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FFIII
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Final Fantasy III - Job Guide
By:
Penguin Knight, Seferaga and Egervari3
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Version: 1.40
Last Update: 3-13-08
Penguin Knight: [email protected]
Seferaga: [email protected]
All rights reserved (C) 2007-2008
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Introduction to the FAQ
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This guide was translated and written by Penguin Knight, and has been combined
with Seferaga's and Egervari3's Job Guide for a more resourceful document. :)
Penguin Knight:
I have gathered, translated, interpreted, and typeset this written guide for
players who cannot understand Japanese, but are interested in understanding how
the statistics work for most aspects of Final Fantasy III DS.
Most of the statistics are taken from the following Japanese sources:
http://www.f-navi.org/ff3/index.html
http://gamedeep.jp/gamesoft/ff3ds/
http://ff3-ds.com/
The descriptions and interpretations are mostly my creation, however, some of
them are taken from valuable discussions I had with the users at GameFAQs.
Seferaga:
The MAIN purpose of this FAQ is to help all NEW players, in an organized and
user-friendly style, with any Job questions they may have.
It will inform them of which Jobs are effective in each area of the game,
useful strategies when using their favorite Jobs, details of Job Abilities,
what to use against those DIFFICULT bosses, and A LOT more! ;)
If you need to, check the "Credits" and "Copyright" sections at the bottom of
the document.
Learn something, and ALWAYS have fun! :)
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Table of Contents
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Use Ctrl+F to find what you're looking for, and copy/paste the brackets {}.
I) Job Introduction: {I}
II) General Information: {G1}
{G1-1} Job Level
{G1-2} Character Level
{G1-3} JP Overflow
{G1-4} The Transition Phase
{G1-5} Attaining 9999 HP
III) Mechanics and Formulae: {M1}
{M1-1} Attacking
{M1-2} Melee Proficiency
{M1-3} Healing Magic
{M1-4} Offensive Magic
{M1-5} Status Magic
{M1-6} Other Formulae
IV) Descriptions, Stats, and Abilities: {JOB}
{JOB-FR} Freelancer
{JOB-WA} Warrior
{JOB-MO} Monk
{JOB-WM} White Mage
{JOB-BM} Black Mage
{JOB-RM} Red Mage
{JOB-TH} Thief
{JOB-RA} Ranger
{JOB-KN} Knight
{JOB-SC} Scholar
{JOB-GE} Geomancer
{JOB-VI} Viking
{JOB-DR} Dragoon
{JOB-DK} Dark Knight
{JOB-EV} Evoker
{JOB-BA} Bard
{JOB-BB} Black Belt
{JOB-MA} Magus
{JOB-DE} Devout
{JOB-SU} Summoner
{JOB-SA} Sage
{JOB-NI} Ninja
{JOB-OK} Onion Knight
V) The Effective Jobs: {E1}
{E1-1} Land Turtle
{E1-2} Djinn
{E1-3} Nepto Dragon
{E1-4} Giant Rat
{E1-5} Medusa
{E1-6} Gutsco
{E1-7} Salamander
{E1-8} Hein
{E1-9} Kraken
{E1-10} Goldor
{E1-11} Garuda
{E1-12} Odin
{E1-13} Leviathan
{E1-14} Bahamut
{E1-15} Hecatoncheir
{E1-16} Doga & Unei
{E1-17} Titan
{E1-18} Ninja
{E1-19} Amon
{E1-20} Kunoichi
{E1-21} General
{E1-22} Guardian
{E1-23} Scylla
{E1-24} Xande
{E1-25} Cerberus
{E1-26} Two-Headed Dragon
{E1-27} Echidna
{E1-28} Ahriman
{E1-29} Cloud of Darkness
{E1-30} Iron Giant
VI) Job Suggestions: {S1}
{S1-1} How to Choose an Effective Party
{S1-2} Job Observations
{S1-3} Quick Party Set-ups
{S1-4} Thematic Parties
VII) Version History
VIII) Credits
IX) Copyright
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I) Job Introduction: {I}
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Jobs are special classes that can be assigned to each party member. When you
assign a Job to someone, they will inherit all the different traits and
abilities which that Job is based upon. All of FFIII revolves around you
changing your Jobs and experimenting with your favorites; All while attempting
to exploit the weaknesses of your foes, and allowing you to conquer the ever-
growing Darkness! :)
The Jobs
~~~~~~~~
.------------------------------------------.
|.----------------------------------------.|
|| ||
|| Wind Crystal Fire Crystal ||
|| ~~~~~~~~~~~~ ~~~~~~~~~~~~ ||
|| Warrior Ranger ||
|| Monk Knight ||
|| White Mage Geomancer ||
.-------------'| Black Mage Scholar |'-------------.
|.------------.| Red Mage |.------------.|
||Initial Job:|| Thief ||Secret Job:||
||~~~~~~~~~~~~|| ||~~~~~~~~~~~~||
|| Freelancer || Water Crystal Earth Crystal ||Onion Knight||
|'------------'| ~~~~~~~~~~~~~ ~~~~~~~~~~~~~ |'------------'|
'-------------.| Viking Black Belt |.-------------'
|| Dragoon Magus ||
|| Dark Knight Devout ||
|| Evoker Summoner ||
|| Bard Sage ||
|| Ninja ||
|| ||
|'----------------------------------------'|
'------------------------------------------'
At the beginning of the game, the only Job you will have access to is the
Freelancer Job. As you progress further into the game, you will come across
the Four Crystals. Each Crystal will grant to you a certain amount of Jobs in
which you will then be able to use. By the end of the game, you will have a
satisfying selection of 23 unique and well-dressed Jobs! ^_^
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II) General Information: {G1}
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{G1-1} Job Level |
------------------'
Q: What is Job Level?
A: Job Level (Job LV) is a renewed idea for the DS version. Each character can
have, at most, 23 jobs, and every Job comes with a Job LV showing how
proficient that specific character is at that Job. Maximum Job LV is 99.
Q: What does Job LV do?
A: The more you train as that Job, the higher the level will become, and the
better your character will perform! Here is EVERYTHING that Job LV affects:
1. Number of hits when attacking.
2. Chance of executing a Critical Hit.
3. Physical damage.
4. Black Magic damage.
5. White Magic recovery.
6. Summon damage.
7. Attack Power of bare-handed Monks and Black Belts.
8. It also enhances the special abilities of certain Jobs.
9. In one of the side quests, a Job Mastery Item will be unlocked when a
character reaches Job LV 99.
Q: What is NOT affected by Job LV?
A: The characters' overall stats are not affected by Job LV. Strength, Agility,
Vitality, Intellect, and Mind.
Two characters with SAME Job and Character LV, but different Job level, will
have the same stats. However, their performance may differ.
Q: Speaking of the Job Mastery Items, can I get more than one?
A: There is ONE item per Job, and you can only get each of them once. In the
end you can only have 23 of them.
Q: How does the Job LV increase?
A: Every character has a hidden stat called Job Points (JP) that dictates their
Job LV growth. When JP is accumulated to 99, Job level goes up by 1. Each
action (except: Front, Back, Escape, and Flee) will contribute a fixed amount
of job points to the character.
The amount of JP contributed follows the rules below:
.------------------------.
| JP Gain: |
------------|------------.-----------|
Job: | JobLv 1-14 | JobLv 14+ |
------------|------------|-----------|
Freelancer | 20 | 20 |
Warrior | 20 | 14 |
Monk | 20 | 14 |
White Mage | 20 | 10 |
Black Mage | 20 | 10 |
Red Mage | 20 | 12 |
Thief | 20 | 18 |
Ranger | 20 | 14 |
Knight | 20 | 12 |
Scholar | 24 | 24 |
Geomancer | 20 | 14 |
Viking | 20 | 14 |
Dragoon | 20 | 16 |
Dark Knight | 20 | 14 |
Evoker | 20 | 10 |
Bard | 20 | 18 |
Black Belt | 20 | 14 |
Magus | 20 | 10 |
Devout | 20 | 10 |
Sage | 20 | 10 |
Summoner | 20 | 12 |
Ninja | 20 | 12 |
Onion Knight| 20 | 8 |
------------'------------'-----------'
Thanks to evilynxis at GameFAQs for clarifying this. I have been speculating
about this system for a while, and finally his comment made me re-read the
Japanese thread once more with extra care. And this revision should be right.
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{G1-2} Character Level |
------------------------'
Q: What does EXP do?
A: EXP is experience points you collect after each battle. When you have gained
enough EXP, your character will gain one Character LV.
Q: What does Character LV affect?
A: When you go up one Character LV, the following things happen:
- Your HP Increases; Your HP gain depends on your Vitality and current
Character LV.
- Your stats will shift up to the next level within your Job class. For
all the Stat Profiles, see section III of the guide.
- If your character is a mage, MP Profile will also shift up one level. For
all the MP Profiles, see section III of the guide.
Important Notes:
~~~~~~~~~~~~~~~~
1. Strength, Agility, Vitality, Intellect, Mind, and MP, are predetermined
stats. This means that each Job has its own fixed stat "chart" that will
always be the same, no matter what you do.
2 MAX HP is the ONLY thing that is carried over between Job changes.
Experience Chart:
~~~~~~~~~~~~~~~~~
This is a chart showing you how much experience is needed to level up at each
character level.
-------.---------------------------------------------------------------------.
Level | 1 2 3 4 5 6 7 8 9 10|
-------|---------------------------------------------------------------------|
0+ | 16 31 58 99 159 239 343 473 631 821|
10+ | 1044 1304 1601 1940 2321 2748 3222 3745 4321 4950|
20+ | 5636 6380 7185 8051 8982 9980 11046 12183 13393 14676|
30+ | 16037 17475 18995 20596 22282 24053 25913 27863 29904 32039|
40+ | 34269 36597 39024 41552 44183 46918 49760 52710 55769 58941|
50+ | 62226 65627 69144 72781 76538 80417 84420 88549 92805 97191|
60+ |101707 106356 111139 116058 121115 126311 131648 137128 142752 148522|
70+ |154439 160506 166724 173095 179619 186299 193137 200134 207292 214611|
80+ |222095 229744 237561 245546 253701 262028 270529 279205 288057 297087|
90+ |306298 315689 325264 335023 344968 355100 365422 375934 ------ |
-------'---------------------------------------------------------------------'
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{G1-3} JP Overflow |
--------------------'
This was tested and proven, that, there is a 99 JP "Overflow" limit. Let me
explain how this works.
Let's say you have an Onion Knight, Job Level 50. For every action you take,
you will get 8 JP.
100 / 8 = 12.5
To level up you will have to take 13 actions.
13 x 8 = 104
If you end the battle at this point, you will have a 4 JP "Overflow". What
you could do, however, is keep fighting the battle to get more JP!
In every battle, you can get a total of 199 JP. You will obviously level up
for reaching 100, but that extra 99 will carry-over to your next battle! With
that much "Overflow" JP, you will only need to take 1 action in the next
battle, to level up your Job! Nice!
All "Overflow" will differ, depending on how many actions you take and how
much JP Gain you get for that specific Job. So keep track if you want!
That's it! ^_^
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{G1-4} The Transition Phase |
-----------------------------'
One of the worst parts about switching between Jobs is the horrible, horrible
"Transition Phase". Yes, it needed two. :P Here is an explanation of what
this phase is, and does.
Let's say you currently have Luneth as a Monk. Then after a while, you decide
to swap Jobs and make him a Warrior! Because you changed your Job, this will
put you into the transition phase.
In this phase, certain defects will veil your character.
1. Stats will be lowered.
2. Performance hindered.
Just think of it as you "learning" this new Job. That makes sense right? I
mean, you have to use something for a while to become good at it! :P
Fortunately, this phase doesn't last very long. When you switch Jobs, the game
will let you know how many battles you will need to fight in order to become
proficient at the new Job. (meaning normal stats and performance)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All Jobs in FFIII have two properties:
From chaotic to lawful;
From magical to physical.
Suppose X axis is from physical (negative) to magical (positive); and Y axis is
from chaotic (negative) to lawful (positive). The coordinates should be:
Freelance (0,0)
Warrior (-1,1)
Monk (-1,-1)
B. Mage (1,-1)
W. Mage (1,1)
R. Mage (0,2)
Ranger (-1,3)
Knight (0,4)
Thief (-1,-4)
Scholar (2,2)
Geomancer (3,-3)
Dragoon (-3,3)
Viking (-3,-3)
B. Belt (-4,0)
Bard (3,3)
D. Knight (0,-4)
Evoker (-3,0)
Warlock (4,-4)
Devout (4,4)
Summoner (-4,0)
Sage (4,2)
Ninja (-2,-4)
The number of battles in the Transition Phase is then:
|vertical distance between points| + |horizontal distance between points| -
job level of the new job / 10
For those of you who are not very sure about what is |x|, it means absolute
value. For example, |7| and |-7| both would become 7.
For instance, to change from a Freelancer to a new Monk, the formula will be:
|-1 - 0| + |-1 - 0| - 0/10 = 2 battles
If you level up the Monk up to job level 20, then there should be no Transition
needed for freelancer-to-monk job change.
There are a few rules to this penalty:
- It accumulates, so multiple job changes at one time will stalk up the
adaptation period.
- It has a cap of 10, so even changing from a Magus to a new Dragoon should
take 14, the requirement will still be only 10.
If you are having a hard time understanding this, check out the following
chart made by OneWittyBritty.
http://www.gamefaqs.com/portable/ds/file/924897/50243
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{G1-5} Attaining 9999 HP |
--------------------------'
HP is the only statistic that is carried over between Job changes.
If you have been a low HP Growth class, such as mage, for a long time, your HP
will be relatively lower than your fighter cohort.
Why? Let's look at the formula of HP growth:
HP Gain = Character's Level + Vitality + Bonus
Bonus = (Random # between 0 and 0.5) x Vitality
Take note that the Vitality in this formula is the BASE Vitality; All penalties
toward stats, after Job Changes or during Mini status, as well as Stat boosts
obtained from equipment, DO NOT affect your HP growth.
Because stats are fixed within each Job, choosing a low Vitality Job will
result in a character with relatively low Max HP.
The lowest Character LV to beat the Final Boss, as far as I have seen, is two
28's and two 29's; So getting Max HP to 9999 is not necessary. However, if
you aim at perfection, and MUST attain Max HP, you might want to consider
leveling up with the highest HP class: Black Belt.
NOTE: Job Level has nothing to do with HP.
The following chart estimates how much HP you will gain, as a Black Belt, from
your current Character LV to LV 99.
For Example:
You have a Warrior with 2300 Max HP, at Character LV 49, and you change him
into a Black Belt. What is the possible HP growth until Character LV 99?
Go down the chart to Character LV 49. You'll see: 49 | 7350 | 8269 | 9188.
This means, if your luck is bad, you can still have a 7350 HP gain. If you're
okay at being lucky (getting half of the bonus), you'll still have a 8269 gain.
And if your luck is good, you'll gain 9188, which means, you'll actually reach
9999 HP sooner than you'll reach Character LV 99.
I started the chart at Character LV 21 because you normally won't get the
Black Belt Job sooner than that.
The chart shows numbers higher than 9999, but that's just calculation, Max HP
never goes beyond 9999.
.----------------------------------------.
| HP Gain |
-------------|-----------.--------------.-------------|
Character LV | | | |
when changed | Low Bonus | Medium Bonus | Large Bonus |
to Black Belt| | | |
-------------|-----------|--------------|-------------|
---- | ---- | ----- | ----- |
21 | 9282 | 10442 | 11603 |
22 | 9240 | 10395 | 11550 |
23 | 9196 | 10346 | 11495 |
24 | 9150 | 10294 | 11438 |
25 | 9102 | 10240 | 11378 |
26 | 9052 | 10184 | 11315 |
27 | 9000 | 10125 | 11250 |
28 | 8946 | 10064 | 11183 |
29 | 8890 | 10001 | 11113 |
30 | 8832 | 9936 | 11040 |
31 | 8772 | 9869 | 10965 |
32 | 8710 | 9799 | 10888 |
33 | 8646 | 9727 | 10808 |
34 | 8580 | 9653 | 10725 |
35 | 8512 | 9576 | 10640 |
36 | 8442 | 9497 | 10553 |
37 | 8370 | 9416 | 10463 |
38 | 8296 | 9333 | 10370 |
39 | 8220 | 9248 | 10275 |
40 | 8142 | 9160 | 10178 |
41 | 8062 | 9070 | 10078 |
42 | 7980 | 8978 | 9975 |
43 | 7896 | 8883 | 9870 |
44 | 7810 | 8786 | 9763 |
45 | 7722 | 8687 | 9653 |
46 | 7632 | 8586 | 9540 |
47 | 7540 | 8483 | 9425 |
48 | 7446 | 8377 | 9308 |
49 | 7350 | 8269 | 9188 |
50 | 7252 | 8159 | 9065 |
51 | 7152 | 8046 | 8940 |
52 | 7050 | 7931 | 8813 |
53 | 6946 | 7814 | 8683 |
54 | 6840 | 7695 | 8550 |
55 | 6732 | 7574 | 8415 |
56 | 6622 | 7450 | 8278 |
57 | 6510 | 7324 | 8138 |
58 | 6396 | 7196 | 7995 |
59 | 6280 | 7065 | 7850 |
60 | 6162 | 6932 | 7703 |
61 | 6042 | 6797 | 7553 |
62 | 5920 | 6660 | 7400 |
63 | 5796 | 6521 | 7245 |
64 | 5670 | 6379 | 7088 |
65 | 5542 | 6235 | 6928 |
66 | 5412 | 6089 | 6765 |
67 | 5280 | 5940 | 6600 |
68 | 5146 | 5789 | 6433 |
69 | 5010 | 5636 | 6263 |
70 | 4872 | 5481 | 6090 |
71 | 4732 | 5324 | 5915 |
72 | 4590 | 5164 | 5738 |
73 | 4446 | 5002 | 5558 |
74 | 4300 | 4838 | 5375 |
75 | 4152 | 4671 | 5190 |
76 | 4002 | 4502 | 5003 |
77 | 3850 | 4331 | 4813 |
78 | 3696 | 4158 | 4620 |
79 | 3540 | 3983 | 4425 |
80 | 3382 | 3805 | 4228 |
81 | 3222 | 3625 | 4028 |
82 | 3060 | 3443 | 3825 |
83 | 2896 | 3258 | 3620 |
84 | 2730 | 3071 | 3413 |
85 | 2562 | 2882 | 3203 |
86 | 2392 | 2691 | 2990 |
87 | 2220 | 2498 | 2775 |
88 | 2046 | 2302 | 2558 |
89 | 1870 | 2104 | 2338 |
90 | 1692 | 1904 | 2115 |
91 | 1512 | 1701 | 1890 |
92 | 1330 | 1496 | 1663 |
93 | 1146 | 1289 | 1433 |
94 | 960 | 1080 | 1200 |
95 | 772 | 869 | 965 |
96 | 582 | 655 | 728 |
97 | 390 | 439 | 488 |
98 | 196 | 221 | 245 |
99 | 0 | 0 | 0 |
-------------'-----------'----------------------------'
Worried that you won't be able to make it? Check the following chart to see if
you can still get Max HP.
