed - 450
Effect - Heavy damage

--Bio
Type - A
AP Needed - 300
Effect - Damage and inflicts poison

--Ultima Blow
Type - A
AP Needed - 990
Effect - Heavy damage

--Reflex
Type - R
AP Needed - 350
Effect - Grants immunity to attacks done by the Attack command

--Defense UP
Type - P
AP Needed - 350
Effect - Improves defense

--Shieldbearer
Type - P
Ap Needed - 150
Effect - Enables any class to use a shield.

- Comments -

Scholar
~~~~~~~~~

- Requirements -
1 Sage A-Ability
1 Time Mage A-Ability
Complete Quest (Treasured Tomes)

- Equipment -
Weapon - Books
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 7
MP - 3
Speed - 58%
Weapon Attack - 10
Weapon Defense - 7
Magic Power - 7
Magic Resistence - 7

Move - 4
Jump - 3
Evade - 0

- Abilities -

--Study
Type - A
AP Needed - 150
Effect - Reveals treasure, items and gil held by the unit

--Natural Selection
Type - A
AP Needed - 300
Effect - Deals damage to all units of the selected race

--Earth Dragon Tome


Type - A
AP Needed - 300
Effect - Earth damage to all units

--Rime Bolt Tome


Type - A
AP Needed - 300
Effect - Ice damage to all units

--Thunder Flare Tome


Type - A
AP Needed - 300
Effect - Thunder damage to all units

--Shadow Shade Tome


Type - A
AP Needed - 300
Effect - Dark damage to all units

--Force
Type - A
AP Needed - 200
Effect - Gain a random positive status condition

--Mad Scientist
Type - A
AP Needed - 350
Effect - Inflicts a random status condition

--Spellbound
Type - P
AP Needed - 300
Effect - Improves the duration of positive status

- Comments -

Strangely enough, their stat growth is very similar to the removed Morpher
class. A very odd choice since their abilities are based off your Magic Power
stat.

As for their abilities they're quite similar to the Illusionist's. The


difference being
that they can affect your allies as well. This might sound like a problem at
first
but it actually has an advantage. With the right equipment, you can heal your
allies with them.

= = = = = = =
Bangaa Jobs
= = = = = = =
[FFBA]

Warrior
~~~~~~~~~

- Requirements -

None

- Equipment -
Weapon - Swords, Broadswords
Head - Hats, Helms
Body - Light Armor, Heavy Armor
Able to equip shields

- Stat Growth -

HP - 9
MP - 2
Speed - 50%
Weapon Attack - 9
Weapon Defense - 8
Magic Power - 6
Magic Resistence - 6

Move - 4
Jump - 2
Evade - 0
- Abilities -

--First Aid
Type - A
AP Needed - 100
Effect - Cures poison status and restores a small number of HP

--Rend Power
Type - A
AP Needed - 250
MP Cost - 0
Effect - Lowers an enemy's attack stat.

--Rend Magic
Type - A
AP Needed - 250
Effect - Lowers an enemy's magic stat.

--Rend MP
Type - A
AP Needed - 250
Effect - MP Damage to one enemy

--Rend Speed
Type - A
AP Needed - 350
Effect - Lowers an enemy's speed stat.

--Body Slam
Type - A
AP Needed - 300
Effect - Self-damaging attack

--Greased Bolt
Type - A
AP Needed - 300
Effect - Attack that ignores the enemy's R-Ability

--Downsize
Type - A
AP Needed - 300
Effect - Target takes damage equal to half of their current HP

--Shieldbearer
Type - P
Ap Needed - 150
Effect - Enables any class to use a shield.

--Monkey Grip
Type - P
Ap Needed - 250
Effect - Enables holding two handed weapons with only one hand.

- Comments -

White Monk
~~~~~~~~~~~~

- Requirements -

None

- Equipment -
Weapon - Knuckles
Head - Nothing
Body - Light Armor

- Stat Growth -

HP - 6
MP - 2
Speed - 61%
Weapon Attack - 9
Weapon Defense - 7
Magic Power - 7
Magic Resistence - 6

Move - 4
Jump - 3
Evade - 5

- Abilities -

--Whirlwind
Type - A
AP Needed - 100
Effect - Damages adjacent units

--Air Render
Type - A
AP Needed - 250
Effect - Ranged attack.

--Earth Render
Type - A
AP Needed - 250
Effect- Earth damage to enemies in a line

--Aurablast
Type - A
AP Needed - 250
Effect - Ranged attack.

--Chakra
Type - A
AP Needed - 200
Effect - Recover HP and removes bad status

--Revive
Type - A
AP Needed - 300
Effect - Revive a KO'd ally
--Exorcise
Type - A
AP Needed - 250
Effect - Removes undead enemies from battle

--Holy Sign
Type - A
AP Needed - 300
Effect - Dispels positive status

--Reflex
Type - R
AP Needed - 350
Effect - Grants immunity to attacks done by the Attack command

--Counter
Type - R
AP Needed - 150
Effect - Counter attack an enemy when attacked at close range.

- Comments -

Dragoon
~~~~~~~~~

- Requirements -

2 Warrior A-Ability
Complete Quest (Kyrra, Dragoon)

- Equipment -
Weapon - Swords, Spears
Head - Helms
Body - Heavy Armor

- Stat Growth -

HP - 8
MP - 1
Speed - 62%
Weapon Attack - 11
Weapon Defense - 9
Magic Power - 5
Magic Resistence - 5

Move - 3
Jump - 3
Evade - 0

- Abilities -

--Jump
Type - A
AP Needed - 100
Effect - Ranged attack

--Fire Breath
Type - A
AP Needed - 300
Effect - Fire damage

--Ice Breath
Type - A
AP Needed - 300
Effect - Ice damage

--Thunder Breath
Type - A
AP Needed - 300
Effect - You guessed it, thunder damage

--Bangaa Cry
Type - A
AP Needed - 300
Effect - Non-elemental damage and inflict confuse

--Wyrmtamer
Type - A
AP Needed - 150
Effect - Removes dragons from battle

--Wyrmkiller
Type - A
AP Needed - 300
Effect - Heavy damage to dragons

--Lancet
Type - A
AP Needed - 300
Effect - Steals a unit's HP

--Dragonheart
Type - R
AP Needed - 300
Effect - Gain Reraise when attacked at close range