If you have LESS then the Required HP for your current level, you will NEVER
be able to get 9999 HP. Sorry. :P
----------------.-------------.
Character Level | Required HP |
----------------|-------------|
---- | ---- |
42 | 24 |
43 | 129 |
44 | 236 |
45 | 346 |
46 | 459 |
47 | 574 |
48 | 691 |
49 | 811 |
50 | 934 |
51 | 1059 |
52 | 1186 |
53 | 1316 |
54 | 1449 |
55 | 1584 |
56 | 1721 |
57 | 1861 |
58 | 2004 |
59 | 2149 |
60 | 2296 |
61 | 2446 |
62 | 2599 |
63 | 2754 |
64 | 2911 |
65 | 3071 |
66 | 3234 |
67 | 3399 |
68 | 3566 |
69 | 3736 |
70 | 3909 |
71 | 4084 |
72 | 4261 |
73 | 4441 |
74 | 4624 |
75 | 4809 |
76 | 4996 |
77 | 5186 |
78 | 5379 |
79 | 5574 |
80 | 5771 |
81 | 5971 |
82 | 6174 |
83 | 6379 |
84 | 6586 |
85 | 6796 |
86 | 7009 |
87 | 7224 |
88 | 7441 |
89 | 7661 |
90 | 7884 |
91 | 8109 |
92 | 8336 |
93 | 8566 |
94 | 8799 |
95 | 9035 |
96 | 9271 |
97 | 9511 |
98 | 9754 |
99 | 9999 |
----------------'-------------'
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III) Mechanics and Formulae: {M1}
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{M1-1} Attacking |
------------------'
This section delineates all the statistics about physical attacks. These
formulae are shared among all Jobs. Notice that basically, all physical attacks
are similar, with the exceptions of Archery, Bare Hands, and Harps. (which will
all be separately discussed)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Number of Hits: |
----------------'
For attacks other than Archery and Harps, the calculation is as follows:
Number of Hits = 1 + Agility / 7 + JobLV / 14 + (Melee Proficiency. - 1) / 7 -
Wt. of Equipment / 6
- This is calculated once per hand.
- Maximum hits is 16 per hand, but actually it works like damage; The number of
hits can go beyond 16 per hand. However, you will only see 16 (one hand) or
32 (both hands) on screen.
For Archery attacks:
Number of hits = 1 + Agility / 9 + JobLV / 14 + (Sum of both Melee Prof. - 2)
/ 14
For Harp attacks:
Number of hits = 1 + Agility / 6 + JobLV / 22 + (Sum of both Melee Prof. - 2)
/ 14
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Basic Damage: | (except Archery, Bare Hands, and Harps)
--------------'
Basic Damage = (Attack + Strength - Enemy's Vitality / 2 - Enemy's Def. / 2 +
JobLV / 11 + Melee Prof. / 9) x (Attack / Enemy's Def.) x
Weapon Property Adjustment x Magical Property Adjustment
- This is calculalted once per hand.
- The (Attack / Enemy's def) term has a permitted maximum of 2.
- Property Adjustment is 2 if it is weakness, 0.5 if it is resistance.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hit Rate: | (except Archery, Bare Hands, and Harps)
----------'
Hit Rate = {[80 + Weapon Hit Rate + Agility / 10 + JobLV / 10 - Enemy's
Agility / 20 - Wt. of the Weapon / 6] / 2}%
- Maximum is 95%.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Basic Damage: Bare Hands |
-------------------------'
Basic Damage = (JobLV + Strength - Enemy's Vitality / 2 - Enemy's Def. / 2 +
CharacterLV / 9 + Melee Prof.) x (Attack / Enemy's Def.) x
Weapon Property Adjustment x Magical Property Adjustment
- This is calculalted once per hand.
- The (Attack / Enemy's def) term has a permitted maximum of 2.
- Property Adjustment is 2 if it is weakness, 0.5 if it is resistance.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hit Rate: Bare Hands |
---------------------'
Hit Rate = {(165 + Agility / 10 + JobLV / 10 - Enemy's Agility / 20) / 2}%
- Maximum is 95%.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Basic Damage: Archery |
----------------------'
Basic Damage = (Sum of both hands' Attack + Strength - Enemy's Vitality / 2 -
Enemy's Def / 2 + Sum of both hands' Melee Prof. / 2) x (Attack
/ Enemy's Def.) x Weapon Property Adjustment x Magical Property
Adjustment
- The (Attack / Enemy's def) term has a permitted maximum of 2.
- Property Adjustment is 2 if it is weakness, 0.5 if it is resistance.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hit Rate: Archery |
------------------'
Hit Rate = {[80 + Weapon Hit Rate + Agility / 10 + JobLV / 10 - Enemy's
Agility / 20] / 2}%
- Maximum is 95%.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Basic Damage: Harps |
--------------------'
Basic Damage = Attack of Weapon + Mind - Enemy's Mind - Enemy's Mag. Def.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hit Rate: Harps |
----------------'
Hit Rate = (40 + Mind - Enemy's Mind)%
- Maximum is 95%.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Final Damage: Everything |
-------------------------'
Damage Inflicted = Basic Damage from both hands x Random No. x No. of
Successful Hits x Critical Adjustment x Dual-hand Adjustment
Random No. = number between 0.5 and 0.7
Critical Rate = (Agility - Enemy's Agility + 5)%, Maximum is 10%.
- If using two weapons, the Dual-Hand Adjustment will become 0.6.
- Archery, Bare Hands, and Harps DO NOT have dual-hand penalty.
- Harps do not have critical hits.
The 0.6 Dual-Hand Adjustment seems to be a penalty, but actually not. When
two same weapons are equipped, attack became the sum (doubled) in the damage
calculation. In the final damage calculation, instead of halfing the damage,
the formula only takes 40% away. So, you'll find your two-hand fighting deals
even more damage than adding up each single-hand damage together. The
difference is then the 10% (60% instead of 50%) difference. Conclusion: It's
very effective to fight with two hands.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{M1-2} Melee Proficiency |
--------------------------'
Q: I saw "Melee Proficiency" in the formula, what is that?
A: According to the Japanese Complete Guide, this Melee Proficiency is a
hidden statistic. Each arm has its own proficiency, and the initial level
is 1, maximum is 99.
Q: How do you increase Melee Proficiency?
A: By attacking. For every 33 attacks, you will gain one level in Melee
Proficiency. Just keep hitting and it will naturally go up.
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{M1-3} Healing Magic |
----------------------'
(Outside Battle)
----------------
Total Recovery = Root Recovery x MTA
Root Recovery = Base x (Mind / 2 + JobLv / 4 + Recipient's Vitality / 8)
MTA = 1, if 1 ally targeted.
" = 0.8, if 2 allies targeted.
" = 0.75, if 3 allies targeted.
" = 0.7, if 4 allies targeted.
(Inside Battle)
---------------
Total Recovery = Root Recovery x MPA x Random No. x MTA
Root Recovery = Base x (Mind / 2 + JobLv / 4 + Recipient's Vitality / 8)
MPA = 1
= 2, if used on undead.
Random No. = number between 0.9 and 1.0.
MTA = 1, if 1 ally targeted.
" = 0.7, if 2 allies targeted.
" = 0.6, if 3 allies targeted.
" = 0.5, if 4 allies targeted.
---------.------------.
W. Magic:| Base: |
---------|------------|
Cure | 10 |
Cura | 30 |
Curaga | 80 |
Curaja | 120 |
---------'------------'
---------.------------.
Summon: | Base: |
---------|------------|
Heatra | 120 | - Healing Light
---------'------------'
MPA = Magical Property Adjustment
MTA = Multiple Target Adjustment
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{M1-4} Offensive Magic |
------------------------'
Total Damage = Root Damage x MPA x Random No. x MTA
Success Rate = (30 + Int - Enemy's Mind)%
Root Damage = (Base + JobLv - Enemy's MDef - Enemy's Mind) x Int / 3
MPA = 2, if weak against.
" = 0.5, if resistant.
Random No. = number between 0.9 and 1.1, if Success Rate IS passed.
" = number between 0.5 and 0.6, if Success Rate ISN'T passed.
MTA = 1, if 1 enemy targeted.
" = 0.6, if 2 enemies targeted.
" = 0.5, if 3 enemies targeted.
" = 0.4, if 4 enemies targeted.
---------.-----------.
W. Magic:| Base: |
---------|-----------|
Aero | 40 |
Aeroga | 200 |
Holy | 300 |
---------'-----------'
---------.-----------.
B. Magic:| Base: |
---------|-----------|
Fire | 40 |
Blizzard | 43 |
Thunder | 46 |
Poison | 35 |
Fira | 85 |
Blizzara | 88 |
Thundara | 85 |
Break | 110 |
Blizzaga | 180 |
Thundaga | 183 |
Firaga | 190 |
Bio | 170 |
Quake | 140 |
Drain | 130 |
Flare | 320 |
Meteor | 170 |
---------'-----------'
---------.-----------.
Summon: | Base: |
---------|-----------|
Icen | 190 | - Icy Stare
Icen | 220 | - Diamond Dust
Spark | 193 | - Thunderstorm
Spark | 220 | - Judgment Bolt
Heatra | 200 | - Hellfire
Heatra | 220 | - Inferno
Hyper | 170 | - Clobber
Hyper | 175 | - Stomp
Hyper | 220 | - Earthen Fury
Catastro | 255 | - Slash
Leviath | 300 | - Cyclone
Leviath | 350 | - Tidal Wave
Bahamur | 400 | - Megaflare
---------'-----------'
MPA = Magical Property Adjustment
MTA = Multiple Target Adjustment
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{M1-5} Status Magic |
---------------------'
Inflict Rate = Chance + (JobLv / 7 + Int - Enemy's Mind)%
---------.-----------.
W. Magic:| Chance: |
---------|-----------|
Toad | 10% |
Mini | 10% |
Confuse | 25% |
Silence | 40% |
Tornado | 40% |
---------'-----------'
---------.-----------.
B. Magic:| Chance: |
---------|-----------|
Sleep | 25% |
Poison | 30% |
Blind | 30% |
Break | 30% |
Shade | 20% |
Warp | 20% |
Breakga | 10% |
Death | 10% |
---------'-----------'
---------.-----------.
Summon: | Chance: |
---------|-----------|
Icen | 25% | - Mesmerize
Spark | 20% | - Mind Blast
Catastro | 10% | - Zantetsuken
Leviath | 10% | - Demon Eye
Bahamur | 10% | - Rend
---------'-----------'
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{M1-6} Other Formulae |
-----------------------'
Action Sequence:
~~~~~~~~~~~~~~~~
Action Score = Agility x 2 - All weight + Random No.
Random No. = number between 0 and Agility.
- The higher the score, the earlier to take a turn; Calculated every turn.
- All weight includes equipment weight and action weight. Both are not covered
in this FAQ.
Defend: (except Knights)
~~~~~~~
For one turn:
Damage received = Original damage x 0.5
Escape:
~~~~~~~
Escape Score = Lowest CharacterLV in party - Highest Monster LV in enemies
- If result > 1, escape is successful.
- If failed, multiple attempts will accumulate the chance.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
IV) Descriptions, Stats, and Abilities: {JOB}
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
The purpose of this section is to provide you with detailed Job descriptions
that are meant to go above and beyond the manual - giving you top quality and
in-depth information that you can't find anywhere else.
Also included into this section are Job Profiles; Which show JP Gain charts,
Stat progression, MP growth, and usable equipment for each Job. There are also
detailed breakdowns of all Job Abilities. :)
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{JOB-FR} Freelancer |
---------------------'
Description:
~~~~~~~~~~~~
The Freelancer is the first Job you get to use, even though you probably
don't know you're using a Job at this point if this is your first time playing
the game.
There's not much to say about the Freelancer. They can use a wide variety of
low-level equipment - basically any weapon or armor you will acquire in the
first few hours of gameplay up until you are blessed with the powers of the
Wind Crystal.
Freelancers can cast level 1 White and Black Magic, which let you cast
low-level spells to cure your party, as well as cast offensive magic to exploit
enemy weaknesses (Fire will most likely be the spell you'll use against the
tougher Undead enemies at this point).
Once you acquire the jobs from the Wind crystal, you'll immediately want to
switch all of your characters over to another Job. I suggest you read all the
job descriptions in this FAQ to help you make your decision.
As for endgame, the Freelancer obviously doesn't factor in, even though there's
some potential. It is possible to use some of the best equipment on the
Freelancer, like the Ultima Weapon and Excalibur, which not only give you an
amazing attack power, but this will give you a +20 point boost to all your
stats. Furthermore, if you use the Wi-Fi connection to unlock their mastery
gear, the Celestial Gloves, you will further get another +15 point boost to all
of your stats!
While this is pretty nifty on paper, the Freelancer's base statistics aren't
that amazing to look at. While they have no inherant weaknesses, they also have
no inherant strengths either. Even with the Celestial Gloves, because other
Jobs have better stats all across the board (Dark Knight, Dragoon,
Red Mage, etc.), this one piece of armor still causes the Freelancer to come
up short.
For example, let's compare the Freelancer to the Red Mage. The Red mage can
essentially use the same equipment and receive the same set of stat boosts
(minus Celestial Gloves, plus Crimson Vest). Red Mages can also cast level 1-5
for both White and Black Magic, and they have better Vitality, Intelligence and
Mind stats to boot (a 33 point different at level 99)!
That's not to say Red Mage is the best class in the game, but it is superior to
Freelancer in every way (not to mention the character model is hugely
nostalgic!). Therefore, I suggest only using the Freelancer until you acquire
the jobs from the Wind Crystal - as if you had a choice! :)
---------.--------------------------------------------------------.------------
Profile: | Freelancer | Initial Job
---------'--------------------------------------------------------'------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Freelancers can use low-level
Attack | 20 | 20 | magic, but their base attributes
Magic | 20 | 20 | are pretty low."
Guard | 20 | 20 |
Item | 20 | 20 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 5 | 20 | -- | 100 | | -- |
2 | 5 | 20 | -- | 100 | | -- |
3 | 5 | 20 | -- | 100 | | -- |
4 | 5 | 20 | -- | 100 | | -- |
5 | 5 | 20 | -- | 100 | | -- |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
The Freelancer is one of the easiest Jobs to level up. No matter what your
current Job Level is, you will always gain 20 JP, making Overflow potentially
non-existant.
On average, you must take 5 actions per battle to level up a Freelancer.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 1 0 0 0 0 0 0 0 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 7 0 0 0 0 0 0 0 | | 10 | 10 | 10 | 10 | 10 | 10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 12 0 0 0 0 0 0 0 | | 20 | 15 | 15 | 15 | 15 | 15 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 15 0 0 0 0 0 0 0 | | 30 | 20 | 20 | 20 | 20 | 20 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 17 0 0 0 0 0 0 0 | | 40 | 24 | 24 | 24 | 24 | 24 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 20 0 0 0 0 0 0 0 | | 50 | 29 | 29 | 29 | 29 | 29 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 20 0 0 0 0 0 0 0 | | 60 | 34 | 34 | 34 | 34 | 34 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 20 0 0 0 0 0 0 0 | | 70 | 38 | 38 | 38 | 38 | 38 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 20 0 0 0 0 0 0 0 | | 80 | 43 | 43 | 43 | 43 | 43 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 20 0 0 0 0 0 0 0 | | 90 | 48 | 48 | 48 | 48 | 48 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 50 0 0 0 0 0 0 0 | | 99 | 52 | 52 | 52 | 52 | 52 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can cast Lv. 1 White Magic and Lv. 1 Black Magic.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: Knife, Dagger, Mythril Knife, Spark Dagger, Main Gauche, Poison Dagger.
Swords: Golden Sword, Longsword, Wightslayer, Mythril Sword, Tyrfing,
Serpent Sword, Salamand Sword, Freezing Blade, Royal Sword, Excalibur,
Ultima Weapon.
Bows: Bow, Great Bow, Killer Bow.
Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.
Claws: Bronze Knuckles.
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Headband, Ice Helm,
Feathered Hat, Scholar Hat, Black Cowl, Chakra Band, Dragon Helm,
Diamond Helm, Ribbon, Genji Helm, Crystal Helm.
Body: Vest, Rusty Mail, Leather Armor, Mythril Armor, Mage Robe, Shell Armor,
Kenpo Gi, Ice Armor, Scholar Robe, Flame Mail, Knight Armor,
Black Garb, Reflect Mail, White Robe, Black Robe, Bard Vest,
Black Belt Gi, Dragon Mail, Gaia Vest, Demon Mail, Diamond Mail,
Genji Armor, Crystal Mail.
Arm: Bronze Bracers, Mythril Bracers, Mythril Gloves, Gauntlets,
Thief Gloves, Rune Bracers, Power Bracers, Diamond Bracers,
Diamond Gloves, Protect Ring, Genji Gloves, Crystal Gloves,
Celestial Gloves.
Shield: All (excluding Onion Shield)
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Celestial Gloves
Def: 40
MDef: 18
Bonus: +15 All Stats
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{JOB-WA} Warrior |
------------------'
Description:
~~~~~~~~~~~~
The Warrior is a decent enough job to start with, mainly aimed at doing damage
while also soaking up some hits for the party. The Warrior also gets an ability
called Advance that let's him do more damage at the cost of lowering their
defense.
In the beginning of the game, the Advance skill's effects don't amount to much
either way, and like any job ability, it'll make a bigger difference later on,
doing up to 2.4x the attack damage of a regular attack while being job
level 99. The problem with the job, though, is that you probably won't remain
a Warrior long enough to tell or care.
Outside of the Advance ability, how does it stack up damage wise? Actually,
pretty good. I mean, the whole point of Warriors is to deal damage, and the job
doesn't disappoint. The main problem is that while the Warrior gets the job
done, there are other jobs that can do it equally well... and "then some"
(in case you don't know, I'm pointing to the Red Mage). Red Mages can attack
for the same damage, use the same weapons, and wear the same armor until you
get to the Fire Crystal, making the Warrior an inferior pick.
This is very contradicting to what you might think, especially after playing
many Final Fantasy games in the older generation. The old adage that you must
have a knight/warrior character in the front position is pretty much thrown out
the window based on how FFIII defines its job's statistics and job archetypes.
This is especially true when the game forces your beginning party into a few
situations where physical attacks are meaningless (due to the constant use of
the Mini spell).
To make matters worse, every other fighting job in the game outclasses a
Warrior at some point, including the Monk within the same tier of jobs. This is
mostly due to the fact that the Warrior stat growths are not nearly as high
compared to other jobs. This is most notable, even by the time you get the
Fire Crystal. Knights and Rangers may take a few job levels to reach the
number of hits and damage you'll be accustomed to, but eventually the Warrior
won't measure up.
Also, the weapons and armor that become available won't be exclusive to the
Warrior either. The Royal Sword is the last Sword he can use for example, and
that's meant for the Knight in all honesty. Basically, the Warrior doesn't
remain competitive for long. With the Monk and Red Mage available, why bother
using the Warrior in the first place?
That pretty much sums up the Warrior. The job's nearly useless at the
beginning, and has no end-game potential whatsoever. The exception to this is
unlocking the job's ultimate equipment through job maxing. This gives the
Warrior his mastery weapon: The Gigantic Axe, which boosts their strength stat
by a whopping +20 and gives them an attack power of 155, free to use another
weapon in their off-hand.
Still, only the most determined to power level their Warrior to job level 99
will ever enjoy these benefits. I also think the Warrior's stat growths are on
the low side compared to a Knight and other top tier classes, making the whole
affair to be quite moot. A Knight at job level 30-40 with Excalibur, Ragnorak
and/or Ultima Weapon is immediately useful. Why invest so much time into the
Warrior when you already have something better with no investment? For the rest
of us who don't care about exploiting trophy accomplishments and
power-leveling, we can safely skip this one. I recommend that you never take
a Warrior through Final Fantasy 3, ever.
---------.-------------------------------------------------------.-------------
Profile: | Warrior | Wind Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Warriors are weapons experts.
Attack | 20 | 14 | Their Advance ability allows
Advance | 20 | 14 | them to deal even more
Guard | 20 | 14 | damage than normal, but they
Item | 20 | 14 | also get hit a lot harder."
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 8 | 14 | -- | 112 | | 12 |
2 | 7 | 14 | 12 | 110 | | 10 |
3 | 7 | 14 | 10 | 108 | | 8 |
4 | 7 | 14 | 8 | 106 | | 6 |
5 | 7 | 14 | 6 | 104 | | 4 |
6 | 7 | 14 | 4 | 102 | | 2 |
7 | 7 | 14 | 2 | 100 | | -- |
8 | 8 | 14 | -- | 112 | | 12 |
9 | 7 | 14 | 12 | 110 | | 10 |
10 | 7 | 14 | 10 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 7-8 actions per battle to level up a Warrior.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 10 | 10 | 10 | 9 | 9 |
----|-----|-----|-----|-----|-----|
20 | 17 | 17 | 16 | 14 | 14 |
----|-----|-----|-----|-----|-----|
30 | 24 | 24 | 22 | 18 | 18 |
----|-----|-----|-----|-----|-----|
40 | 31 | 31 | 28 | 22 | 22 |
----|-----|-----|-----|-----|-----|
50 | 38 | 38 | 34 | 26 | 26 |
----|-----|-----|-----|-----|-----|
60 | 44 | 44 | 40 | 29 | 29 |
----|-----|-----|-----|-----|-----|
70 | 51 | 51 | 46 | 33 | 33 |
----|-----|-----|-----|-----|-----|
80 | 58 | 58 | 52 | 37 | 37 |
----|-----|-----|-----|-----|-----|
90 | 65 | 65 | 58 | 41 | 41 |
----|-----|-----|-----|-----|-----|
99 | 71 | 71 | 63 | 45 | 45 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Advance: Increases attack power, but decreases defense.
Advance Damage = Original Damage x (1.5 + JobLv / 110)
Damage Received = Original Damage x (1.5 + JobLv / 110)
If JobLv = 99, then both are multiplied by 2.4!
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: Knife, Dagger, Mythril Knife, Spark Dagger, Main Gauche, Poison Dagger.
Swords: Golden Sword, Longsword, Wightslayer, Mythril Sword, Tyrfing,
Serpent Sword, Salamand Sword, Freezing Blade, Royal Sword, Excalibur,
Ultima Weapon.
Bows: Bow, Great Bow, Killer Bow.
Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.
Axes: All
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Headband, Ice Helm,
Feathered Hat, Scholar Hat, Black Cowl, Chakra Band, Dragon Helm,
Diamond Helm, Ribbon, Genji Helm, Crystal Helm.
Body: Vest, Rusty Mail, Leather Armor, Mythril Armor, Mage Robe, Shell Armor,
Kenpo Gi, Ice Armor, Scholar Robe, Flame Mail, Knight Armor,
Black Garb, Reflect Mail, White Robe, Black Robe, Bard Vest,
Black Belt Gi, Dragon Mail, Gaia Vest, Demon Mail, Diamond Mail,
Genji Armor, Crystal Mail.
Arm: Bronze Bracers, Mythril Bracers, Mythril Gloves, Gauntlets,
Thief Gloves, Rune Bracers, Power Bracers, Diamond Bracers,
Diamond Gloves, Protect Ring, Genji Gloves, Crystal Gloves,
Celestial Gloves.
Shield: All (excluding Onion Shield)
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Gigantic Axe
Atk: 155
Bonus: +20 STR
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-MO} Monk |
----------------'
Description:
~~~~~~~~~~~~
The Monk is a variant on a typical fighting Job, essentially giving you higher
damage output and more hits per round at the cost of wearing lower-defense
armor. An interesting facet with the Monk is that the Job can deal damage with
his bare hands, meaning you don't have to find or buy weapons to make the Monk
effective.
During the beginning of the game, Monks start off weak, but with some Job
levels, they really start to come into their own. Typically, before the Fire
Crystal, Monks do more damage than any other Job using standard attacks.
The Monk also has the Retaliate ability, which allows them to dish out a
counter attack on the enemy to deal 2x the damage of a regular attack,
provided they get hit.
This ability is hit and miss, because if your Monk is not attacked, you miss
out on the opportunity to attack that round. If you only had a 2-member party,
or had a way to coerce the enemy to attack the Monk, this ability would be
even or better. However, given that the chance of being hit is only 25%, and
that you don't deal 4x+ damage, I'd say this ability is worthless. I'd suggest
sticking to normal attacks.
The only exception to this rule is when you are attacked by 3 enemies (doesn't
happen until Nepto Temple to the best of my knowledge), or when the boss does
3 attacks per round (this is very rare). In those cases, it's statistically
favorable for the enemy to hit your Monk, because there is a 75% chance that
your Monk will do 2x the damage. If you were to run this scenario 100 times,
you'll end up dealing more damage on average than simply using regular
attacks.
Also, when fighting the Iron Giant, he will attack 4 times per round. In this
case, there is a 100% to do 2x the damage. Using the Retaliate ability in these
cases is actually beneficial.
Outside of using your bare hands to attack, the Monk can also equip Claw
weapons, just like Yang in Final Fantasy IV. However, the main problem with
using these claw weapons is that they often lower your attack power,
especially at higher levels. Too often, having no weapons equipped will deal
more damage than using two claws.
Now, I find this rather odd, because the game constantly feeds the player with
new and higher attack power claws in almost every dungeon, ending with Hellish
Claws in the Ancients' Maze. In fact, I can't think of any other weapon type
that is consistently fed to the player throughout the entire game! It's as if
the game is toying with you, trying to get you to use them. Outside of
exploiting an elemental weakness, I don't see the point. There's even a set of
claws called "Faerie Claws" that boost your Intellect and Mind stats. The Monk
is supposed to take advantage of this... how?!
The Monk has some end-game potential - although it's a hit and miss... just
like the Retaliate ability :) The Black Belt Job is available at tier 4, and is
the natural replacement for the Monk. The Black Belt has higher stats in
Strength, Speed and Vitality, making it highly seductive to switch over. If you
don't have the ability to use the Wi-Fi Connection AND if you don't mind
Job-leveling to get the max benefit, then you should do so. You may have to
build up your Job Levels a little, but the end result will be worth it.
However, if you have a Wi-Fi connection and don't mind putting the effort into
acquiring the Monk's ultimate equipment, there is some potential to be more
effective then the Black Belt, but in a different way than you might expect.
This also has the added bonus that you won't have to max out the Job Levels of
the Black Belt from square one.
In addition to using the Fuma Garb (let's face it, the Master Dogi on the Black
Belt is not that big of an upgrade) and the Ribbon to help out with the Monk's
glaring Magic Defense problems, the Monk gets access to the Shura Gloves, which
gives 45 defense! That's 27 more defense than the Protect Ring! Also, the Magic
defense is +1 better too! This gives the Monk quite a bit of an edge over the
Black Belt.
Since weapons don't matter, the amount of damage you do is only limited by your
character's level/Job level. The same can be said for the Black Belt as well,
so the Black Belt has an advantage there having higher stats. Still, using all
of this gear on your Monk will definitely make him end-game worthy. There's
also something to be said about not having to Job-grind all the way back to
level 99 as well.
Overall, my recommendation is to possibly use this Job over a Red Mage up until
you get the Jobs from the Fire Crystal. Then, make a choice if you want to keep
him or not. If you want to put the time into making the Monk qualify for
endgame, that's up to you. For the rest of us, we can safely upgrade to the
Black Belt.
---------.-------------------------------------------------------.-------------
Profile: | Monk | Wind Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Monks are very resilient melee
Attack | 20 | 14 | fighters. Their Retaliate
Retaliate| 20 | 14 | ability allows them to
Guard | 20 | 14 | counterattack while on the
Item | 20 | 14 | defensive."
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 8 | 14 | -- | 112 | | 12 |
2 | 7 | 14 | 12 | 110 | | 10 |
3 | 7 | 14 | 10 | 108 | | 8 |
4 | 7 | 14 | 8 | 106 | | 6 |
5 | 7 | 14 | 6 | 104 | | 4 |
6 | 7 | 14 | 4 | 102 | | 2 |
7 | 7 | 14 | 2 | 100 | | -- |
8 | 8 | 14 | -- | 112 | | 12 |
9 | 7 | 14 | 12 | 110 | | 10 |
10 | 7 | 14 | 10 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 7-8 actions per battle to level up a Monk.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 11 | 10 | 10 | 9 | 9 |
----|-----|-----|-----|-----|-----|
20 | 20 | 16 | 17 | 12 | 14 |
----|-----|-----|-----|-----|-----|
30 | 28 | 22 | 24 | 15 | 18 |
----|-----|-----|-----|-----|-----|
40 | 36 | 28 | 31 | 19 | 22 |
----|-----|-----|-----|-----|-----|
50 | 45 | 34 | 38 | 22 | 26 |
----|-----|-----|-----|-----|-----|
60 | 53 | 40 | 44 | 25 | 29 |
----|-----|-----|-----|-----|-----|
70 | 61 | 46 | 51 | 29 | 33 |
----|-----|-----|-----|-----|-----|
80 | 69 | 52 | 58 | 32 | 37 |
----|-----|-----|-----|-----|-----|
90 | 78 | 58 | 65 | 35 | 41 |
----|-----|-----|-----|-----|-----|
99 | 85 | 63 | 71 | 38 | 45 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Retaliate: Increases defense, Counterattacks if hit.
Counterattack Damage = Damage Received x 2
Defense Bonus = Defense + JobLv
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Claws: All
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Headband, Feathered Hat, Black Cowl, Chakra Band, Ribbon.
Body: Vest, Leather Armor, Kenpo Gi, Black Garb, Black Belt Gi, Fuma Garb.
Arm: Bronze Bracers, Mythril Gloves, Power Bracers, Diamond Gloves,
Protect Ring, Shura Gloves.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Shura Gloves
Def: 45
MDef: 19
Bonus: +20 STR
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-WM} White Mage |
---------------------'
Description:
~~~~~~~~~~~~
The White Mage is your basic healer in Final Fantasy III, and it doesn't
deviate much from other White Mage archetypes in the series.
I consider the White Mage to be a fairly essential Job, not only at the
beginning of the game, but I suggest using one all the way until you get the
Jobs from the 4th and Final Crystal. Besides using potions, there are very few
ways to heal your characters, as well as heal multiple characters at the same
time.
For one, the White Mage has the most MP of Cure magic for a long time, and
you'll have to use it often, both in and out of battle.
In boss battles, Cure magic is even more essential. Expect to cast an
all-party Cure spell each and every turn during a boss fight. Some of the
bosses use mega-attacks that deal a considerable amount of damage to your
entire party. If you don't have a White Mage casting an all-party Cure spell,
you might as well reset the game and change Jobs.
The White Mage is pretty much the only Job where I wouldn't suggest using a Red
Mage instead. Yes, the White Mage has all the problems that the Black Mage has;
They have poor armor, they are forced to stay in the back row, and they do
pitiful melee damage. All of this is true.
However, you REALLY do need all the Cure spells to survive comfortably, at
least until a Bard becomes available using a Dream Harp (if you choose to go
that route). Using a White Mage also ensures that their Job level will be high
throughout the game. Many times you'll barely have enough MP or you'll even run
out - you'll wish you had access to Ethers... which by the way, the game
doesn't happily oblige you with like other games do in the series.
Also, the White Mage's actual magic power is very high. You'll get a lot out of
your basic Cure and Cura spells. It's worth noting that a Devout, the natural
upgrade to the White Mage Job, heals for half the HP that a White Mage does
with the equivalent Cure spell. Go figure.
There are a few negative points with the White Mage, and with some of them,
there are no ways to compensate. For one, the White Mage doesn't learn the
Raise spell (the ability to resurrect characters) until Level 5. This means to
resurrect one of your party members, you are forced to rely the very rare item:
Phoenix Down. Otherwise, you'll have to go to a Wellspring that revives fallen
allies within a town or a specific location - the Inns surely won't do it. If
you're deep in a dungeon, this becomes a problem... and an annoyance. I never
ran out of Phoenix Downs, but in some very unlucky back-attack situations,
I had to use several. Sometimes I just "bit the bullet" and reset the game to
my last save.
Also, the Level 7 spell Esuna comes far too late in my opinion. You'll have to
rely on items to remove those pesky, annoying status effects... like poison,
silence or blind. Even when you do get Esuna, you probably won't want to waste
MP because Curaja is in the same slot - you do only have 2 MP at level 40 after
all.
As for the endgame, the White Mage doesn't make the cut, unfortunately. The
Devout largely makes the White Mage obsolete, by giving you access to Level 8
spells (like Arise and Holy), as well as boosting the overall MP of your most
powerful spells. While the Devout's magic power is surprisingly not as strong,
with access to over 20 castings of Curaga and Curaja when you initially switch
over, I doubt you'll find this to be an issue. There's also the Sage Job, which
has the ability to cast Black Magic and level 8 White Magic spells too, giving
you two good options to upgrade your White Mage.
Overall, the White Mage is a very good Job for the first half of the game, and
even though it's not essential after the Fire Crystal because other Jobs may
provide better healing combinations, it's still an effective Job to use.
---------.-------------------------------------------------------.-------------
Profile: | White Mage | Wind Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "White mages are casters who
Attack | 20 | 10 | specialize in restorative magic.
Magic | 20 | 10 | They're not physically strong,
Guard | 20 | 10 | but their willpower is
Item | 20 | 10 | incomparable!"