- Comments -

Defender
~~~~~~~~~~

- Requirements -

2 White Monk A-Ability

- Equipment -
Weapon - Knightswords, Broadswords
Head - Helms
Body - Heavy Armor
Able to equip shields

- Stat Growth -

HP - 8
MP - 1
Speed - 45%
Weapon Attack - 8
Weapon Defense - 11
Magic Power - 6
Magic Resistence - 7

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Tremor
Type - A
AP Needed - 100
Effect - Damages and knocks back adjacent units

--Meltdown
Type - A
AP Needed - 200
Effect - KO's the user and does damage equal to the user's HP to adjacent
units

--Defense
Type - A
AP Needed - 200
Effect - Improves defensive abilities. Effect is lost next turn.

--Drop Weapon
Type - A
AP Needed - 200
Effect - Forces the target to unequip their weapon

--Hibernate
Type - A
AP Needed - 100
Effect - Removes all bad status and causes the unit to fall asleep

--Mow Down
Type - A
AP Needed - 200
Effect - Damages surrounding units and nullifies evasion for 1 turn

--Aura
Type - A
AP Needed - 300
Effect - Bestows Reraise and Regen

--Bulwark
Type - A
AP Needed - 300
Effect - Become immune to all damage until next turn

--Critical: Berserk
Type - R
AP Needed - 300
Effect - Become berserk when in critical status

--Defense UP
Type - P
AP Needed - 350
Effect - Improves defense

--Equip Heavy Armor


Type - P
Ap Needed - 150
Effect - Enables any class to wear heavy armor.

- Comments -

Gladiator
~~~~~~~~~~~

- Requirements -

2 Warrior A-Ability

- Equipment -
Weapon - Blades
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 8
MP - 2
Speed - 55%
Weapon Attack - 12
Weapon Defense - 8
Magic Power - 6
Magic Resistence - 6

Move - 4
Jump - 2
Evade - 0

- Abilities -

--Rush
Type - A
AP Needed - 100
Effect - Knocks back the target as well as damages them

--Wild Swing
Type - A
AP Needed - 250
Effect - Attacks all surrounding units.

--Beatdown
Type - A
AP Needed - 250
Effect - All-or-nothing attack
--Blitz
Type - A
AP Needed - 250
Effect - Has a high hit rate but does less damage.

--Fire Soul
Type - A
AP Needed - 300
Effect - Fire damage

--Thunder Assault
Type - A
AP Needed - 300
Effect - Thunder damage

--Ice Tackle
Type - A
AP Needed - 300
Effect - Ice damage

--Ultima Sword
Type - A
AP Needed - 990
Effect - Heavy damage

--Strikeback
Type - R
AP Needed - 300
Effect - Prevents attacks done by the Fight attack and counters

--Doublehand
Type - P
AP Needed - 250
Effect - Hold a one-handed weapon in two hands, improving damage.

- Comments -

Master Monk
~~~~~~~~~~~~~

- Requirements -

2 Warrior A-Ability
2 White Monk A-Ability
Complete Quest (Banbangaa!)

- Equipment -
Weapon - Poles
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 6
MP - 3
Speed - 71%
Weapon Attack - 11
Weapon Defense - 8
Magic Power - 8
Magic Resistence - 7

Move - 4
Jump - 3
Evade - 10

- Abilities -

--Inner Focus
Type - A
AP Needed - 300
Effect - Restore HP and removes bad status

--Armor Rend
Type - A
AP Needed - 350
Effect - Destroy the target's armor

--Holy Strike
Type - A
AP Needed - 350
Effect - Holy damage

--Dark Fist
Type - A
AP Needed - 300
Effect - Self-damaging attack

--Cross-Counter
Type - A
AP Needed - 350
Effect - Does damage, heavy damage if the target has Counter set as their R
ability (Blink Counter works too)

--Lifebane
Type - A
AP Needed - 400
Effect - Damage and inflicts Doom

--Pummel
Type - A
AP Needed - 300
Effect - Attack the target twice

--Withered Blow
Type - A
AP Needed - 400
Effect - Damage based on current HP

--Blink Counter
Type - R
AP Needed - 250
Effect - Knocks the target back and counters

--Focus
Type - P
AP Needed - 300
Effect - Improves damage when at full HP

- Comments -

Bishop
~~~~~~~~

- Requirements -

2 White Monk A-Ability

- Equipment -
Weapon - Staves
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 6
MP - 5
Speed - 39%
Weapon Attack - 6
Weapon Defense - 6
Magic Power - 9
Magic Resistence - 8

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Cura
Type - A
AP Needed - 200
Effect - Restores a moderate amount of HP. Damages Undead.

--Dispel
Type - A
AP Needed - 200
Effect - Dispels positive status

--Holy
Type - A
AP Needed - 300
Effect - Holy damage

--Water
Type - A
AP Needed - 200
Effect - Water damage

--Aero
Type - A
AP Needed - 200
Effect - Wind damage

--Barrier
Type - A
AP Needed - 300
Effect - Bestows Protect and Shell

--Drop
Type - A
AP Needed - 150
Effect - Forces the enemy to drop some treasure

--Break
Type - A
AP Needed - 200
Effect - Inflicts Petrify

--Counter Magick
Type - R
AP Needed - 400
Effect - Counter attack magic by casting the same spell back at the caster.
You need to meet the MP requirement of that spell however.

--Halve MP
Type - P
AP Needed - 400
Effect - Half MP cost for all spells

- Comments -

Templar
~~~~~~~~~

- Requirements -

2 Bishop A-Ability

- Equipment -
Weapon - Knightswords, Spears
Head - Helms
Body - Robes, Heavy Armor

- Stat Growth -

HP - 7
MP - 3
Speed - 34%
Weapon Attack - 9
Weapon Defense - 10
Magic Power - 7
Magic Resistence - 7

Move - 3
Jump - 2
Evade - 0

- Abilities -
--Astra
Type - A
AP Needed - 200
Effect - Nullify one bad status

--Haste
Type - A
AP Needed - 250
Effect - Bestows Haste on one ally

--Rasp
Type - A
AP Needed - 100
Effect - Damage MP

--Warcry
Type - A
AP Needed - 300
Effect - Reduce speed of all adjacent units

--Rasp
Type - A
AP Needed - 100
Effect - Damage MP

--Silence
Type - A
AP Needed - 200
Effect - Inflict Silence

--Cheer
Type - A
AP Needed - 100
Effect - Increases the power of attacks on the next turn

--Soul Sphere
Type - A
AP Needed - 300
Effect - Damage MP

--Lifebreak
Type - A
AP Needed - 100
Effect - Damages the target equal to amount of HP the user has lost

--Bonecrusher
Type - R
AP Needed - 250
Effect - Same as Counter only does more damage

--Attack UP
Type - P
AP Needed - 150
Effect - Increases attack

- Comments -
Cannoneer
~~~~~~~~~~~