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 10 | 10 | -- | 100 | | -- |
2 | 10 | 10 | -- | 100 | | -- |
3 | 10 | 10 | -- | 100 | | -- |
4 | 10 | 10 | -- | 100 | | -- |
5 | 10 | 10 | -- | 100 | | -- |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 10 actions per battle to level up a White Mage.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 4 0 0 0 0 0 0 0 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 13 2 1 0 0 0 0 0 | | 10 | 10 | 10 | 10 | 9 | 10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 23 7 5 3 0 0 0 0 | | 20 | 15 | 16 | 16 | 14 | 17 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 33 12 9 7 2 1 0 0 | | 30 | 20 | 22 | 22 | 18 | 24 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 43 17 12 10 4 3 2 0 | | 40 | 24 | 28 | 28 | 22 | 31 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 53 22 15 14 7 5 3 0 | | 50 | 29 | 34 | 34 | 26 | 38 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 63 27 18 18 9 8 5 0 | | 60 | 34 | 40 | 40 | 29 | 44 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 73 32 21 21 11 10 6 0 | | 70 | 38 | 46 | 46 | 33 | 51 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 83 37 24 25 14 12 7 0 | | 80 | 43 | 52 | 52 | 37 | 58 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 93 42 27 29 16 14 9 0 | | 90 | 48 | 58 | 58 | 41 | 65 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 99 47 29 32 18 16 10 0 | | 99 | 52 | 63 | 63 | 45 | 71 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can cast up to Lv. 7 White Magic.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: All (excluding Sage Staff)
Rods: Wizard Rod, Fire Rod, Ice Rod, Light Rod.
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Feathered Hat, Ribbon.
Body: Vest, Leather Armor, Mage Robe, White Robe, Angel Robe.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Angel Robe
Def: 45
MDef: 45
Bonus: +20 MIND
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-BM} Black Mage |
---------------------'
Description:
~~~~~~~~~~~~
The Black Mage in Final Fantasy 3 is your standard elemental nuker that you can
use at the beginning of the game. While you may not use this job very often
during the main story, the Black Mage really becomes an asset during boss
fights.
The best ability on the Black Mage is their ability to cast Black Magic, and
out of all the beginning caster jobs, they have the most MP and have much
quicker access to the "-ara" spells than Red Mages do, which is a definite
perk.
During some boss fights, the "-ara" spells are nearly essential. They will deal
3x the damage (or more) compared to your regular fighting jobs. And in a tough
boss fight, you really want to get it over with quickly! Elemental spells are
the best way to achieve that.
While you can use attack items like Zeus' Wrath or Antarctic Wind for similar
effects, it's nice to have non-item uses of these spells because finding those
items is rare - you cannot purchase them. And truthfully, why not cast Blizzara
and Antarctic Wind at the same time?
The Black Mage is also useful at eliminating multiple targets, especially those
with elemental weaknesses. They provide a great way of getting rid of pesky
high-damage enemies, like Bombs, with a simple Blizzard spell. In fact, in the
Molten Cave, the Blizzard spell is absolutely essential to survival.
The common problem with the Black Mage is their overall lack of usefulness.
While they excel very well in a few niche areas, they are just not that
effective 95% of the time when you have them.
Because they can only wear cloth-type armor, they need to stay in the back row.
Otherwise they'll get pummeled into the ground fairly easily.
Also, Black Mages don't deal a whole lot of damage with their rods or staffs.
They can use a bow and arrows surprisingly, but it's not much better. When
you're trying to conserve MP for the boss battle coming up (thus avoiding using
MP whenever possible), you can't help but get the feeling that the Black Mage
is merely along for the ride until you arrive at the final boss.
There's one exception to this, and that's right when you acquire the elemental
staffs. At this time, the attacks - even from the back row - surprisingly deal
decent damage... as long as you're using the right elemental staff. Keep in
mind, the damage is not as much as your Red Mage, Monk or Warrior would deal,
and it's still decent.
On the plus side, the Black Mage's elemental spells will continue to deal great
damage to bosses after the Fire Crystal too, however you will receive more
options for dealing elemental damage by that time, such as using a Ranger.
After the Water Crystal and beyond, the Black Mage becomes nearly useless.
There are just more effective ways to deal damage to multiple enemies, and many
of them don't rely on using MP (Geomancer or Souleater). The game also doesn't
provide a lot of equipment upgrades for either the Black or White Mage, so the
Black Mage won't be very competitive.
Also, the Black Mage becomes obsolete when the Summoner, Sage and Magus become
available. Without the ability to cast level 8 Spells, as well as only being
able to cast a handful of the obviously more powerful spells, the Black Mage
isn't a very useful choice in the endgame.
Overall, the Black Mage isn't bad at the beginning of the game because of its
boss-nuking abilities, however I can't quite shake the feeling that the
Red Mage is still overall more useful. My recommendation is to stay away from
this job, or use one Black Mage to deal with the story until you beat the
Molten Cave.
---------.-------------------------------------------------------.-------------
Profile: | Black Mage | Wind Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Black mages are casters who
Attack | 20 | 10 | specialize in offensive magic.
Magic | 20 | 10 | Despite their appearance, they
Guard | 20 | 10 | can take a few hits, too."
Item | 20 | 10 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 10 | 10 | -- | 100 | | -- |
2 | 10 | 10 | -- | 100 | | -- |
3 | 10 | 10 | -- | 100 | | -- |
4 | 10 | 10 | -- | 100 | | -- |
5 | 10 | 10 | -- | 100 | | -- |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 10 actions per battle to level up a Black Mage.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 4 0 0 0 0 0 0 0 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 13 2 1 0 0 0 0 0 | | 10 | 10 | 10 | 10 | 10 | 9 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 23 7 5 3 0 0 0 0 | | 20 | 15 | 16 | 16 | 17 | 14 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 33 12 9 7 2 1 0 0 | | 30 | 20 | 22 | 22 | 24 | 18 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 43 17 12 10 4 3 2 0 | | 40 | 24 | 28 | 28 | 31 | 22 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 53 22 15 14 7 5 3 0 | | 50 | 29 | 34 | 34 | 38 | 26 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 63 27 18 18 9 8 5 0 | | 60 | 34 | 40 | 40 | 44 | 29 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 73 32 21 21 11 10 6 0 | | 70 | 38 | 46 | 46 | 51 | 33 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 83 37 24 25 14 12 7 0 | | 80 | 43 | 52 | 52 | 58 | 37 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 93 42 27 29 16 14 9 0 | | 90 | 48 | 58 | 58 | 65 | 41 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 99 47 29 32 18 16 10 0 | | 99 | 52 | 63 | 63 | 71 | 45 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can cast up to Lv. 7 Black Magic.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: Staff, Fire Staff, Ice Staff, Light Staff.
Rods: All (excluding Millenium Rod)
Bows: Bow, Great Bow, Killer Bow.
Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Feathered Hat, Ribbon.
Body: Vest, Leather Armor, Mage Robe, Black Robe.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Lilith Rod
Atk: 110
Bonus: +20 INT
Effect: Casts death.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-RM} Red Mage |
-------------------'
Description:
~~~~~~~~~~~~
The Red Mage is your jack-of-all-trades Job in Final Fantasy III, but unlike
other games in the series, it's anything but typical.
I, for one, love this Job. In my first play-through, I made the mistake of
trying to emulate a classic FF party setup using: Warrior, Monk, White Mage
and Black Mage. I did this because I thought it would make a balanced party. It
wasn't until after the Vikings' Cove that I switched my Warrior to a Red Mage
(I needed more magic power to deal with the enemies in the Nepto Temple due to
the Mini status). It was then that I discovered just how useful and powerful
this Job could be.
The Red Mage is a superior beginning Job, and I thoroughly recommend using it
at the beginning of the game up until you acquire the Jobs from the Fire
Crystal. The Red Mage can use all the weapons a Warrior can, allowing for the
same damage dealt (excluding the Advance skill obviously). It can also use the
same armor too, so you won't need to keep them in the back row.
Red Mages can also use up to Lv. 5 Black magic for those areas where you need
to exploit enemy weaknesses. They can use up to Lv. 5 White Magic as well. This
will help with any extra healing you might need in and out of battle. The only
real complaint here is that you'll get half of the MP a White or Black Mage
would. But the ability to do excellent damage with two Mythril Swords more than
makes up for that.
Looking at all these benefits the Red Mage brings to the table, I can't help
but recommend that you take 2 or 3 Red Mages and 1 White Mage as your beginning
party. With this party setup, you'll comfortably breeze through the first
quarter of the game. You'll have 3 strong attackers, 3 characters to deal with
elemental weaknesses, and 4 characters to cast timely cures when needed, making
sure that you'll never need to use Potions or have to worry about not having
enough Cure magic. The only reason I recommend taking a White Mage is to raise
their Job level for their use after you get the Jobs from the Fire Crystal...
because you will likely keep the White Mage around.
As for end-game possibilities, the Red Mage can become an extremely powerful
Job. It is the only Job that can use the Crimson Vest, Excalibur, and the
Ultima Weapon at the same time. This provides a +30 stat boost across the board
and makes him quite godly.
However, if you are unable to unlock all ultimate equipment by using the
Nintendo Wi-Fi connection, or don't want to invest the time, you'll probably
retire this Job once you get access to more effective Jobs from the Fire
Crystal. The Red Mage just doesn't get the equipment upgrades to remain
competitive. Even if you do plan on using the Red Mage during the endgame, it's
still recommended that you retire this Job and only pick it up again after you
get access to the Legendary Blacksmith.
---------.-------------------------------------------------------.-------------
Profile: | Red Mage | Wind Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Red mages can use both white and
Attack | 20 | 12 | black magic, but they cannot use
Magic | 20 | 12 | high-level spells from either
Guard | 20 | 12 | school."
Item | 20 | 12 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 9 | 12 | -- | 108 | | 8 |
2 | 8 | 12 | 8 | 104 | | 4 |
3 | 8 | 12 | 4 | 100 | | -- |
4 | 9 | 12 | -- | 108 | | 8 |
5 | 8 | 12 | 8 | 104 | | 4 |
6 | 8 | 12 | 4 | 100 | | -- |
7 | 9 | 12 | -- | 108 | | 8 |
8 | 8 | 12 | 8 | 104 | | 4 |
9 | 8 | 12 | 4 | 100 | | -- |
10 | 9 | 12 | -- | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 8-9 actions per battle to level up a Red Mage.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 4 0 0 0 0 0 0 0 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 8 1 0 0 0 0 0 0 | | 10 | 10 | 10 | 10 | 10 | 10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 13 5 3 2 0 0 0 0 | | 20 | 15 | 15 | 16 | 16 | 16 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 17 8 5 4 1 0 0 0 | | 30 | 20 | 20 | 22 | 22 | 22 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 22 11 8 6 2 0 0 0 | | 40 | 24 | 24 | 28 | 28 | 28 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 26 15 10 8 4 0 0 0 | | 50 | 29 | 29 | 34 | 34 | 34 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 31 18 13 10 5 0 0 0 | | 60 | 34 | 34 | 40 | 40 | 40 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 35 21 15 11 7 0 0 0 | | 70 | 34 | 34 | 40 | 40 | 40 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 40 25 17 13 8 0 0 0 | | 80 | 43 | 43 | 52 | 52 | 52 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 45 28 19 15 10 0 0 0 | | 90 | 48 | 48 | 58 | 58 | 58 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 49 31 21 16 11 0 0 0 | | 99 | 52 | 52 | 63 | 63 | 63 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can cast up to Lv. 5 White Magic and Lv. 5 Black Magic.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: Knife, Dagger, Mythril Knife, Main Gauche, Poison Dagger.
Swords: Golden Sword, Longsword, Wightslayer, Mythril Sword, Tyrfing,
Serpent Sword, Salamand Sword, Freezing Blade, Royal Sword, Defender,
Break Blade, Excalibur, Ultima Weapon.
Staves: All (excluding Elder Staff, Sage Staff)
Rods: Mythril Rod, Wizard Rod, Fire Rod, Ice Rod, Light Rod.
Bows: Bow, Great Bow, Killer Bow.
Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
Ribbon, Crystal Helm.
Body: Vest, Leather Armor, Mythril Armor, Shell Armor, Ice Armor, Flame Mail,
Reflect Mail, White Robe, Black Robe, Crimson Vest, Crystal Mail.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring, Crystal Gloves.
Shield: Leather Shield, Mythril Shield, Ice Shield, Aegis Shield,
Crystal Shield.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Crimson Vest
Def: 50
MDef: 25
Bonus: +10 All Stats
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-TH} Thief |
---------------'
Description:
~~~~~~~~~~~~
When it comes to Final Fantasy games, I like Thieves. I like them because they
can Steal from the enemy party. Thieves to me are a huge investment, and being
the completionist that I am who wants to get the best items, weapons and armor
possible, Thieves in Final Fantasy are a means to that end, especially in the
later installments in the series.
However, I forgot FFIII was a remake of an old game where all the Thief could
steal was potions and generally things you could buy at the Item Shop. Thus,
Steal amounts to a near useless ability.
To be fair, the Thief can steal more than stuff found at the Item Shop, such
as rare attack items and the most-coveted Elixirs. However, none of these items
are what I would call essential or game-breaking, and Elixirs (the most
important of them all) can be found by defeating dragons in the later stages of
the game.
What quality items can the Thief steal? Well, sadly there's only two. The first
is called Gungnir, the best lance in the game for the Dragoon Job. This is a
very important steal because without spoiling anything, the item is entirely
miss-able if you don't steal it at the appropriate time (or you don't get it
when it's dropped... which is also very rare so you're better off trying to
steal it).
The second and final item worth stealing is the Protect Ring. Not only is the
opportunity to steal it very rare (it's a random spawn), but the game already
provides you with 2 Protect Rings found in chests (which is probably all you'll
ever need, honestly).
Not only is it bad enough that the Thief can only steal 1 essential item during
the entire game, but you need to raise your Job Level to 71 in order to steal
it! This requirement alone means that only the most dedicated of players are
going to grind their Thief up to level 71 in order to get this item. You need
to do a lot of work to make your Thief worthwhile, and it's just to make the
Dragoon a top-contender for the end-game! - What I consider a total side-event!
This doesn't bode well for the Thief's usefulness in my opinion.
Besides stealing, what else does the Thief having going for it? Well, his
damage isn't too bad. Early on in the game, your damage will be lower than a
Warrior, Monk or Red Mage, but not so much once the game progresses. Also,
daggers are plentiful throughout the game. Specialized daggers like the
Air Knife can actually deal quite a lot of damage against the right enemies.
However, if you're looking for fast damage, you might as well look elsewhere.
The Thief actually has an incredibly high speed stat to make up for its weaker
damage - actually making it the fastest acting Job in the entire game. This
causes the Thief to act first in every battle round. Depending on the
situation, if you really need a more predictable battle order, the Thief is
your best bet to make that a reality. Many players consider this aspect to be
the Job's most defining and greatest asset.
However, as a side know, keep in mind depending if you unlocked the Thief's
mastery weapon and someone is using Ultima Weapon, you might not act first in
the round after all.
Lastly, there are a few places where the game pushes you to use a Thief.
Although it's not required, a Thief is very useful to have in Goldor Manor and
the Temple of Time. These areas have multiple locked doors that the Thief can
pick. The game further encourages you to use a Thief by placing powerful
Thief-specific items in these places too, so you might as well use a Thief
since the equipment is available. However, you don't have to use a Thief to
open locked doors; you can buy 20 keys for 2000 Gil, which will be enough to
open all the locked doors for the entire game.
Undeniably, the Thief has its uses throughout the game, but overall, the Thief
is a situational Job at best. It knows where it can excel, and you should use
it for those situations only.
However at the beginning of the game, avoid using a Thief and opt to use
another Job instead (the Red Mage or Monk come to mind). The steals might net
you some extra gold, but you probably won't ever be strapped for cash. Also,
there are no locks to pick at the beginning of the game either. The first time
you will encounter a locked door will be right before the Fire Crystal, which
is almost to the half-way point of the game.
As for endgame, the Thief doesn't really have much potential either. The
Ninja is a much better choice due to their higher strength and better weapon
selection. The Ninja also starts every battle first, just like the Thief,
despite the Ninja's speed stat being lower. For all intents and purposes, the
Thief's high speed stat is overkill. Also, in the last quarter of the game,
gold is very easy to come by, making the Steal ability useless too.
My conclusion is this: if you enjoy playing a Thief, use the Ninja instead -
it's the natural upgrade for this Job. My recommendation is to stay away from
the Thief unless either the game calls for it, or you really, REALLY have to
acquire the Gungnir lance for your Dragoon.
---------.-------------------------------------------------------.-------------
Profile: | Thief | Wind Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------. "Thieves are very fast and agile,
JP Gain: | JobLv 1-14 | JobLv 14+ | and they can swing their weapons
----------|------------|-----------| lightning-fast. They also have
Attack | 20 | 18 | the ability to pick locked doors.
Steal | 20 | 18 | Their Steal ability allows them
Flee | NONE | NONE | to take items from enemies. Also,
Item | 20 | 18 | everyone will take less damage
----------'------------'-----------' while escaping if they use Flee."
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 6 | 18 | -- | 108 | | 8 |
2 | 6 | 18 | 8 | 116 | | 16 |
3 | 5 | 18 | 16 | 106 | | 6 |
4 | 6 | 18 | 6 | 114 | | 14 |
5 | 5 | 18 | 14 | 104 | | 4 |
6 | 6 | 18 | 4 | 112 | | 12 |
7 | 5 | 18 | 12 | 102 | | 2 |
8 | 6 | 18 | 2 | 110 | | 10 |
9 | 5 | 18 | 10 | 100 | | -- |
10 | 6 | 18 | -- | 108 | | 8 |
11 | 6 | 18 | 8 | 116 | | 16 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 6-5 actions per battle to level up a Thief.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 10 | 11 | 10 | 9 | 9 |
----|-----|-----|-----|-----|-----|
20 | 16 | 20 | 16 | 14 | 12 |
----|-----|-----|-----|-----|-----|
30 | 22 | 30 | 22 | 18 | 15 |
----|-----|-----|-----|-----|-----|
40 | 28 | 40 | 28 | 22 | 19 |
----|-----|-----|-----|-----|-----|
50 | 34 | 50 | 34 | 26 | 22 |
----|-----|-----|-----|-----|-----|
60 | 40 | 60 | 40 | 29 | 25 |
----|-----|-----|-----|-----|-----|
70 | 46 | 70 | 46 | 33 | 29 |
----|-----|-----|-----|-----|-----|
80 | 52 | 80 | 52 | 37 | 32 |
----|-----|-----|-----|-----|-----|
90 | 58 | 90 | 58 | 41 | 35 |
----|-----|-----|-----|-----|-----|
99 | 63 | 99 | 63 | 45 | 38 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Steal: Steal and item from an enemy.
Flee: Higher chance of escaping from battle.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: All
Throwing: All (excluding Shuriken)
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
Black Cowl, Ribbon.
Body: Vest, Leather Armor, Mythril Armor, Shell Armor, Ice Armor,
Black Garb, Fuma Garb.
Arm: Bronze Bracers, Mythril Gloves, Thief Gloves, Power Bracers,
Diamond Gloves, Protect Ring.
Shield: Leather Shield, Mythril Shield, Ice Shield.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Gladius
Atk: 130
Bonus: +20 AGI
~~~~~~~~~~~~~~~~
Stealing
~~~~~~~~~~~~~~~~
To make things simple, there are 4 items you can steal from enemies.
Here is a sample chart of the enemies and what you can steal from them:
---------------------------------------------------------------------.
Enemy: |Item 1: |Item 2: |Item 3: |Item 4: |
------------|-------------|-------------|--------------|-------------|
| | | | |
Sample | Potion | Potion | Hi-Potion | Elixir |
| | | | |
*Boss | Nothing | Nothing | Elixir | Elixir |
| | | | |
------------'--------------------------------------------------------'
NOTE: An enemy with a * by its name is a Boss!!
Pretty simple right?
Now to explain the items. Here are the Job Level ranges at which they can be
stolen.
------------------.
Item: | Job Level |
------|-----------|
1 | 1-30 |
1-2 | 31-70 |
1-3 | 71-98 |
1-4 | 99-99 |
------'-----------'
So if you are between Job Levels 1 and 30, you can only steal Item 1. If you
are between Job levels 31 and 70, you can steal Items 1 or 2, etc....
Next is the Steal Rate for each item.
------------------.
Item: |Steal Rate |
------|-----------|
1 | 19% |
2 | 17% |
3 | 15% |
4 | 12% |
------'-----------'
Another thing. When you steal, the game will try for the rarest item first.
So if you are Job Lv. 82, it will attempt to Steal Item 3. If it fails
to steal Item 3, it will try for Item 2. If that fails, Item 1, and if that
fails, you fail completely and have to try again!
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-RA} Ranger |
-----------------'
Description:
~~~~~~~~~~~~
In many ways, the Ranger plays a lot like a Warrior, but uses a bow instead of
a sword. It is believed by many that this job is worthless. This may be true
when nearing the final areas of the game, but when you first acquire the
Ranger, it's a very useful job.
Rangers can use higher defense armor like a Knight, which is pretty useful. And
sice their attack is ranged, they can also do FULL damage from the Back Row!
Seeing that you take LESS damage from the back row (and are wearing nice armor
to boot!), this is a huge advantage during the early stages of the game.
Even better though, many enemies at this time are weak against Light damage, so
using your Holy Arrows (which can be bought for 10 Gil a piece) will cause
considerable amounts of damage. You will also get the Rune Bow shortly after
you acquire the Ranger job, which will allow you to simply decimate everything!
With a Rune Bow + Holy arrows, you'll deal around 600-700 damage.
You can also use the other elemental arrows to exploit those weaknesses too,
making this a very good job. The game practically begs to use a Ranger because
the game provides all the necessary equipment upgrades to make it worthwhile.
I found their Barrage ability to be a mixed bag, which allows you to split the
damage of your attack while being able to attack multiple enemies at the same
time. Because most enemies require a full attack to destroy them, I can't
possibly see how this ability is useful. The best case scenario is that you can
use a Ranger to kill much weaker enemies more quickly, but where's the sense in
picking a Ranger just for that?
Even when you exploit a weakness using Barrage, the damage actually turns out
to be the same. This is also true when using Barrage against a single foe. So
let me get this straight... I use 4 Arrows, yet it only deals the same damage
as one arrow? In all honestly, Barrage is a complete waste of arrows and time
to use, regardless who your target is. I would suggest that you avoid using
Barrage completely.
As for end-game possibilities, the Ranger becomes less useful, mainly because
their ultimate Bow and Yoichi arrows have an attack power of 165, which is
about 100 points less compared to other jobs dual-weilding better weapons.
Furthermore, boomerang-type weapons (such as the Fullmoon Blade) deal
considerable more damage without having to refil your arrows.
Overall, the Ranger is decent pick when you acquire him, and nothing more.
There are a whole slew of superior jobs to choose from after you gain access to
the Water crystal. I suggest you replace your Ranger with one of those ASAP.
---------.-------------------------------------------------------.-------------
Profile: | Ranger | Fire Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ | "Rangers are experts in ranged
----------|------------|-----------| combat. With their bows, they can
Attack | 20 | 14 | attack for full damage from even
Barrage | 20 | 14 | the back line! Their Barrage
Guard | 20 | 14 | ability allows them to unleash
Item | 20 | 14 | a hail of projectiles at the enemy!"
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 8 | 14 | -- | 112 | | 12 |
2 | 7 | 14 | 12 | 110 | | 10 |
3 | 7 | 14 | 10 | 108 | | 8 |
4 | 7 | 14 | 8 | 106 | | 6 |
5 | 7 | 14 | 6 | 104 | | 4 |
6 | 7 | 14 | 4 | 102 | | 2 |
7 | 7 | 14 | 2 | 100 | | -- |
8 | 8 | 14 | -- | 112 | | 12 |
9 | 7 | 14 | 12 | 110 | | 10 |
10 | 7 | 14 | 10 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 7-8 actions per battle to level up a Ranger.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 10 | 11 | 10 | 9 | 9 |
----|-----|-----|-----|-----|-----|
20 | 17 | 20 | 16 | 14 | 14 |
----|-----|-----|-----|-----|-----|
30 | 24 | 28 | 22 | 18 | 18 |
----|-----|-----|-----|-----|-----|
40 | 31 | 36 | 28 | 22 | 22 |
----|-----|-----|-----|-----|-----|
50 | 38 | 45 | 34 | 26 | 26 |
----|-----|-----|-----|-----|-----|
60 | 44 | 53 | 40 | 29 | 29 |
----|-----|-----|-----|-----|-----|
70 | 51 | 61 | 46 | 33 | 33 |
----|-----|-----|-----|-----|-----|
80 | 58 | 69 | 52 | 37 | 37 |
----|-----|-----|-----|-----|-----|
90 | 65 | 78 | 58 | 41 | 41 |
----|-----|-----|-----|-----|-----|
99 | 71 | 85 | 63 | 45 | 45 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Barrage: Attacks randomly, 4 times, with decreased damage.
Damage Per Hit = Original Damage x Factor
.-------.---------.
| JobLv | Factor: |
|-------|---------|
| 1-20 | 0.2 |
| 21-70 | 0.3 |
| 71-99 | 0.4 |
'-------'---------'
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Bows: All
Arrows: All
Throwing: Boomerang, Chakram.
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
Black Cowl, Ribbon.
Body: Vest, Leather Armor, Mythril Armor, Shell Armor, Ice Armor,
Flame Mail, Black Garb.
Arm: Bronze Bracers, Mythril Gloves, Power Bracers, Diamond Gloves,
Protect Ring.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Artemis Bow
Atk: 122
Bonus: +10 STR, +10 AGI
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-KN} Knight |
-----------------'
Description:
~~~~~~~~~~~~
The Knight is a very solid job to use in Final Fantasy 3. Warriors should
immediately upgrade to a Knight once it's available. The automatic cover
ability has saved my butt more than a few times when other characters had low
life, which really made me feel like I made a good investment. It's
unfortunate the actual Defend ability is garbage because the Knight will do
this automatically during battle anyway. So in this way, you lose the ability
to have an effective special command.
Still, Knights can cast Cure spells, and while they don't heal as much as a
White Mage's cure spell, it's nice to have that extra safety net when you are
playing between the Fire and Water Crystals. It takes some pressure off the
White Mage. I found that in a few parts of the game, my White Mage was low on
Cure Magic. Those extra Cures on the Knight were enough so that I didn't have
to go to my inventory and use potions. Poisona was also a nice spell to use.
I think the Knight loses its appeal when the 3rd tier jobs come in. To me,
Viking, Dragoon and Dark Knight are all more interesting. That's not to say the
Knight is useless. I guess I consider it on the same tier as these jobs because
it's definitely usable from the Fire Crystal onwards until the end of the game.
Unlike the Dark Knight, the Knight can wear Crystal armor (very good defense)
as well as equip the both Excalibur and Ragnorok found in Eureka. It can also
use the Ultima Weapon. This setup makes him a top contender for the endgame.
So even though the Knight goes out of fashion for a big chunk of the game,
it'll become viable again since some fighting jobs cannot use those weapons. In
the Ancient's Maze, the game provides you with Crystal armor and a Break Sword.
The game is practically saying, "You really should start using your Knight
again... there's big things in store for you."
Overall, the Knight is a fairly solid job. They have great stats, do excellent
damage, and are a tough mark for enemies to kill. Unlike other final jobs like
the Ninja or Black Belt, the Knight is capable of surviving focused magical
attacks like Flare. And by equipping the best weapons in the game, he'll also
have the highest attack power out of any other job to my knowledge.
For these reasons, you just might want to stick with your Knight until the end
of the game to make sure his job level will be the highest possible, but you
have to be pretty stubborn not to use some of the cooler 3rd tier jobs in the
meantime. Overall, I give this job 2 thumbs up.
---------.-------------------------------------------------------.-------------
Profile: | Knight | Fire Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Knights take pride in their high
Attack | 20 | 12 | defense. Their Defend ability
Magic | 20 | 12 | allows them to step in and take
Defend | 20 | 12 | damage for weakened allies. And
Item | 20 | 12 | they can use white magic, too!"
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 9 | 12 | -- | 108 | | 8 |
2 | 8 | 12 | 8 | 104 | | 4 |
3 | 8 | 12 | 4 | 100 | | -- |
4 | 9 | 12 | -- | 108 | | 8 |
5 | 8 | 12 | 8 | 104 | | 4 |
6 | 8 | 12 | 4 | 100 | | -- |
7 | 9 | 12 | -- | 108 | | 8 |
8 | 8 | 12 | 8 | 104 | | 4 |
9 | 8 | 12 | 4 | 100 | | -- |
10 | 9 | 12 | -- | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 8-9 actions per battle to level up a Knight.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 1 0 0 0 0 0 0 0 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 7 0 0 0 0 0 0 0 | | 10 | 11 | 9 | 11 | 9 | 10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 12 0 0 0 0 0 0 0 | | 20 | 20 | 14 | 20 | 14 | 15 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 15 0 0 0 0 0 0 0 | | 30 | 28 | 18 | 28 | 18 | 20 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 17 0 0 0 0 0 0 0 | | 40 | 36 | 22 | 36 | 22 | 24 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 20 0 0 0 0 0 0 0 | | 50 | 45 | 26 | 45 | 26 | 29 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 20 0 0 0 0 0 0 0 | | 60 | 53 | 29 | 53 | 29 | 34 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 20 0 0 0 0 0 0 0 | | 70 | 61 | 33 | 61 | 33 | 38 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 20 0 0 0 0 0 0 0 | | 80 | 69 | 37 | 69 | 37 | 43 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 20 0 0 0 0 0 0 0 | | 90 | 78 | 41 | 78 | 41 | 48 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 50 0 0 0 0 0 0 0 | | 99 | 85 | 45 | 85 | 45 | 52 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can use Lv. 1 white magic.
Defend: Increases defense. Takes damage for weakened allies.
Damage Received = Original Damage x (100 - (40 + JobLv / 5))%
If JobLv = 99, total percentage cut is about 60%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Swords: All (excluding Onion Blade, Onion Sword)
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
Diamond Helm, Ribbon, Crystal Helm.
Body: Vest, Rusty Mail, Leather Armor, Mythril Armor, Shell Armor,
Ice Armor, Flame Mail, Knight Armor, Reflect Mail, Diamond Mail,
Crystal Mail.
Arm: Bronze Bracers, Mythril Gloves, Gauntlets, Power Bracers,
Diamond Gloves, Protect Ring, Crystal Gloves.
Shield: Leather Shield, Mythril Shield, Ice Shield, Heroic Shield,
Diamond Shield, Aegis Shield, Crystal Shield.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Save The Queen
Atk: 140
Bonus: +10 VIT, +10 MIND
Effect: Casts reflect.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-SC} Scholar |
------------------'
Description:
~~~~~~~~~~~~
The Scholar is essentially a misfit Job. It's definitely a niche Job, because
you can't really plug it into any sort of group like "fighter" or "caster" for
example. The Scholar really doesn't stand for anything. The best way to
describe a Scholar is that it's a collage of several "interesting" abilities.
Lets start with the good points, because there aren't many. The Scholar has a
very useful ability called Item Lore. This ability doubles the effect of any
item used by the Scholar, whether its attack or support. This means that
Hi-Potions will restore 1000 HP instead of 500 HP. Likewise, attack items will
deal double damage (or quadruple if the enemy has a weakness to that item's
element). Up until you acquire the Jobs from the Fire Crystal, taking advantage
of elemental weaknesses this way is a good way to decimate enemy bosses
quickly.
Secondly, the Scholar has a Study ability that analyzes the enemy and tells
you its HP and Weakness while nullifying any positive status effects (like
Haste, Protect, etc.). During the Hein Castle incident, a Scholar makes the
final battle much easier because their Study ability removes Hein's special
protective Barrier, which constantly reactivates and changes his elemental
weakness. This makes the Scholar almost essential during this point in the
game.
Thirdly, the Scholar can make good use of the gear found in Castle Argus.
There, you'll find armor and elemental books for the Scholar well before you
can even utilize the Job. You can complete your set of equipment by eventually
beating the Molten cave. All this early access to equipment is nice, and
definitely hints at their necessity later on in the game. These books actually
deal okay damage when you first get them, even from the back row, however only
initially.
That's about all the Scholar's actually good for. Unfortunately, Scholars have
the worst Vitality in the game, which means they have the worst HP growth when
your character levels up. While I don't imagine anyone would take a Scholar to
level 99, if someone uses the Scholar Job and gains a few levels with it, you
will notice that this character will PERMANENTLY be behind in their HP growth
compared to other characters!
Also, vitality impacts the character's defense too (an area where Scholars are
already troubled in due to weak armor), which means Scholars are limited to
being placed in the back row. What does that mean? Their rather weak physical
attacks become even worse! Sure, the books have elements which can exploit
elemental weaknesses... and when you first acquire them, they are actually
somewhat effective. But when the enemies become more difficult, ask yourself
this: "Does weakness exploiting really make a huge difference?" Because we're
talking about the Scholar, the answer is NO!
The Scholar has the ability to cast Black Magic at Level 1-3. However, due to
his insanely low MP curve, you'll only have access to Level 1 spells for a
majority of the time. You will only start gaining access to level 2 Black Magic
spells when your character level reaches mid 30's - That's around the time most
people reach the Temple of Time! How well do you think the basic Thunder spell
fairs in this crazy-difficult dungeon? NOT GOOD! During the endgame, level 1-3
Black Magic is even more useless. Not even Magi or Sages use it!
Also, the Study ability further minimizes their usefulness, because shortly
after the Hein Castle incident, you will be able to find/purchase the Libra
White Magic spell, making the Study ability obsolete.
Lastly, while Item Lore is decent, it also loses effectiveness in the endgame.
Elixirs being the best support item in the game, giving a character 100% HP and
MP. How is using Item Lore going to improve 100%? Exactly - it can't!
Also, given that powerful spells become readily available later on in the game,
the Scholar's Item Lore ability becomes obsolete entirely. Even an improved
Arctic Wind won't be enough to compensate for the sheer power of the Geomancer
or Black Mage at this point by the time the Water Crystal roles around.
Essentially, the Scholar is only good for the Hein's Castle segment of the
storyline, just so you can eliminate Hein's Elemental Barrier. However, later
on in the game in Eureka, there is a similar boss to Hein called Anon, and
neither Study or Libra are required to defeat him - he's a real pushover
despite being much tougher compared to Hein.
Overall, The Scholar is highly situational and quirky Job. It simply doesn't
make the cut for endgame... or even after Hein's Castle for that matter. Take
my advice: Use it for Hein's Castle... and never use it again!
---------.-------------------------------------------------------.-------------
Profile: | Scholar | Fire Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------. "Scholars can examine enemies and
JP Gain: | JobLv 1-14 | JobLv 14+ | spot their weak points. They can
----------|------------|-----------| also enhance the effects of the
Attack | 24 | 24 | items they use. They can dispel magic
Magic | 24 | 24 | effects from enemies they've studied.