- Requirements -

2 Dragoon A-Ability
Complete Quest (The Bangaa Brotherhood)

- Equipment -
Weapon - Hand Cannons
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 7
MP - 3
Speed - 57%
Weapon Attack - 7
Weapon Defense - 7
Magic Power - 7
Magic Resistence - 7

Move - 3
Jump - 3
Evade - 0

- Abilities -

--Prime
Type - A
AP Needed - 150
Effect - Raises attack power for the next attack

--Foresight
Type - A
AP Needed - 150
Effect - Raises the number of attacks in the next attack

--Buckshot
Type - A
AP Needed - 150
Effect - Improves the damage radius of the next regular attack

--Scope
Type - A
AP Needed - 150
Effect - Improves the accuracy of the next attack

--Mortar
Type - A
AP Needed - 200
Effect - Improves damage but inflicts Immobilize on the user

--Target
Type - A
AP Needed - 200
Effect - Takes aim at the target. Deals heavy damage on the next turn.

--Potion Shell
Type - A
AP Needed - 300
Effect - Restores 60 HP

--Ether Shell
Type - A
AP Needed - 300
Effect - Restores 60 MP

--Blur
Type - R
AP Needed - 150
Effect - Evade gun and cannon attacks

- Comment -

Trickster
~~~~~~~~~~~

- Requirements -

2 Master Monk A-Ability


Complete Quest (Sleight of Hand)

- Equipment -
Weapon - Cards
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 5
MP - 1
Speed - 88%
Weapon Attack - 7
Weapon Defense - 7
Magic Power - 10
Magic Resistence - 7

Move - 4
Jump - 3
Evade - 10

- Abilities -

--Snigger
Type - A
AP Needed - 150
Effect - Inflict berserk

--Suggestion
Type - A
AP Needed - 450
Effect - Inflict frog

--Hypochondria
Type - A
AP Needed - 150
Effect - Inflict poison

--Shadow of Doubt
Type - A
AP Needed - 250
Effect - Inflict immobilize

--Charisma
Type - A
AP Needed - 400
Effect - Inflict charm

--Traumatize
Type - A
AP Needed - 300
Effect - Damage is based on the number of ailments on the target

--Agitate
Type - A
AP Needed - 400
Effect - Damages the target equal to amount of HP the user has lost

--Mug
Type - A
AP Needed - 250
Effect - Damage and steals treasure from the target

--Ribbon-Bearer
Type - P
AP Needed - 300
Effect - Able to equip ribbons

- Comments -

= = = = = = =
Viera Jobs
= = = = = = =
[FFVI]

Fencer
~~~~~~~~

- Requirements -

None

- Equipment -
Weapon - Rapiers
Head - Hats
Body - Light Armor
Able to equip shields
- Stat Growth -

HP - 8
MP - 1
Speed - 69%
Weapon Attack - 10
Weapon Defense - 7
Magic Power - 6
Magic Resistence - 6

Move - 4
Jump - 2
Evade - 0

- Abilities -

--Swarmstrike
Type - A
AP Needed - 100
Effect - Low damage but inflicts poison

--Shadowstick
Type - A
AP Needed - 200
Effect - Lowers the target's speed

--Checkmate
Type - A
AP Needed - 300
Effect - Inflicts Doom

--Featherblow
Type - A
AP Needed - 200
Effect - Low damage but always hits

--Swallowtail
Type - A
AP Needed - 300
Effect - Damages all adjacent units

--Manastrike
Type - A
AP Needed - 300
Effect - MP damage

--Piercethrough
Type - A
AP Needed - 200
Effect - Attacks 2 spaces

--Nighthawk
Type - A
AP Needed - 200
Effect - Damages all adjacent units

--Reflex
Type - R
AP Needed - 350
Effect - Grants immunity to attacks done by the Attack command

--Shieldbearer
Type - P
Ap Needed - 150
Effect - Enables any class to use a shield.

- Comments -

White Mage
~~~~~~~~~~~~

- Requirements -

None

- Equipment -
Weapon - Rods
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 6
MP - 5
Speed - 58%
Weapon Attack - 6
Weapon Defense - 7
Magic Power - 8
Magic Resistence - 8

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Cure
Type - A
AP Needed - 100
Effect - Restores a small amount of HP. Damages Undead.

--Cura
Type - A
AP Needed - 200
Effect - Restores a moderate amount of HP. Damages Undead.

--Curaga
Type - A
AP Needed - 300
Effect - Restores a large amount of HP. Damages Undead.

--Esuna
Type - A
AP Needed - 200
Effect - Removes bad status conditions.

--Raise
Type - A
AP Needed - 400
Effect - Revive an ally. Damages Undead.

--Araise
Type - A
AP Needed - 400
Effect - Revive and fully heal an ally. Damages Undead.

--Reraise
Type - A
AP Needed - 400
Effect - Automatically casts Raise on an the targeted ally when he/she falls.

--Refresh
Type - A
AP Needed - 400
Effect - Restores bad status that the Esuna spell cannot cure.

--Turbo MP
Type - A
AP Needed - 250
Effect - Doubles MP cost but improves the effect of magic skills.

- Comments -

The one class that got nerfed from FFTA for no good reason. Having lost
Protect and Shell, White Mages are now nothing more than healbots. Still,
their healing spells are quite useful to have around. And they're one of the
few classes capable of reviving fallen allies.

Green Mage
~~~~~~~~~~~~

- Requirements -

1 White Mage A-Ability


Complete Quest (Green Dominion)

- Equipment -
Weapon - Hammers, Maces
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 6
MP - 3
Speed - 86%
Weapon Attack - 7
Weapon Defense - 7
Magic Power - 8
Magic Resistence - 7
Move - 3
Jump - 3
Evade - 0