Study | 24 | 24 | Surprisingly enough, these bookworms
Item | 24 | 24 | can also use magic!"
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 5 | 24 | -- | 120 | | 20 |
2 | 4 | 24 | 20 | 116 | | 16 |
3 | 4 | 24 | 16 | 112 | | 12 |
4 | 4 | 24 | 12 | 108 | | 8 |
5 | 4 | 24 | 8 | 104 | | 4 |
6 | 4 | 24 | 4 | 100 | | -- |
7 | 5 | 24 | -- | 120 | | 20 |
8 | 4 | 24 | 20 | 116 | | 16 |
9 | 4 | 24 | 16 | 112 | | 12 |
10 | 4 | 24 | 12 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
Scholars are by far the easiest Job to level up. Every action you take, no
matter what Job Level, you will always gain 24 JP.
On average, you must take 4-5 actions per battle to level up a Scholar.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 1 0 0 0 0 0 0 0 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 5 0 0 0 0 0 0 0 | | 10 | 10 | 10 | 9 | 11 | 9 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 10 0 0 0 0 0 0 0 | | 20 | 16 | 17 | 12 | 20 | 14 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 15 0 0 0 0 0 0 0 | | 30 | 22 | 24 | 15 | 30 | 18 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 20 7 3 0 0 0 0 0 | | 40 | 28 | 31 | 19 | 40 | 22 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 25 10 5 0 0 0 0 0 | | 50 | 34 | 38 | 22 | 50 | 26 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 29 13 7 0 0 0 0 0 | | 60 | 40 | 44 | 25 | 60 | 29 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 34 17 9 0 0 0 0 0 | | 70 | 46 | 51 | 29 | 70 | 33 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 39 20 12 0 0 0 0 0 | | 80 | 52 | 58 | 32 | 80 | 37 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 44 23 14 0 0 0 0 0 | | 90 | 58 | 65 | 35 | 90 | 41 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 48 26 15 0 0 0 0 0 | | 99 | 63 | 71 | 38 | 99 | 45 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can cast up to Lv. 3 White Magic and Lv. 3 Black magic.
Study: Scan enemies HP and weakness. Also dispels beneficial magic.
Item: Items have double the potency. Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Books: All
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Feathered Hat, Scholar Hat, Ribbon.
Body: Vest, Leather Armor, Mage Robe, Scholar Robe, White Robe.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Omnitome
Atk: 130
Bonus: +10 INT, +5 MIND
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-GE} Geomancer |
--------------------'
Description:
~~~~~~~~~~~~
Coming Soon!
---------.-------------------------------------------------------.-------------
Profile: | Geomancer | Fire Crystal
---------'-------------------------------------------------------'-------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ | "Geomancers harness the power of
----------|------------|-----------| nature itself, manifested in their
Attack | 20 | 14 | different terrain attacks. Their
Terrain | 20 | 14 | damage potential rises
Guard | 20 | 14 | exponentially by job level."
Item | 20 | 14 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 8 | 14 | -- | 112 | | 12 |
2 | 7 | 14 | 12 | 110 | | 10 |
3 | 7 | 14 | 10 | 108 | | 8 |
4 | 7 | 14 | 8 | 106 | | 6 |
5 | 7 | 14 | 6 | 104 | | 4 |
6 | 7 | 14 | 4 | 102 | | 2 |
7 | 7 | 14 | 2 | 100 | | -- |
8 | 8 | 14 | -- | 112 | | 12 |
9 | 7 | 14 | 12 | 110 | | 10 |
10 | 7 | 14 | 10 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 7-8 actions per battle to level up a Geomancer.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 10 | 10 | 10 | 10 | 10 |
----|-----|-----|-----|-----|-----|
20 | 15 | 17 | 15 | 17 | 15 |
----|-----|-----|-----|-----|-----|
30 | 20 | 24 | 20 | 24 | 20 |
----|-----|-----|-----|-----|-----|
40 | 24 | 31 | 24 | 31 | 24 |
----|-----|-----|-----|-----|-----|
50 | 29 | 38 | 29 | 38 | 29 |
----|-----|-----|-----|-----|-----|
60 | 34 | 44 | 34 | 44 | 34 |
----|-----|-----|-----|-----|-----|
70 | 38 | 51 | 38 | 51 | 38 |
----|-----|-----|-----|-----|-----|
80 | 43 | 58 | 43 | 58 | 43 |
----|-----|-----|-----|-----|-----|
90 | 48 | 65 | 48 | 65 | 48 |
----|-----|-----|-----|-----|-----|
99 | 52 | 71 | 52 | 71 | 52 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Terrain: Uses the environment for an attack.
Damage = (Power + JobLv x 2) x (INT + MND) / Adjustment x Random No.
Random No. = number between 0.8 to 1.0
.-------------.--------.-------------.-----.
| Attacks: | Power: | Adjustment: | Wt: |
|-------------|--------|-------------|-----|
|Whirlpool | 30% | --- | 4 |
|Wind Slash | 45 | 3 | 3 |
|Ice Storm | 55 | 4 | 4 |
|Magma | 70 | 4 | 3 |
|Ice Pillar | 80 | 3 | 3 |
|Flame Burst | 80 | 3 | 4 |
|Black Hole | 80% | --- | 4 |
|Earthquake | 90 | 4 | 3 |
|Close-In | 100 | 3 | 4 |
|Shadowflare | 110 | 1 | 9 |
'-------------'--------'-------------'-----'
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Bells: All
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Feathered Hat, Ribbon.
Body: Vest, Leather Armor, Mage Robe, Black Robe, Gaia Vest.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring.
~~~~~~~~~~~~~~~~
Geomancer Card
~~~~~~~~~~~~~~~~
Name: Blessed Bell
Atk: 130
Bonus: +10 AGI, +10 INT, +10 MIND
~~~~~~~~~~~~~~~~
Terrain Attacks
~~~~~~~~~~~~~~~~
-------------.-------.--------------------------------------------------------.
Attacks: |Target:| Descriptions: |
-------------|-------|--------------------------------------------------------|
Whirlpool | All |Calls forth the waters of the sea, drowning all enemies.|
Wind Slash | One |Slices the enemy with blades of wind. |
Ice Storm | All |Damages enemies with the piercing cold of the Arctic. |
Magma | All |Shoots out molten lava causing severe burn damage. |
Ice Pillar | One |Incredible damage with spears of ice. |
Flame Burst | One |Scorches the enemy with a blazing fire. |
Black Hole | One |A world destructing force consumes the enemy. |
Earthquake | All |Shakes the earth causing damage to all enemies. |
Close-In | One |Drops the weight of a thousand boulders onto the enemy. |
Shadowflare | One |Massive non-elemental damage to the enemy. |
-------------'-------'--------------------------------------------------------'
-------------.----------------.
Attacks: | Element: |
-------------|----------------|
Whirlpool | Ice, Water |
Wind Slash | Wind |
Ice Storm | Ice, Water |
Magma | Fire |
Ice Pillar | Ice, Water |
Flame Burst | Fire |
Black Hole | Non-elemental |
Earthquake | Earth |
Close-In | Earth |
Shadowflare | Non-elemental |
-------------'----------------'
Here are the chances of what Terrain attack will be used in different areas.
--------------------------.-------------------.
Environment: | Success Rate: |
--------------------------|-------------------|
Land (World Map) | Wind Slash = 50% |
Forest (World Map) | Ice Storm = 48% |
Castle Sasune | Shadowflare = 2% |
Dragon's Peak | |
Tower of Owen (Except F1) | |
Castle Hein | |
Goldor Manor | |
Dragon Spire | |
Crystal Tower | |
Bahamut Boss Fight | |
--------------------------|-------------------|
Desert (World Map) | Earthquake = 40% |
Altar Cave | Close-in = 38% |
Mythril Mines | Wind Slash = 20% |
The Sealed Cave | Shadowflare = 2% |
Tozus Tunnel | |
The Cave of the Circle | |
The Ancient Ruins | |
Cave in Falgabard | |
Bahamut's Lair | |
The Cave of Shadows | |
Doga's Grotto | |
Ancients' Maze | |
--------------------------|-------------------|
Sea (World Map) | Ice Pillar = 40% |
Underneath Sea (World Map)| Whirlpool = 38% |
Nepto Temple | Wind Slash = 20% |
Tower of Owen (Floor 1) | Shadowflare = 2% |
Subterranean Lake | |
The Cave of Tides | |
Amur Sewers | |
Sunken Cave | |
Saronia Catacombs | |
Temple of Time | |
Behind Falgabard Waterfall| |
Lake Dohr | |
Secret ??? Dungeon | |
--------------------------|-------------------|
Sky (World Map) | Wind Slash = 50% |
| Ice Storm = 48% |
| Shadowflare = 2% |
--------------------------|-------------------|
Ur (Path to Storehouse) | Wind Slash = 50% |
| Ice Storm = 50% |
--------------------------|-------------------|
The Molten Cave | Magma = 40% |
| Flame Burst = 38% |
| Wind Slash = 20% |
| Shadowflare = 2% |
--------------------------|-------------------|
Southwest Saronia | Blackhole = 50% |
(Tavern Fight) | Shadowflare = 40% |
| Wind Slash = 10% |
--------------------------|-------------------|
Eureka, The Forbidden Land| Blackhole = 40% |
| Shadowflare = 40% |
| Wind Slash = 20% |
--------------------------|-------------------|
The World of Darkness | Wind Slash = 23% |
| Ice Pillar = 23% |
| Flame Burst = 22% |
| Earthquake = 22% |
| Shadowflare = 10% |
--------------------------'-------------------'
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-VI} Viking |
-----------------'
Description:
~~~~~~~~~~~~
The Viking is an interesting job, in that it's a very different role from a
warrior-type job. Firstly, they use Hammers and Axes as their main weapons, but
even further, they are geared towards defense rather than dealing damage, like
the Knight, Dark Knight and Dragoon.
Firstly, the Viking shouldn't be called upon if you just want to deal damage.
While the Viking has a very high strength stat, Hammer and Axe-type weapons are
designed to have lower hits per round, which obviously means lower damage when
its all said and done. When you first acquire the Viking after the 3rd crystal,
his performance is rather disappointing compared to other jobs. He just doesn't
deal out very decent damage.
Secondly, the Viking agility stat is among the worst out of all the jobs. This
is essentially the trade off for having such a high strength, despite his
damage becoming curved due to his weapon types. Unfortunately, the causes the
Viking to act last in battle whenever he attacks, further minimizing his use.
Let it be said, it is far better to have a weaker defensive character attack
first rather than having a high-defensive character act last. This makes jobs
like the Ninja come out on top.
Thirdly, the Viking has the Provoke ability, which causes one enemy of the
enemy party to target the Viking. However, initially this ability isn't very
reliable - it requires many job levels to work successfully. Also, Provoke
won't stop the OTHER enemies from attacking your other characters. So if
you're facing 2 or 3 enemies at a time, you can still expect to take some
damage. When compared to Souleater, Throw or Jump, this ability isn't nearly
as useful.
Lastly, the Viking has a moderate Intelligence stat, and a low Mind stat,
which causes him to fall to heavy magic, especially anything focused.
Admittedly, many jobs have this problem - Black Belt being slightly worse, and
Ninja being slightly better. Still, with all the other problems the Viking
has, this is just one more to add to the list.
Because of these issues, the Viking is perhaps one of the more situational
jobs in the game, ranking near Ranger and Scholar in terms of niche
usefulness. The Viking is fairly useful when fighting enemies under water,
because his Hammer weapons all possess the Lightning element attribute. This
is substantial as there are a lot of water levels and water enemies after you
acquire the 3rd crystal.
What about endgame? Firstly, outside of the Wi-Fi connection, the best weapons
you can weild are the Blessed Hammer and Dual Haken, and they only combine for
242 attack power... which is considerably lower compared to other jobs
(namely, Knight, Ninja and Dragoon for example). Adding the fact that they hit
far less often and that the Viking will attack near the end of the battle
round, I can't recommend the Viking as a top damage-dealer. This role is
better suited to Knights, Dragoons, Dark Knights, Ninjas, etc.
Having said that, the Viking is a true superstar when facing massive boss
battles where the boss has powerful physical attacks. Simply have your Viking
equip a full set of Crystal Armor and give him two shields: The Crystal Shield
and the Aegis Shield. Then, place the Viking in the back row and have them use
their Provoke ability over and over.
This diverts all the damage from the boss towards your Viking, which allows
your healer to focus all of their healing efforts on the Viking. Since the
healer is only responsible for one character, they can use lower level and
more plentiful healing spells like Cura, or even a healing staff like the
Elder Staff. If necessary, use the Protect spell, Turtle Shell or the Bard's
Protect on the Viking, to make him the ultimate meat shield.
Using this method is a fantastic way to beat tough bosses when you are
underleveled (ie Cloud of Darkness and Iron Giant). It is one of the MOST
effective ways to CONTROL the flow of a big battle - you are basically exerting
mind-control over the enemy, nearly dictating what the boss does. The entire
battle becomes predictable and stable at that point.
It's also been said that this combo's well with the Warrior, as the Warrior can
use their Advance ability to deal 2.4x the damage at job level 99. However,
Most people won't level a Warrior to level 99, making this combo moot for many
players. Even then, I still can't help but notice that two characters doing
incredibly damage on their own is more useful if you were going to use Provoke
just for that.
Overall, I'd say the Viking is a situational class, being usable during the 3rd
crystal only. It's also not entirely necessary to use a Viking either, since a
Dragoon with Wind/Thunder lances will accomplish much the same thing. With his
rather low magic defense and the fact that he acts near the end in battle, it's
hard to recommend a Viking for the endgame, or to use one at all over other
classes.
However, if you want to exploit the Provoke ability against tough bosses and
design an end-game party around this ability, then go for it. The choice is
ultimately yours. As a stand-alone character though, the Viking really doesn't
make the cut.
---------.------------------------------------------------------.--------------
Profile: | Viking | Water Crystal
---------'------------------------------------------------------'--------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Vikings have the ability to lure
Attack | 20 | 14 | enemies into attacking them instead
Provoke | 20 | 14 | of other members of the party,
Guard | 20 | 14 | but it's gonna hurt!"
Item | 20 | 14 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 8 | 14 | -- | 112 | | 12 |
2 | 7 | 14 | 12 | 110 | | 10 |
3 | 7 | 14 | 10 | 108 | | 8 |
4 | 7 | 14 | 8 | 106 | | 6 |
5 | 7 | 14 | 6 | 104 | | 4 |
6 | 7 | 14 | 4 | 102 | | 2 |
7 | 7 | 14 | 2 | 100 | | -- |
8 | 8 | 14 | -- | 112 | | 12 |
9 | 7 | 14 | 12 | 110 | | 10 |
10 | 7 | 14 | 10 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 7-8 actions per battle to level up a Viking.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 11 | 9 | 10 | 9 | 10 |
----|-----|-----|-----|-----|-----|
20 | 20 | 14 | 17 | 14 | 15 |
----|-----|-----|-----|-----|-----|
30 | 30 | 18 | 24 | 18 | 20 |
----|-----|-----|-----|-----|-----|
40 | 40 | 22 | 31 | 22 | 24 |
----|-----|-----|-----|-----|-----|
50 | 50 | 26 | 38 | 26 | 29 |
----|-----|-----|-----|-----|-----|
60 | 60 | 29 | 44 | 29 | 34 |
----|-----|-----|-----|-----|-----|
70 | 70 | 33 | 51 | 33 | 38 |
----|-----|-----|-----|-----|-----|
80 | 80 | 37 | 58 | 37 | 43 |
----|-----|-----|-----|-----|-----|
90 | 90 | 41 | 65 | 41 | 48 |
----|-----|-----|-----|-----|-----|
99 | 99 | 45 | 71 | 45 | 52 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Provoke: Lure enemy attacks onto yourself. Reduces enemy defense.
Enemy Defense = Original Defense x (100 - (0.5 x JobLv))%
.-------.---------------.
| JobLv | Success Rate: |
|-------|---------------|
| 1-20 | 60% |
| 21-40 | 70% |
| 41-80 | 80% |
| 81-98 | 90% |
| 99-99 | 100% |
'-------'---------------'
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Hammers: All
Axes: All (except Gigantic Axe)
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
Viking Helm, Diamond Helm, Ribbon, Crystal Helm.
Body: Vest, Rusty Mail, Leather Armor, Mythril Armor, Shell Armor,
Ice Armor, Flame Mail, Reflect Mail, Viking Mail, Demon Mail,
Diamond Mail, Crystal Mail.
Arm: Bronze Bracers, Mythril Gloves, Gauntlets, Power Bracers,
Diamond Gloves, Protect Ring, Crystal Gloves.
Shield: Leather Shield, Mythril Shield, Ice Shield, Demon Shield,
Diamond Shield, Aegis Shield, Crystal Shield.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Mighty Hammer
Atk: 145
Bonus: +20 VIT
Effect: Deals lightning damage.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-DR} Dragoon |
------------------'
Description:
~~~~~~~~~~~~
The Dragoon is very much like a Knight, however it relies on a Lance rather
than a Sword. The Dragoon can also Jump in the air to land devastating attacks
on foes instead of covering other party members. Besides that, the character
model for this job is one of the best in the game ;)
The Dragoon has grown to be one of my favorite jobs, but during early
playtesting, it didn't start that way. I always liked this job when it was
introduced in Final Fantasy 4, but when I first tried them out in this game, I
was not all that impressed. The damage seemed comparable to the other jobs...
yet the Jump ability had some issues with it.