- Abilities -

--Protect
Type - A
AP Needed - 150
Effect - Bestows Protect

--Shell
Type - A
AP Needed - 150
Effect - Bestows Shell

--Sleep
Type - A
AP Needed - 200
Effect - Inflicts Sleep

--Silence
Type - A
AP Needed - 200
Effect - Inflicts Silence

--Oil
Type - A
AP Needed - 250
Effect - Inflicts Oil

--Blind
Type - A
AP Needed - 200
Effect - Inflicts Blind

--Leap
Type - A
AP Needed - 200
Effect - Improves movement

--Tranq
Type - A
AP Needed - 200
Effect - Improves accuracy

--Magick Evade
Type - R
AP Needed - 250
Effect - Improves mage evasion

--Spellbound
Type - P
AP Needed - 300
Effect - Improves the duration of positive status

- Comments -
Archer
~~~~~~~~

- Requirements -

None

- Equipment -
Weapon - Bows
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 7
MP - 1
Speed - 66%
Weapon Attack - 8
Weapon Defense - 7
Magic Power - 6
Magic Resistence - 7

Move - 4
Jump - 2
Evade - 5

- Abilities -

--Boost
Type - A
AP Needed - 100
Effect - Improves weapon attack. Effect is lost once you attack.

--Leg Aim
Type - A
AP Needed - 250
Effect - Inflicts immobilise status to an enemy.

--Arm Aim
Type - A
AP Needed - 350
Effect - Inflicts disable status to an enemy.

--Cupid
Type - A
AP Needed - 250
Effect - Inflicts charm status to an enemy.

--Burial
Type - A
AP Needed - 200
Effect - Destroy undead completely.

--Take Aim
Type - A
AP Needed - 200
Effect - Has a high hit rate but does less damage.

--Lighting Strike
Type - A
AP Needed - 300
Effect - An attack that ignores the enemy's R-Ability

--Black Out
Type - A
AP Needed - 250
Effect - Inflicts blind status to an enemy.

--Archer's Bane
Type - R
AP Needed - 200
Effect - Grants immunity to bow attacks done by the attack command.

--Concentration
Type - P
AP Needed - 250
Effect - Improves Hit rate.

- Comments -

Their stats are terrible but they actually perform quite well in combat,
especially
in the early parts of the game. Later on though they'll start to fall behind
with
the more advanced classes showing up.

Elementalist
~~~~~~~~~~~~~~

- Requirements -

2 White Mage A-Ability

- Equipment -
Weapon - Rapiers
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 6
MP - 3
Speed - 41%
Weapon Attack - 7
Weapon Defense - 7
Magic Power - 10
Magic Resistence - 7

Move - 3
Jump - 2
Evade - 0

- Abilities -
--Fire Whip
Type - A
AP Needed - 250
Effect - Fire damage and inflicts disable

--Earth Heal
Type - A
AP Needed - 200
Effect - Restores HP

--White Flame
Type - A
AP Needed - 100
Effect - Restores HP

--Shining Air
Type - A
AP Needed - 250
Effect - Wind damage and inflicts blind

--Evil Gaze
Type - A
AP Needed - 300
Effect - Dark damage and inflicts confuse

--Boulder Crush
Type - A
AP Needed - 200
Effect - Earth damage and inflicts immobilize

--Sliprain
Type - A
AP Needed - 200
Effect - Water damage and inflicts slow

--Thunderous Roar
Type - A
AP Needed - 200
Effect - Thunder damage and inflicts silence

- Comments -

Red Mage
~~~~~~~~~~

- Requirements -

1 White Mage A-Ability


1 Fencer A-Ability

- Equipment -
Weapon - Rapiers
Head - Hats
Body - Robes, Light Armor

- Stat Growth -
HP - 6
MP - 2
Speed - 62%
Weapon Attack - 9
Weapon Defense - 6
Magic Power - 9
Magic Resistence - 6

Move - 4
Jump - 2
Evade - 0

- Abilities -

--Protect
Type - A
AP Needed - 150
Effect - Bestows Protect

--Shell
Type - A
AP Needed - 150
Effect - Bestows Shell

--Cure
Type - A
AP Needed - 100
Effect - Restores a small amount of HP. Damages Undead.

--Fire
Type - A
AP Needed - 100
Effect - Small fire damage.

--Thunder
Type - A
AP Needed - 100
Effect - Small thunder damage.

--Blizzard
Type - A
AP Needed - 100
Effect - Small ice damage.

--Silence
Type - A
AP Needed - 200
Effect - Inflicts Silence

--Doublecast
Type - A
AP Needed - 990
Effect - Cast two spells in one turn

--Sticky Fingers
Type - R
AP Needed - 250
Effect - Catch thrown weapons and keep them

--Magick UP
Type - P
AP Needed - 150
Effect - Improves magic

- Comments -

Red Mages have some fairly high offensive stats. They also have Doublecast,
one
of the game's most powerful abilities. MP can be quite a concern with this
ability
however, but there's ways to work around it.

Spellblade
~~~~~~~~~~~~

- Requirements -

2 Red Mage A-Ability


Complete Quest (To be a Spellblade)

- Equipment -
Weapon - Swords
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 5
MP - 2
Speed - 64%
Weapon Attack - 9
Weapon Defense - 7
Magic Power - 7
Magic Resistence - 7

Move - 4
Jump - 3
Evade - 0

- Abilities -

--Oil Sword
Type - A
AP Needed - 300
Effect - Damage and inflict Oil

--Slow Sword
Type - A
AP Needed - 300
Effect - Damage and inflict Slow

--Poison Sword
Type - A
AP Needed - 200
Effect - Damage and inflict Poison

--Confuse Sword
Type - A
AP Needed - 300
Effect - Damage and inflict Confuse

--Sleep Sword
Type - A
AP Needed - 250
Effect - Damage and inflict Sleep

--Doom Sword
Type - A
AP Needed - 300
Effect - Damage and inflict Doom

--Maim Sword
Type - A
AP Needed - 300
Effect - Damage and inflict Immobilize

--Stun Sword
Type - A
AP Needed - 300
Effect - Damage and inflict Disable

--Critical: Evade
Type - R
AP Needed - 200
Effect - Improves evade when in Critical status

--Blood Price
Type - P
AP Needed - 150
Effect - Spells consume HP instead of MP. It also gives a slight magic attack
boost.

- Comments -

Their stat growth is passable. Being well rounded in all areas Their main
selling
point is their abilities. Blood Price is an amazing ability to put on a
caster,
as it
allows you to get around the game's MP system and use your most powerful
spells on turn 1.

Their Blade Arts are good debuff skills and can work well on a ranged
attacker.
Oddly enough they work with Turbo MP and Doublecast as well, allowing for
some impressive damage potential.

Summoner
~~~~~~~~~~
- Requirements -

2 Elementalist A-Ability

- Equipment -
Weapon - Staves
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 5
MP - 4
Speed - 56%
Weapon Attack - 6
Weapon Defense - 6
Magic Power - 11
Magic Resistence - 8

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Unicorn
Type - A
AP Needed - 200
Effect - Restore HP and remove bad status

--Ifrit
Type - A
AP Needed - 200
Effect - Fire damage

--Shiva
Type - A
AP Needed - 200
Effect - Ice damage

--Ramuh
Type - A
AP Needed - 200
Effect - Thunder damage

--Kirin
Type - A
AP Needed - 200
Effect - Bestows Regen

--Carbuncle
Type - A
AP Needed - 200
Effect - Bestows Reflect

--Phoenix
Type - A
AP Needed - 300
Effect - Revives KO'd units

--Maduin
Type - A
AP Needed - 300
Effect - Holy damage

--Halve MP
Type - P
AP Needed - 400
Effect - Half MP cost for all spells

- Comments -

Assassin
~~~~~~~~~~

- Requirements -

2 Elementalist A-Ability
1 Sniper A-Ability
Complete Quest (Veis, Assassin)

- Equipment -
Weapon - Katanas, Greatbows
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 5
MP - 1
Speed - 96%
Weapon Attack - 8
Weapon Defense - 6
Magic Power - 7
Magic Resistence - 6

Move - 4
Jump - 4
Evade - 15

- Abilities -

--Shadowbind
Type - A
AP Needed - 200
Effect - Inflicts Stop

--Last Breath
Type - A
AP Needed - 300
Effect - Instantly KO a unit

--Aphonia
Type - A
AP Needed - 200
Effect - Inflicts Silence

--Nightmare
Type - A
AP Needed - 300
Effect - Inflicts Sleep and Doom

--Ague
Type - A
AP Needed - 200
Effect - Inflicts Slow

--Rockseal
Type - A
AP Needed - 200
Effect - Inflicts Petrify

--Oblivion
Type - A
AP Needed - 200
Effect - Inflicts Addle

--Ultima Masher
Type - A
AP Needed - 990
Effect - Heavy damage

--Shadowbind
Type - A
AP Needed - 200
Effect - Inflicts Stop

--Return Fire
Type - R
AP Needed - 150
Effect - catch a fired arrow and throw it back at the attacker

- Comments -

Sniper
~~~~~~~~

- Requirements -

2 Archer A-Ability

- Equipment -
Weapon - Maces
Head - Hats
Body - Robes, Light Armor
Able to equip shields

- Stat Growth -

HP - 6
MP - 1
Speed - 59%
Weapon Attack - 11
Weapon Defense - 6
Magic Power - 7
Magic Resistence - 7

Move - 4
Jump - 3
Evade - 15

- Abilities -

--Doubleshot
Type - A
AP Needed - 300
Effect - Attack twice

--Beso Toxico
Type - A
AP Needed - 200
Effect - Damage and inflict poison

--Death Sickle
Type - A
AP Needed - 300
Effect - Inflicts Doom

--Vanish
Type - A
AP Needed - 100
Effect - Bestows Vanish

--Markman's Spite
Type - A
AP Needed - 300
Effect - HP and MP damage based on how much HP the user has lost

--Armor Aim
Type - A
AP Needed - 300
Effect - Destroy the target's armor

--Weapon Aim
Type - A
AP Needed - 300
Effect - Destroy the target's weapon

--Wallet Aim
Type - A
AP Needed - 300
Effect - Steal gil based on the target's Max HP

--Auto-Regen
Type - R
AP Needed - 200
Effect - Bestows Regen when attacked
- Comments -

= = = = = =
Seeq Jobs
= = = = = =
[FFSE]

Berserker
~~~~~~~~~~~

- Requirements -

None

- Equipment -
Weapon - Knuckles
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 7
MP - 1
Speed - 48%
Weapon Attack - 11
Weapon Defense - 6
Magic Power - 6
Magic Resistence - 6

Move - 4
Jump - 2
Evade - 0

- Abilities -

--Scream
Type - A
AP Needed - 300
Effect - Removes positave status of adjacent units

--Hone Senses
Type - A
AP Needed - 200
Effect - Improves critical hit rate

--Furore
Type - A
AP Needed - 200
Effect - Damages units in a line

--Groud Shaker
Type - A
AP Needed - 350
Effect - Earth damage

--Smite of Rage
Type - A
AP Needed - 350
Effect - Damage and inflict a random bad status

--Inner Calm
Type - A
AP Needed - 250
Effect - Improves evade

--Helm Smash
Type - A
AP Needed - 400
Effect - Damage and destroys the target's helm

--Smash
Type - A
AP Needed - 400
Effect - Damage and destroys the target's accessory

--Critical: Berserk
Type - R
AP Needed - 300
Effect - Become berserk when in critical status

--Counter
Type - R
AP Needed - 150
Effect - Counter attack an enemy when attacked at close range.

--Attack UP
Type - P
AP Needed - 150
Effect - Increases attack

--Death Strike
Type - P
AP Needed - 150
Effect - Increases critical hit percentage

- Comments -

Ranger
~~~~~~~~

- Requirements -

None

- Equipment -
Weapon - Knives, Bows
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 7
MP - 1
Speed - 68%
Weapon Attack - 8
Weapon Defense - 8
Magic Power - 7
Magic Resistence - 9

Move - 4
Jump - 4
Evade - 0

- Abilities -

--Stem Needle
Type - A
AP Needed - 150
Effect - Sets a needle trap

--Silence Gas
Type - A
AP Needed - 200
Effect - Sets a silence gas trap

--Leech
Type - A
AP Needed - 250
Effect - Sets a mp drain trap

--Love Potion
Type - A
AP Needed - 300
Effect - Sets a charm inducing trap

--Mirror Items
Type - A
AP Needed - 300
Effect - Reverses the effect of items

--Camouflage
Type - A
AP Needed - 300
Effect - Makes the unit become invisible

--Awareness
Type - A
AP Needed - 250
Effect - Reveals hidden traps and enemies

--Life Bond
Type - A
AP Needed - 250
Effect - Consume HP to heal a unit

--Critcal: Vanish
Type - A
AP Needed - 400
Effect - Bestows Vanish when in Critical status

--Item Lore
Type - P
AP Needed - 150
Effect - Improves the effect of items

--Evade Traps
Type - P
AP Needed - 150
Effect - Makes you immune to traps

- Comments -

Lanista
~~~~~~~~~