Firstly, the Jump ability takes 2 entire battle rounds. The damage finally
comes at the very end of the second battle round. So in the meantime, if you
haven't killed the enemies yet, you'll be hit by enemy attacks. Whereas two
standard attacks from the Dragoon might have killed the enemies sooner, thus
lessoning the damage you would have taken.
Secondly, this ability increases the chance that your low durability party
members will be hit by the enemy party since enemies can't target your Dragoon
while he's in the air. So lets say you have a Bard, White Mage, Geomancer, etc.
in your party? Well, you can kiss them good-bye in a tough spot.
Thirdly, the damage is typically 1.5 times the normal damage, and sometimes a
little less. To me, if this ability is going to take 2 entire turns to execute,
I expect some kind of reward for the sacrifice of not being able to attack for
a turn as well as acting last in a battle. This ultimately renders the Jump
ability useless in most situations, because normal attacks will do more damage
in comparison.
This means in most situations, with comparable weapons (especially when the
time you can choose this job)... the Dragoon is basically a Knight without the
cover and cure abilities. Also, spears are few and far between for a long
part of the game... while swords are plentiful and increase in power over time.
That Thunder Spear doesn't go a long way.
Now, that's not to say this job is garbage - that's far from the truth. For
one, the Jump ability is EXTREMELY useful against flying enemies, especially
flying bosses. The damage seems to get doubled against these, and since the
attack is 1.5x that of a normal attack, the Jump will actually do TRIPLE
damage. Now that's more like it!
For example, against Garuda, a flying boss that has ~10,000 hit points, if you
had an entire party of Dragoons using the Jump ability, you could end the
battle in 2 turns: First turn Jump, next turn dead... as each Jump does around
3000-4000 damage. If you were to use standard attacks at 700-900 damage each,
it would be very difficult to survive this battle long enough to kill him,
since his attacks are extremely powerful. The answer to quickly beating him is
using the Dragoon's Jump ability, preferably using 3 Dragoons and 1 White Mage.
Also, lances (and their elemental properties) seem to do very well against some
specific enemies, almost to a point of decimating them with 4000 to 9999
damage. These numbers look insanely high compared to the damage your other
fighting jobs will be doing. I think some enemies are just weaker to lances, or
possibly the wind/thunder elements typically found on the beginning lances
(like in the Temple of Time), which makes Dragoons a very worthwhile investment
if you know which enemies to target.
This leads me to my next point. While Dragoons are not the best job when they
first become available, it's worth using a Dragoon when you can purchase two
Wind Lances in Saronia Kingdom, and acquire all of the Dragon Gear in Dragon
Spire Tower, also found in Southeastern Saronia. From that point on, Dragoons
seem to excel much better than Knights could ever hope to.
Even further, Dragoons get weapon upgrades that are sickening, and they pace
very well with the enemies you'll be up against. These include Heavy Lance,
Blood Lance, Dragon Lance and Holy Lance. I know from experience that 2 Blood
Lances refill around 800-1100 life per attack, which is far better than the
Blood Sword.
If you have a level 71 Thief, you can also steal Gungnir, which is the best
Dragoon lance in the entire game without a Wi-Fi connection, and it essentially
removes any doubt that the Dragoon can be used for endgame. Also, to top things
off, Dragoons can wear Crystal armor!
And if you're so inclined to put in the time with the mastery weapon from the
Wi-Fi Connection, you can aquire the Magic Lance! With both Magic Lance and
Gungnir equipped, you have 285 attack power with an +30 strength and +10
agility modifer, which is better than what most classes can achieve.
Overall, the Dragoon is an extremely effective job, whether you're using the
Jump ability on flying enemies, or are just attacking normally. Even without
the Gungnir lance, this job isn't a terrible choice for the endgame. With the
Gungnir, it's a no-brainer (at least I would hope you use decide to use the
Dragoon in your final party if you went through all that trouble getting it!)
---------.------------------------------------------------------.--------------
Profile: | Dragoon | Water Crystal
---------'------------------------------------------------------'--------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Dragoons are polearm experts. Their
Attack | 20 | 16 | Jump ability allows them the deal
Jump | 20 | 16 | massive damage while being
Guard | 20 | 16 | impervious to enemy attacks."
Item | 20 | 16 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 7 | 16 | -- | 112 | | 12 |
2 | 6 | 16 | 12 | 108 | | 8 |
3 | 6 | 16 | 8 | 104 | | 4 |
4 | 6 | 16 | 4 | 100 | | -- |
5 | 7 | 16 | -- | 112 | | 12 |
6 | 6 | 16 | 12 | 108 | | 8 |
7 | 6 | 16 | 8 | 104 | | 4 |
8 | 6 | 16 | 4 | 100 | | -- |
9 | 7 | 16 | -- | 112 | | 12 |
10 | 6 | 16 | 12 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 6-7 actions per battle to level up a Dragoon.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 10 | 10 | 10 | 10 | 10 |
----|-----|-----|-----|-----|-----|
20 | 17 | 17 | 15 | 15 | 15 |
----|-----|-----|-----|-----|-----|
30 | 24 | 24 | 20 | 20 | 20 |
----|-----|-----|-----|-----|-----|
40 | 31 | 31 | 24 | 24 | 24 |
----|-----|-----|-----|-----|-----|
50 | 38 | 38 | 29 | 29 | 29 |
----|-----|-----|-----|-----|-----|
60 | 44 | 44 | 34 | 34 | 34 |
----|-----|-----|-----|-----|-----|
70 | 51 | 51 | 38 | 38 | 38 |
----|-----|-----|-----|-----|-----|
80 | 58 | 58 | 43 | 43 | 43 |
----|-----|-----|-----|-----|-----|
90 | 65 | 65 | 48 | 48 | 48 |
----|-----|-----|-----|-----|-----|
99 | 71 | 71 | 52 | 52 | 52 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Jump: Jump into the air to avoid damage. Hits enemy on the way down.
Damage Inflicted = Original damage x (1.5 + JobLv / 110)
If JobLv = 99, then multiply all damage by 2.4!
If Enemy's weakness is Wind, all damage will be further doubled.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Spears: All
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
Dragon Helm, Diamond Helm, Ribbon, Crystal Helm.
Body: Vest, Rusty Mail, Leather Armor, Mythril Armor, Shell Armor,
Ice Armor, Flame Mail, Reflect Mail, Dragon Mail, Demon Mail,
Diamond Mail, Crystal Mail.
Arm: Bronze Bracers, Mythril Gloves, Gauntlets, Power Bracers,
Diamond Gloves, Protect Ring, Crystal Gloves.
Shield: Leather Shield, Mythril Shield, Ice Shield, Demon Shield,
Diamond Shield, Aegis Shield, Crystal Shield.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Magic Lance
Atk: 145
Bonus: +20 STR
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-DK} Dark Knight |
----------------------'
Description:
~~~~~~~~~~~~
The Dark Knight is another fighting Job, like the Dragoon, Viking or Knight.
However, this Job plays a little differently than those.
The big advantage to using a Dark Knight is for its Souleater ability, which
damages the entire enemy party. Even better, the damage is comparable (if not a
little more sometimes) to what your regular attack would be. Essentially, it's
like doubling or even tripling your damage in a single round! Also, you can
deal this damage from the back row! Holy Mackinaw!
Of course, there's a drawback... you lose 10% of your current health (Note,
that's not your maximum health). So, you can't kill yourself using this ability
directly, but you can put yourself in the yellow. In my experience, the lower
the health is, the less damage you will do with the Souleater ability.
To compensate for this (which I found really exciting!), you can use the Blood
Sword to refill your life when you're not using the Souleater ability!
Admittedly, my early experiences with this combo were not very good. I found it
difficult to keep my Dark Knight alive or healthy while using Souleater and
then trying to replenish my life with the Blood Sword. This is due to the Dark
Knight's speed stat being fairly low, making him act last in battle far too
often.
You see, by the time you can use the Dark Knight, the difficulty of the game
ramps up considerably. Enemies being dealing 100-200 damage per hit instead of
30-50. It takes awhile to grind up to a competitive level, let alone trying to
get this combo to work properly.
However, I found a better way than using the Blood Sword. You can combo the
Dark Knight with a Bard and have the Bard use his Dream Harp! The Dream Harp
will replenish about 10-20% of your party's health (Depending on your
character's and Bard's Job), which is enough to replenish the life you lose
when using the Souleater ability! How convenient!
By putting your Dark Knight in the back row, he won't be taking that much
damage from enemies, so you can use Souleater to your heart's content! Be sure
to use Cure on him every few battles to keep him healthy.
This Dream Harp/Souleater combo becomes even powerful later. Better swords
become available, like the Defender and Ancient Sword as well as the Dark
Blades. All of these swords make your Blood Sword obsolete, but it doesn't
matter because the Bard will refill your life anyway!
Even better, this combo seems to get more powerful as the Job levels increase,
because you'll actually start to net life!
Because this combo is so much better than mucking with the Blood Sword, stay
away from the Dark Knight until the Dream Heart becomes available. Then, start
using the Bard and Dark Knight together. Not only can the Bard heal your Dark
Knight, but he'll heal the entire party! Not to mention, the Bard can cast
Haste and Sing other songs too! The healing alone is about as powerful as an
"All Member" level Cure spell, which relieves pressure off your White Mage and
makes it possible to not use a White Mage at all.
Does the Dark Knight work well as an endgame Job? Yes and no. As far as
equipment goes, the Dark Knight can use Masamune and Ragnarok, which are both
extremely powerful weapons. Of course, using this combinations completely ruins
the possibility of using a Knight and Ninja in your final party, but there's
always room for other Jobs (like the Dragoon, for example, which doesn't cause
an overlap in weapons).
Also, if you have a Wi-Fi connection and are willing to invest the time into
obtaining the ultimate weapons, Dark Knights can use the Ultima Weapon and
Murakumo, their mastery sword. This combination proves to be more powerful than
a Ninja, however you can't Throw Shuriken's and act first in battle -
essentially, that's the trade off here. I still prefer the Ninja.
However, in the final stages of the game, most normal enemies are like facing
individual bosses - there's very little need to damage multiple targets at the
same time. This makes Souleater rather ineffective. Also, with the Summoner
entering the mix, it's doubtful Souleater will be that useful even when
multiple enemies are present, as that Job can damage multiple enemies without
the HP loss.
Therefore, I think the Dark Knight only has a place mid-game. During that time,
the Dark Knight is one heck of a Job to use! And if you do unlock the ultimate
equipment, then go nuts using a Dark Knight during the endgame. I guess that
can be said for any Job though.
---------.------------------------------------------------------.--------------
Profile: | Dark Knight | Water Crystal
---------'------------------------------------------------------'--------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Dark Knights are warriors of the
Attack | 20 | 14 | dark blade. Their Souleater ability
Souleater| 20 | 14 | allows them to convert their life
Guard | 20 | 14 | into extra damage."
Item | 20 | 14 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 8 | 14 | -- | 112 | | 12 |
2 | 7 | 14 | 12 | 110 | | 10 |
3 | 7 | 14 | 10 | 108 | | 8 |
4 | 7 | 14 | 8 | 106 | | 6 |
5 | 7 | 14 | 6 | 104 | | 4 |
6 | 7 | 14 | 4 | 102 | | 2 |
7 | 7 | 14 | 2 | 100 | | -- |
8 | 8 | 14 | -- | 112 | | 12 |
9 | 7 | 14 | 12 | 110 | | 10 |
10 | 7 | 14 | 10 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 7-8 actions per battle to level up a Dark Knight.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 10 | 10 | 10 | 10 | 10 |
----|-----|-----|-----|-----|-----|
20 | 17 | 15 | 17 | 15 | 15 |
----|-----|-----|-----|-----|-----|
30 | 24 | 20 | 24 | 20 | 20 |
----|-----|-----|-----|-----|-----|
40 | 31 | 24 | 31 | 24 | 24 |
----|-----|-----|-----|-----|-----|
50 | 38 | 29 | 38 | 29 | 29 |
----|-----|-----|-----|-----|-----|
60 | 44 | 34 | 44 | 34 | 34 |
----|-----|-----|-----|-----|-----|
70 | 51 | 38 | 51 | 38 | 38 |
----|-----|-----|-----|-----|-----|
80 | 58 | 43 | 58 | 43 | 43 |
----|-----|-----|-----|-----|-----|
90 | 65 | 48 | 65 | 48 | 48 |
----|-----|-----|-----|-----|-----|
99 | 71 | 52 | 71 | 52 | 52 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Souleater: Sacrifice HP to increase attack power and deal more damage.
Damage Inflicted = Weapon Attack x 5 + JobLv x 10 + Current HP x 0.9
HP Sacrificed = 20% of Current HP
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: Knife, Dagger, Mythril Knife, Spark Dagger, Main Gauche,
Poison Dagger.
Swords: Golden Sword, Longsword, Mythril Sword, Tyrfing, Salamand Sword,
Freezing Blade, Serpent Sword, Royal Sword, Blood Sword,
Ancient Sword, Defender, Break Blade, Ragnarok.
Dark Blades: All (excluding Muramasa)
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
Ribbon, Genji Helm, Crystal Helm.
Body: Vest, Rusty Mail, Leather Armor, Mythril Armor, Shell Armor,
Ice Armor, Flame Mail, Demon Mail, Genji Armor, Crystal Mail.
Arm: Mythril Gloves, Gauntlets, Diamond Gloves, Protect Ring,
Genji Gloves, Crystal Gloves.
Shield: Leather Shield, Mythril Shield, Ice Shield, Demon Shield,
Genji Shield, Crystal Shield.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Murakumo
Atk: 140
Bonus: +20 AGI
Effect: Effective against dividing enemies.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-EV} Evoker |
-----------------'
Description:
~~~~~~~~~~~~
The Evoker is the first Job that you'll get that uses Summon Magic, which
allows you to summon monsters to do your bidding, both good and evil. These
spells offer a range of effects, such as damaging the enemy party, healing your
own party, attempting to cast nasty status effects on the enemy, or causing you
to escape from battle. While the Evoker sounds like an interesting Job, it has
its share of problems, even right from the beginning.
Firstly, when you acquire the Evoker and try and use Summon Magic, you'll
notice that you have no spells to cast - you have to buy them at a town called
Replito. If you're like me and don't use a guide, you might not come across
Replito until the final sections of the game.
Regardless, you can't visit Replito until you release the chain on your
airship, which is several hours of gameplay after you acquire the Jobs from the
Water Crystal. Also, if you do happen to visit a certain area (not saying for
spoiler potential), you will lose access to your ship and will not be able to
visit Replito until much after you regain the ability to use an airship again.
To me, all of this lowers the Job's immediate usefulness - literally, as you
have no Summon Magic to use at all! At least with a Bard, you have one harp
to use!
Secondly, when the Evoker uses a Summon spell, it will randomly choose between
a "White" and "Dark" version of the spell, which in most cases has two
completely different effects. For example, casting Escape (Chocobo) gives you a
50% chance to flee the battle, or do a pitiful amount of damage. If you want to
escape, this is not the best way for you to achieve that goal. You have a
better chance running away with all 4 characters.
Likewise, Icen (Shiva), Spark (Ramuh) and Leviath (Leviathan) will either
inflict the enemy party with negative status effects, or deal damage to the
entire enemy party. Since inflicting status effects usually fails or isn't very
useful, you'll only do the desired damage 50% of the time. While this damage is
considerably more than a Black Mage could do, the fact that it's random makes
the overall ability questionable to use.
Some summons come out a little better. Heatra (Ifrit) will either heal your
party, or deal damage to the enemy. Both are mutually positive as long as you
have wounded party members. Also, Hyper (Titan) will always damage the enemy,
regardless if it's the Black or White version of the spell. Bahamur (Bahamut)
is also interesting, increasing your attack power or KO'ing a single enemy. I'd
rather hope for the attack power boost myself because KO typically fails, at
least when you really need it to work.
Overall, the random chance for a White or Black version of the spell makes
casting Summon magic extremely unreliable. You'll only get the effect you want
50% of the time. It's like gambling, and why would you want to gamble during an
important boss fight? To me, the game's boss battle's mega-attacks, random
back-attacks and sometimes overall unforgiving difficulty make the game unfair
as it is. Unless you enjoy a sadistic challenge, why add to it?
As you can tell, I am not a fan of this Job at all, and I recommend that you
ignore it completely. At the time you receive the Jobs from the Water Crystal,
you'll be able to deal damage to all enemies with the Geomancer, the Black
Mage's '-ara' and '-aga' spells, or with the Dark Knight's Souleater ability -
just to name a few. Why mess with this Job for?
Also, the Evoker has no endgame potential whatsoever, as it's easily replaced
by both the Summoner and Sage Jobs when you get access to the Earth Crystal.
With the Sage, not only can you cast the same Summon magic as the Evoker
(although why you would WANT to do this is beyond me), you can also cast Level
1-8 White and Black magic! Technically, this makes the Evoker 100% obsolete.
Also, with the Summoner, you'll be able to cast High Summon spells instead of
the regular White or Black versions. These spells ALWAYS deal damage to the
enemy party, and the Summoner will do MORE DAMAGE compared to the Evoker
versions to boot! Since the Summoner's spells are considered to be different
than the Evoker's spells, you miss out on several unique abilities, such as
healing your party with Heatra (Ifrit). However, the Summoner's spells are so
effective, it's highly doubtful that you'll care.
Because the Evoker is so unreliable, and since both the Sage and Summoner make
the Evoker obsolete, it's my recommendation that you avoid this Job like
the plague; Unless you like the outfit, of course! ^_^
---------.------------------------------------------------------.--------------
Profile: | Evoker | Water Crystal
---------'------------------------------------------------------'--------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Evokers are initiates of summoning
Attack | 20 | 10 | magic, able to randomly draw either
Summon | 20 | 10 | the light or dark power of
Guard | 20 | 10 | summoned beasts."