- Requirements -

1 Berserker A-Ability
Complete Quest (Lanista's Pride)

- Equipment -
Weapon - Greatswords
Head - Hats, Helms
Body - Light Armor, Heavy Armor

- Stat Growth -

HP - 7
MP - 2
Speed - 50%
Weapon Attack - 9
Weapon Defense - 9
Magic Power - 7
Magic Resistence - 6

Move - 4
Jump - 2
Evade - 0

- Abilities -

--Souleater
Type - A
AP Needed - 150
Effect - Self-damaging attack

--Charge!
Type - A
AP Needed -
Effect - Damages and knocks back one enemy

--Block!
Type - A
AP Needed - 250
Effect - Improves defense

--Haunting Vision
Type - A
AP Needed -
Effect -

--Razzle-Dazzle
Type - A
AP Needed -
Effect - Steals HP from all surrounding enemies

--Sword of Darkness
Type - A
AP Needed - 350
Effect - Dark damage and steal a target's HP

--Sword of Light
Type - A
AP Needed - 350
Effect - Holy damage and steal a target's MP

--Blink Counter
Type - R
AP Needed - 250
Effect - Knocks the target back and counters

--Dragonheart
Type - R
AP Needed - 500
Effect - Gain Reraise when attacked at close range

- Comments -

Viking
~~~~~~~~

- Requirements -

1 Ranger A-Ability
Complete Quest (Lord Grayl!)

- Equipment -
Weapon - Axes, Hammers
Head - Hats, Helms
Body - Light Armor, Heavy Armor
Able to equip shields

- Stat Growth -

HP - 7
MP - 3
Speed - 54%
Weapon Attack - 8
Weapon Defense - 7
Magic Power - 7
Magic Resistence - 11

Move - 4
Jump - 2
Evade - 0
- Abilities -

--Thunder
Type - A
AP Needed - 100
Effect - Small thunder damage.

--Thundara
Type - A
AP Needed - 250
Effect - Moderate thunder damage.

--Thundaga
Type - A
AP Needed - 350
Effect - Large thunder damage.

--Pickpocket
Type - A
AP Needed - 250
Effect - Steal gil

--Strong-Arm
Type - A
AP Needed - 250
Effect - Damage and steal items or loot

--Pillage
Type - A
AP Needed - 350
Effect - Damage and steals the target's armor

--War Cry
Type - A
AP Needed - 300
Effect - Reduce speed of all adjacent units

--Tsunami
Type - A
AP Needed - 350
Effect - Water damage, can only be used when in water(?)

--Absorb Damage
Type - R
AP Needed - 300
Effect - Restore HP based on damage taken

--Gil Snapper
Type - R
AP Needed - 300
Effect - Obtain gil and items

--Maintenance
Type - P
AP Needed - 150
Effect - Prevents equipment from being stolen or broken.
--Doublehand
Type - P
AP Needed - 250
Effect - Hold a one-handed weapon in two hands, improving damage.

- Comments -

= = = = = =
Gria Jobs
= = = = = =
[FFGR]

Hunter
~~~~~~~~

- Requirements -

None

- Equipment -
Weapon - Knives, Greatbows
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 6
MP - 3
Speed - 65%
Weapon Attack - 8
Weapon Defense - 6
Magic Power - 7
Magic Resistence - 8

Move - 4
Jump - Flying
Evade - 0

- Abilities -

--Sonic Boom
Type - A
AP Needed - 200
Effect - Ranged Area damage

--Counter Force
Type - A
AP Needed - 150
Effect - Attempts to remove a monster from the battlefield

--Advice
Type - A
AP Needed - 100
Effect - Improve one ally's critical hit rate

--Vitals Shot
Type - A
AP Needed - 300
Effect - Inflicts random status conditions or reduce target's HP to 1

--Hunting
Type - A
AP Needed - 250
Effect - A weaker attack that grants bonus treasure if the enemy unit is
killed
by it.

--Addle
Type - A
AP Needed - 200
Effect - Inflicts Addle. Only works on monsters.

--Sidewinder
Type - A
AP Needed - 300
Effect - Heavy damage to monster units

--Ultima Shot
Type - A
AP Needed - 990
Effect - Heavy damage

--Auto-Regen
Type - R
AP Needed - 200
Effect - Bestows Regen when attacked

--Attack UP
Type - P
AP Needed - 150
Effect - Increases attack

- Comments -

Hunters are basically Archer upgrades. Their abilties are mainly focused at
dispatching monsters. Sidewinder is deadly when used on a monster unit and
can make fighting them much easier. Hunters also have access to the Ultima
skill for Humes and Gria. On a Hunter its ranged which makes it quite
fearsome.
However with that 32MP cost, you won't be using it often, even moreso since
Gria lack methods to reduce the amount of MP they use.

Raptor
~~~~~~~~

- Requirements -

1 Hunter A-Ability
Complete Quest (Instrument of Inspiration)

- Equipment -
Weapon - Broadswords
Head - Hats, Helms
Body - Light Armor, Heavy Armor
Able to equip shields

- Stat Growth -

HP - 7
MP - 1
Speed - 68%
Weapon Attack - 8
Weapon Defense - 8
Magic Power - 7
Magic Resistence - 9

Move - 4
Jump - Flying
Evade - 0

- Abilities -

--Power Crush
Type - A
AP Needed - 250
Effect - Damage and lower defense

--Mind Crush
Type - A
AP Needed - 250
Effect - Damage and lower resistence

--Speed Crush
Type - A
AP Needed - 350
Effect - Damage and lower speed

--Soul Crush
Type - A
AP Needed - 350
Effect - Damage and lower magic

--Cyclone
Type - A
AP Needed - 300
Effect - Wind damage

--Whirlwind
Type - A
AP Needed - 300
Effect - Wind damage and inflict confuse

--Shield Bash
Type - A
AP Needed - 400
Effect - Damage and inflict disable (Requires a shield)

--Bulwark
Type - A
AP Needed - 300
Effect - Become immune to all damage until next turn

--Reflex
Type - R
AP Needed - 350
Effect - Grants immunity to attacks done by the Attack command

--Counter
Type - R
AP Needed - 150
Effect - Counter attack an enemy when attacked at close range.

--Shieldbearer
Type - P
Ap Needed - 150
Effect - Enables any class to use a shield.

--Maintenance
Type - P
AP Needed - 150
Effect - Prevents equipment from being stolen or broken.

--Monkey Grip
Type - P
Ap Needed - 250
Effect - Enables holding two handed weapons with only one hand.

- Comments -

Ravager
~~~~~~~~~

- Requirements -

1 Hunter A-Ability
Complete Quest (Ravager)

- Equipment -
Weapon - Greatswords
Head - Hats, Helms
Body - Light Armor, Heavy Armor

- Stat Growth -

HP - 7
MP - 2
Speed - 50%
Weapon Attack - 10
Weapon Defense - 9
Magic Power - 6
Magic Resistence - 6

Move - 4
Jump - Flying
Evade - 0

- Abilities -
--Sweeping Spin
Type - A
AP Needed - 250
Effect - Attack all adjacent units

--Sneak Attack
Type - A
AP Needed - 300
Effect - Damage depends on the direction the target is facing

--Full Assault
Type - A
AP Needed - 350
Effect - Heavy damage but the user falls asleep

--En Garde
Type - A
AP Needed - 100
Effect - Enter a stance where you will counter any attacks sent at you

--Overpower
Type - A
AP Needed - 300
Effect - Damage and ignores R-Ability

--Battle Cry
Type - A
AP Needed - 200
Effect - Raises attack but lowers defense

--Tentacity
Type - A
AP Needed - 300
Effect - Damage depends on the number of bad status

--Blast Wave
Type - A
AP Needed - 350
Effect - Damages enemies in a line

--Bonecrusher
Type - R
AP Needed - 250
Effect - Same as Counter only does more damage

--Strikeback
Type - R
AP Needed - 300
Effect - Prevents attacks done by the Fight attack and counters

--Defense UP
Type - P
AP Needed - 350
Effect - Improves defense

--Tank
Type - P
Ap Needed - 150
Effect - Enables any class to wear heavy armor.

--Unscarred
Type - P
AP Needed - 300
Effect - Improves damage when at full HP

- Comments -

Geomancer
~~~~~~~~~~~

- Requirements -

1 Hunter A-Ability
Complete Quest (Geomancer's Way(Sun-Rain-Snow-Mist))

- Equipment -
Weapon - Poles
Head - Hats
Body - Robes, Light Armor

- Stat Growth -

HP - 6
MP - 5
Speed - 52%
Weapon Attack - 7
Weapon Defense - 11
Magic Power - 7
Magic Resistence - 11

Move - 4
Jump - Flying
Evade - 0

- Abilities -

--Shining Flare
Type - A
AP Needed - Already learnt
Effect - Fire damage, can only be used in Clear weather

--Nature's Embrace
Type - A
AP Needed - Already learnt
Effect - Deals damage, can only be used on normal ground

--Venom Squall
Type - A
AP Needed - 250
Effect - Water damage and inflicts poison, can only be used in the Rain

--Mist Storm
Type - A
AP Needed - 250
Effect - Dark HP and MP damage, can only be used in misty weather

--Artifice's Embrace
Type - A
AP Needed - 250
Effect - Damage and inflicts slow, can only be used on artificial terrain

--Life's Embrace
Type - A
AP Needed - 250
Effect - Damage and inflicts Immbobilize, can only be used when standing on
living things (Like plants).
--Earth's Embrace
Type - A
AP Needed - 250
Effect - Damage and inflicts Disable, can only be used on barren ground.

--Critical: EvadeUP
Type - R
AP Needed - 200
Effect - Improves evade when in Critical status

--Counter Magick
Type - R
AP Needed - 400
Effect - Counter attack magic by casting the same spell back at the caster.
You need to meet the MP requirement of that spell however.

--Magic Defense UP
Type - R
AP Needed - 150
Effect - Improves resistence

--Evade Traps
Type - P
AP Needed - 150
Effect - Makes you immune to traps

- Comments -

= = = = = = = =
Special Jobs
= = = = = = = =
[FFSP]

Bard
~~~~~~

- Requirements -

Hurdy Only
Obtained through the main storyline

- Equipment -
Weapon - Instruments
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 6
MP - 5
Speed - 48%
Weapon Attack - 6
Weapon Defense - 6
Magic Power - 9
Magic Resistence - 8

Move - 3
Jump - 2
Evade - 0

- Abilities -

--Requiem
Type - A
AP Needed - Already learned
Effect - Heavy damage to undead. Exorcises undead with HP 0 status.

--Hide
Type - A
AP Needed - Already learned
Effect - The user becomes invisible

--Angelsong
Type - A
AP Needed - 200
Effect - Bestows Regen

--Battle Chant
Type - A
AP Needed - Already learned
Effect - Raises defense

--Magickal Refrain
Type - A
AP Needed - Already learned
Effect - Raises resistence

--Nameless Song
Type - A
AP Needed - 350
Effect - Grants a random buff

--Magick Ballad
Type - A
AP Needed - 350
Effect - Restores MP

--Soul Etude
Type - A
AP Needed - 250
Effect - Restores HP and removes debuffs
--Critcal: Vanish
Type - A
AP Needed - 400
Effect - Bestows Vanish when in Critical status

- Comments -

Heritor
~~~~~~~~~

- Requirements -

Adelle Only
Before fighting Illua for the 3rd time go to Lezaford's House and then head
to Zeldei Woods. Win the battle to unlock this class.

- Equipment -
Weapon - Knives, Swords, Blades, Sabers, Greatswords, Broadswords,
Knightswords, Katanas, Rods, Staves, Poles
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 6
MP - 4
Speed - 62%
Weapon Attack - 8
Weapon Defense - 8
Magic Power - 8
Magic Resistence - 8

Move - 5
Jump - 3
Evade - 0

- Abilities -

--Wermut
Type - A
AP Needed - 300
Equipment - Whale Whisker
Effect - Damage and inflict Slow

--Nesiaam
Type - A
AP Needed - 300
Equipment - Nagrarok
Effect - Damage and inflict Addle

--Lennart
Type - A
AP Needed - Already learned
Effect - Exactly the same as Scathe, right down to the animation only its a
physical attack as opposed to magical.
--Hilo
Type - A
AP Needed - 300
Equipment - Chirijaden
Effect - Damage and inflict confuse... WITH SUPER LONG RANGE!!!!11oneoneone

--Elpe
Type - A
AP Needed - 300
Equipment - Hyakushiki-masamune
Effect - Sacrifice self to fully heal all allies

--Viola
Type - A
AP Needed - 300
Equipment - Tiptaptwo
Effect - Damage is equal to the amount of HP lost

--Ldja
Type - A
AP Needed - 300
Equipment - Ayvuir Blue
Effect - Inflict Charm

--Adelaide
Type - A
AP Needed - Complete Quest
Effect - Bestows Regen

- Comments -

Overrated, the skills actually have low damage output and the only good things
that come out of this class is Hilo, Wermut and the decent stat growth.

Dancer
~~~~~~~~

- Requirements -

Penelo Only
Before the 3rd and final battle with Illua head to the Flourogis Aerodome
after
the scene Penelo joins you

- Equipment -
Weapon - Knives, Rods, Staves, Poles
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 6
MP - 6
Speed - 58%
Weapon Attack - 6
Weapon Defense - 6
Magic Power - 8
Magic Resistence - 8

Move - 4
Jump - 2
Evade - 0

- Abilities -

--Mincing Minuet
Type - A
AP Needed - Already learned
Effect - Ranged attack

--Blade Dance
Type - A
AP Needed - Already learned
Effect - Attack twice, can only be used with bladed weapons

--Slow Dance
Type - A
AP Needed - Already learned
Effect - Inflict Slow

--Witch Hunt
Type - A
AP Needed - Already learned
Effect - MP damage

--Polka
Type - A
AP Needed - 250
Effect - Lowers attack

--Heathen Frolic
Type - A
AP Needed - 250
Effect - Lowers magic

--Jitterbug
Type - A
AP Needed - 300
Effect - Steal target's HP

--Forbidden Dance
Type - A
AP Needed - 350
Effect - Inflict random status

--Critical: Quicken
Type - R
AP Needed - 450
Effect - Bestows Quick when in critical status

- Comments -

Sky Pirate
~~~~~~~~~~~~
- Requirements -

Vaan Only
After Penelo joins you head to the battle that appears. After the battle Vaan
joins you.

- Equipment -
Weapon - Swords, Sabers, Blades
Head - Hats
Body - Robes, Light Armor
Able to equip shields

- Stat Growth -

HP - 6
MP - 2
Speed - 64%
Weapon Attack - 7
Weapon Defense - 7
Magic Power - 7
Magic Resistence - 7

Move - 4
Jump - 3
Evade - 0

- Abilities -

--Shadow Stalk
Type - A
AP Needed - Already learnt
Effect - An attack that ignores the enemy's R-Ability

--Salavage
Type - A
AP Needed - Already learnt
Effect - Disarms a trap and gains loot. Only works on visable traps.

--Steal
Type - A
AP Needed - Already learnt
Effect - Steals either Gil, items or loot

--Razor's Edge
Type - A
AP Needed - Already learnt
Effect - Increases Evade

--Flee
Type - A
AP Needed - 300
Effect - Increases move and jump by one

--Swipe
Type - A
AP Needed - 300
Effect - Steal Gil

--Trophy Hunt
Type - A
AP Needed - 300
Effect - Less damage but makes enemies drop level 4 loot is the enemy is
killed

--Life Of Crime
Type - A
AP Needed - 300
Effect - Deals damage based on the number of successful steals

--Sticky Fingers
Type - R
AP Needed - Already learnt
Effect - Catch thrown weapons and keep them

--Vigilante
Type - P
AP Needed - Already learnt
Effect - Attacks on the side and back do normal damage

- Comments -

Its only fitting that Vaan is the best character at gathering loot! As a
fighter though
there's better options.

Agent
~~~~~~~

- Requirements -

Al-Cid Only
After Vaan joins the party take the Quest "A Dashing Duel". After finishing
the
quest head to any town. Al-Cid will then join you.

- Equipment -
Weapon - Guns
Head - Hats
Body - Light Armor

- Stat Growth -

HP - 7
MP - 2
Speed - 54%
Weapon Attack - 8
Weapon Defense - 8
Magic Power - 6
Magic Resistence - 7

Move - 4
Jump - 2
Evade - 0
- Abilities -

--Escort
Type - A
AP Needed - Already learnt
Effect - "I would lay down my life at a single word..."

--Interrogate
Type - A
AP Needed - Already learnt
Effect - "What do my little birds have to say?"

--Impassion
Type - A
AP Needed - Already learnt
Effect - "It's all in the wrist."

--Flourish
Type - A
AP Needed - 150
Effect - "If it is a fight you want, you shall have it..."

--Enchant
Type - A
AP Needed - 150
Effect - "Lend me your strength, my lady."

--Succor
Type - A
AP Needed - 150
Effect - "A moment's rest for the weary."

--Reckless Abandon
Type - A
AP Needed - 250
Effect - "Time to take off the proverbial gloves."

- Comments -

= = = = = = = = = = = = = = =
Accquiring Adelle's Skills
= = = = = = = = = = = = = = =

The Heritor class' weapons can actually only be accquired from quests. Here's
the rundown. These also the best of their kind too, so even you're not using
Adelle you should get these >_>

--Tiptaptwo
After unlocking the Heritor class read the notice "A Lost Friend" and head to
the Rupie Mountains. Defeat the (Really easy) boss and you'll get this weapon.

--Whale Whisker
Master Viola and then read the notice "Send Help!". Head to Zeldei Forest and
you'll get this weapon. You'll need a potion of any kind however in order for
the event to appear.
--Ayvuir Blue
Master Wermut and then read the notice "Screaming Beauty". Head to Morrabella
and defeat the boss.

--Nagrarok
Master (You guessed it!) Ldja and then read the notice "The Beast of
Aisenfield". Head to Aisenfield (Didn't see that coming!) and defeat the
boss.

--Hyakushiki-masamune
You know the drill. Master Nesiaam and read "The Shrine of the Paling Gods".
Win the battle and you'll get the weapon with the longest name ever.

Oh the battle is in the Fens by the way.

--Chirijaden
Master Elpe. Read new notice. Go to Goug. Beat the really annoying boss.

--Adelaide Skill
After you master Elpe read the new notice and head to Neslowe. You'll need
to defeat all the enemies in order to open the treasure chest and finish the
battle.

Adelle will automatically master it after you win the battle.

= = = = = = =
Legal Stuff
= = = = = = =

This guide's written content and comments are all written by Goshi. Do not
claim the content of this guide as your own.

Also only the following sites can host this masterpiece:

http://www.gamefaqs.com/

= = = = =
Contact
= = = = =

My primary e-mail address is goshi3156@gmail.com if you need to yell at me


for help or anything. Make sure the mail's title is relavant though otherwise
I'll never read it.
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