Item | 20 | 10 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 10 | 10 | -- | 100 | | -- |
2 | 10 | 10 | -- | 100 | | -- |
3 | 10 | 10 | -- | 100 | | -- |
4 | 10 | 10 | -- | 100 | | -- |
5 | 10 | 10 | -- | 100 | | -- |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 10 actions per battle to level up an Evoker.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 1 0 0 0 0 0 0 0 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 10 1 1 1 1 0 0 0 | | 10 | 10 | 10 | 9 | 10 | 10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 20 5 5 5 5 0 0 0 | | 20 | 16 | 15 | 14 | 17 | 17 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 30 10 10 10 10 1 0 0 | | 30 | 22 | 20 | 18 | 24 | 24 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 40 14 14 14 14 6 3 1 | | 40 | 28 | 24 | 22 | 31 | 31 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 50 19 19 19 19 11 7 3 | | 50 | 34 | 29 | 26 | 38 | 38 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 60 23 23 23 23 16 11 5 | | 60 | 40 | 34 | 29 | 44 | 44 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 70 28 28 28 28 21 15 7 | | 70 | 46 | 38 | 33 | 51 | 51 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 80 32 32 32 32 26 19 9 | | 80 | 52 | 43 | 37 | 58 | 58 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 90 37 37 37 37 31 23 11 | | 90 | 58 | 48 | 41 | 65 | 65 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 99 41 41 41 41 36 27 13 | | 99 | 63 | 52 | 45 | 71 | 71 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Summon: Randomly chooses the Level 1 or Level 2 effect of summons.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: Staff, Fire Staff, Ice Staff, Light Staff, Golem Staff, Rune Staff.
Rods: Mythril Rod, Wizard Rod, Fire Rod, Ice Rod, Light Rod, Omnirod.
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Feathered Hat, Ribbon, Royal Crown.
Body: Vest, Leather Armor, Mage Robe, White Robe, Black Robe.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring.
~~~~~~~~~~~~~~~~
Evoker Card
~~~~~~~~~~~~~~~~
Name: Royal Crown
Def: 33
MDef: 36
Bonus: +10 INT, +10 MIND
~~~~~~~~~~~~~~~~
Summoning
~~~~~~~~~~~~~~~~
------.
Lv. 1 | Escape
------'
Summon: Chocobo
Level 1: Chocobo Dash - Instant escape from battle.
Level 2: Chocobo Kick? - Poor chocobo fails to kick a monster.
Level 3: Chocobo Kick - Successfully kicks a monster! Good chocobo!
------.
Lv. 2 | Icen
------'
Summon: Shiva
Level 1: Mesmerize - Causes all enemies to fall asleep.
Level 2: Icy Stare - Damages one enemy with ice.
Level 3: Diamond Dust - Massive damage with shards of ice.
------.
Lv. 3 | Spark
------'
Summon: Ramuh
Level 1: Mind Blast - Paralyzes all enemies.
Level 2: Thunderstorm - Damages one enemy with a lightning bolt.
Level 3: Judgment Bolt - Strikes all enemies with pillars of lighting.
------.
Lv. 4 | Heatra
------'
Summon: Ifrit
Level 1: Healing Light - Restores a lot of HP to all allies.
Level 2: Hellfire - Damages one enemy with fire.
Level 3: Inferno - Massive flame damage to all enemies.
------.
Lv. 5 | Hyper
------'
Summon: Titan
Level 1: Clobber - Damages one enemy with a punch.
Level 2: Stomp - Damages one enemy with a kick.
Level 3: Earthen Fury - Creates a destructive earthquake damaging all enemies.
------.
Lv. 6 | Catastro
------'
Summon: Odin
Level 1: Protective Light - Casts magical barrier around all allies.
Level 2: Slash - Slices all enemies.
Level 3: Zantetsuken - Kills all enemies.
------.
Lv. 7 | Leviath
------'
Summon: Leviathan
Level 1: Demon Eye - Instantly petrifies all enemies.
Level 2: Cyclone - Damages all enemies with powerful tornado.
Level 3: Tidal Wave - A devastating flood that damages all enemies.
------.
Lv. 8 | Bahamur
------'
Summon: Bahamut
Level 1: Aura - Increases attack power of all allies.
Level 2: Rend - Instantly kills one enemy.
Level 3: Mega Flare - Massive non-elemental damage to all enemies.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-BA} Bard |
---------------'
Description:
~~~~~~~~~~~~
Bards were given a bad name in the Final Fantasy series, mainly because of
Edward in Final Fantasy 4, who was really weak physically and just didn't help
out the party a whole lot. In Final Fantasy 3, it appears that way too... until
you get access to some cool Harps that cast spells using the Bard's Sing
ability! The Sing ability is unique because it functions at the beginning of a
battle, before anyone else is given a chance to act - regardless of the speed
stat. Even cooler, the spell effect lasts 2 turns in many cases, so you can
alternate between two harps sometimes (like the Loki and Dream harps to have
haste and cure yourself for example).
The first harp you get allows you to cast a mass protect spell over your party.
Now, the FAQs all say this ability is awesome. In theory, this is great... a
high level spell is cast on all party members for free!
But in reality, it's not that good. It would have been great if Protect worked
the same way Protect does in other Final Fantasy games and brought the damage
down to 50% instantly. However, this spell does not do anything close to that
unless your Job Level is very high, and even the max is 30%. Most times, in my
experience of playing with the Bard, I hardly noticed any meaningful difference
in damage taken. And against a powerful enemy or boss, the difference was
negligible. It's too bad, because at these times, that's exactly when you would
want the protect ability to make a meaningful difference!
So instead of trying to avoid damage across 4 characters using this protect
spell Harp, I recommend using the Dream Harp, which heals around 10-20% of your
party's HP, depending on your character's and/or Bard's Job Level. By the time
I got to the Earth Crystal, I was healing for 260 hit points on each character,
which was slightly better than a level 76 White Mage's level 1 cure spell. WOW!
And you can cast this every round in a battle! WOW! People have also stated
that the Bard can cure your party up to 1200 HP per round at the highest
Job Levels.
There's also another Harp called the Loki Harp which casts Haste on your party.
That's right, a level 7 spell on all of your party members! Unlike the protect
spell, this one actually works. I find it useful in areas where I am slightly
under-leveled and need my characters acting first to cure and/or attack the
enemies to kill them so that I don't get crushed by their attacks (i.e. the
Temple of Time is a good place to use this Harp). Since it lasts for 2 turns,
you can alternate with the Dream Harp to refill your HP!
Like the Dark Knight Job (which is a great combo by the way - read the
Dark Knight section!), I wouldn't use this Job when you first get access to
it. The damage of the initial Harp, while 60, does pitiful damage from the
back row... far worse than a White mage with a Staff! It's not worth attacking
with a Bard at all - always use the Sing ability! Also, the protect spell
isn't worth it and I found myself wanting any other Job compared to this one. I
was fortunate to give the Job one last chance with the new harps.
However, once you can buy the Dream and Loki harps, I think this Job makes a
very good mid-game Job. It combos well with the Dark Knight (as said before),
which more than makes up for its lack of damage potential on its own as the
Dark Knight can do double or triple damage every turn, and the damage is very
high per target. Again, you'll be hard-pressed to find a Job equally the Dark
Knight's damage to a single target. In addition, with healing and haste, it's
hard to go wrong with this Job. The Bard is highly recommended once it gets
going.
---------.------------------------------------------------------.--------------
Profile: | Bard | Water Crystal
---------'------------------------------------------------------'--------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Bards use their songs to enhance
Attack | 20 | 18 | their party's performance. The effect
Sing | 20 | 18 | of their songs varies depending
Guard | 20 | 18 | on the harp they use."
Item | 20 | 18 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 6 | 18 | -- | 108 | | 8 |
2 | 6 | 18 | 8 | 116 | | 16 |
3 | 5 | 18 | 16 | 106 | | 6 |
4 | 6 | 18 | 6 | 114 | | 14 |
5 | 5 | 18 | 14 | 104 | | 4 |
6 | 6 | 18 | 4 | 112 | | 12 |
7 | 5 | 18 | 12 | 102 | | 2 |
8 | 6 | 18 | 2 | 110 | | 10 |
9 | 5 | 18 | 10 | 100 | | -- |
10 | 6 | 18 | -- | 108 | | 8 |
11 | 6 | 18 | 8 | 116 | | 16 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 6-5 actions per battle to level up a Bard.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 9 | 10 | 10 | 10 | 10 |
----|-----|-----|-----|-----|-----|
20 | 14 | 16 | 16 | 16 | 16 |
----|-----|-----|-----|-----|-----|
30 | 18 | 22 | 22 | 22 | 22 |
----|-----|-----|-----|-----|-----|
40 | 22 | 28 | 28 | 28 | 28 |
----|-----|-----|-----|-----|-----|
50 | 26 | 34 | 34 | 34 | 34 |
----|-----|-----|-----|-----|-----|
60 | 29 | 40 | 40 | 40 | 40 |
----|-----|-----|-----|-----|-----|
70 | 33 | 46 | 46 | 46 | 46 |
----|-----|-----|-----|-----|-----|
80 | 37 | 52 | 52 | 52 | 52 |
----|-----|-----|-----|-----|-----|
90 | 41 | 58 | 58 | 58 | 58 |
----|-----|-----|-----|-----|-----|
99 | 45 | 63 | 63 | 63 | 63 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Sing: Sings a song. The song varies with each harp.
Minne:
Recipient's Defense + (20 + Recipient's JobLv / 11)%
Minuet:
Recipient's Attack + (20 + Recipient's JobLv / 11)%
Requiem:
Damage Inflicted = Enemy's Current HP x (10 + JobLv / 11)%
Paeon:
HP Recovery = Recipient's Max HP x (10 + JobLv / 11)%
Elegy:
Damage Reduced = (20 + Recipient JobLv / 11)%
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: Knife, Dagger, Mythril Knife, Spark Dagger, Main Gauche,
Poison Dagger.
Harps: All
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Feathered Hat, Ribbon, Ballad Crown.
Body: Vest, Leather Armor, Mage Robe, White Robe, Bard Vest.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Ballad Crown
Def: 35
MDef: 35
Bonus: +10 VIT, +10 MIND
~~~~~~~~~~~~~~~~
Songs to Sing
~~~~~~~~~~~~~~~~
------------.-----------.-----------------------------------------------------.
Harp: | Song: | Effect: |
------------|-----------|-----------------------------------------------------|
Madhura Harp|Minne |Increases defense of all allies. |
Loki Harp |Minuet |Increases attack power of all allies. |
Lamia Harp |Requiem |Damages all enemies. |
Dream Harp |Paeon |Restores HP of all allies. |
Apollo Harp |Elegy |Reduces damage given to all allies. |
------------'-----------'-----------------------------------------------------'
TIP: It may not seem like it, but you aren't limited to only one song during
battle. All you need to do is select the "Equipment" menu in battle,
and equip a different Harp! This definitely makes the Bard more versatile!
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-BB} Black Belt |
---------------------'
Description:
~~~~~~~~~~~~
The Black Belt is the long-awaited upgrade to the Monk class. In every way, the
Black Belt is simply better. Once you get his job level up, there's no looking
back; The Black Belt's strength, vitality and speed are all top notch, in fact,
Strength and Vitality will cap out, and speed won't be far behind. Overall,
this class was built to deal damage, and when his jobs level start to max out,
the Black Belt is 30% more effective compared to your Monk.
There's really not much more to say. The Black Belt continues to deal insane
amounts of damage with their bare bands, and they will dish out an insane
amount of hits per round when their job level increases.
Now, I do have one beef with the Black Belt. Training him is a lot like
training your Monk in the beginning of the game. Without weapons, he'll do
800-1000 damage. This is simply unacceptable. Most parties at endgame can beat
FFIII with job levels of around 30. There's no need to level grind here.
However, the Black Belt will literally have to grind to job level 50 or 60 to
start out-performing characters with the ultimate weapons. In all honestly,
you have to make a serious commitment to get the most out of the Black Belt.
And in some ways, keeping your Monk might not be such a bad idea!
So when training your Black Belt, be sure to equip those claw weapons initally,
like the Hellish Claws found in the Ancient's Maze. Yes, I know I said these
claws were useless: For a Monk! However, these claws are essential when
training your Black Belt until your bare hands gain enough attack power to be
effective on their own. Or, you can power-level using the Guard trick and not
even bother with them at all. Personally, that's not my style.
Black Belts do get a Boost ability, and much like the Monk's Retaliate ability,
it's absolutely useless. The Black Belt doesn't even have a single saving grace
like the Monk does either!
The Boost ability lets you store up energy so that the Black Belt will be able
to deal 2x the damage on the next turn. Using the command twice boosts your
attack even more, but using it three times will hurt the Black Belt and
release all the built up energy. Why anyone would want to do this is simply
beyond me.
For one, how is delaying an attack to get twice the damage worth it? Really,
how is that different than attacking twice normally? Well, it isn't! Delaying 3
turns is totally inconceivable as most enemies will be dead by then.
Now, I thought really hard how Boost could be put to good use, and the best
idea I came up with was boosting to ensure that you could take out those Divide
and Multiply enemies, because often most characters cannot take them out in a
single hit! I was really proud of myself when I thought of this, however, you
acquire the Black Belt AFTER you fight these enemies, making the whole point
moot! Just simply avoid using Boost.
Also, like the Monk, the Black Belt has problems with magic defense - it's the
worst among all the fighting jobs. So in a way, I prefer using the Ninja
anyway. Truthfully, some grinding will probably be required to ensure your
Black Belt doesn't get one-shotted to death, even with the Fuma Garb,
Protect Ring and Ribbon equipped.
On a more positive note, the Black Belt has the highest Vitality statistic
available, so if you want to maximize your HP growth per level, you can have
all of your characters become Black Belts and grind them to character
level 99 so that they potentially get 9999 HP. This is only made possible by
using the Black Belt job, so I thought I'd mention it here.
Overall, the Black Belt can be an endgame class... IF and ONLY IF you want to
put the time into it. Otherwise, you can pass it off for a Ninja, Dragoon,
Knight or another class that is more suited to endgame. All of those classes
are immediately useful at endgame with very little grinding. They also happen
to make very good use of endgame weapons and armor too.
Another weird thing, is that since you have to level grind your Black Belt,
you must as well unlock the Master Dogi using the Wi-Fi connection. However,
the armor isn't tremondously essential.
If you really, really want to serve knuckle sandwiches to the final boss, or
to big powerful dragons, the Black Belt is the job for you! Otherwise, stick
with your Monk, or change to a Ninja, Knight or Dragoon - all better choices.
---------.------------------------------------------------------.--------------
Profile: | Black Belt | Earth Crystal
---------'------------------------------------------------------'--------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Black Belts are experts in unarmed
Attack | 20 | 14 | combat. They can boost their attack
Boost | 20 | 14 | power to deal massive damage, but
Guard | 20 | 14 | be careful not to boost too much!"
Item | 20 | 14 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 8 | 14 | -- | 112 | | 12 |
2 | 7 | 14 | 12 | 110 | | 10 |
3 | 7 | 14 | 10 | 108 | | 8 |
4 | 7 | 14 | 8 | 106 | | 6 |
5 | 7 | 14 | 6 | 104 | | 4 |
6 | 7 | 14 | 4 | 102 | | 2 |
7 | 7 | 14 | 2 | 100 | | -- |
8 | 8 | 14 | -- | 112 | | 12 |
9 | 7 | 14 | 12 | 110 | | 10 |
10 | 7 | 14 | 10 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 7-8 actions per battle to level up a Black Belt.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 11 | 10 | 11 | 9 | 9 |
----|-----|-----|-----|-----|-----|
20 | 20 | 17 | 20 | 12 | 12 |
----|-----|-----|-----|-----|-----|
30 | 30 | 24 | 30 | 15 | 15 |
----|-----|-----|-----|-----|-----|
40 | 40 | 31 | 40 | 19 | 19 |
----|-----|-----|-----|-----|-----|
50 | 50 | 38 | 50 | 22 | 22 |
----|-----|-----|-----|-----|-----|
60 | 60 | 44 | 60 | 25 | 25 |
----|-----|-----|-----|-----|-----|
70 | 70 | 51 | 70 | 29 | 29 |
----|-----|-----|-----|-----|-----|
80 | 80 | 58 | 80 | 32 | 32 |
----|-----|-----|-----|-----|-----|
90 | 90 | 65 | 90 | 35 | 35 |
----|-----|-----|-----|-----|-----|
99 | 99 | 71 | 99 | 38 | 38 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Boost: Raises attack power. Self-destructs if used too many times in a row.
Boost #1 = Damage x 2
Boost #2 = Damage x 3
Boost #3 = Self Destruct. Current HP is reduced by 50%.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Claws: All
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Headband, Feathered Hat, Black Cowl, Chakra Band,
Ribbon.
Body: Vest, Leather Armor, Kenpo Gi, Black Garb, Black Belt Gi,
Fuma Garb, Master Dogi.
Arm: Bronze Bracers, Mythril Gloves, Power Bracers, Diamond Gloves,
Protect Ring.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Master Dogi
Def: 54
MDef: 23
Bonus: +10 AGI, +10 MIND
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-MA} Magus |
----------------'
Description:
~~~~~~~~~~~~
The Magus Job is your standard upgrade to the Black Mage, and is superior
to the Black Mage in every way. Unlike the White Mage to Devout transition, you
won't miss having 40 MP of those Level 1 spells ;)
Interestingly enough, the Magus uses a totally different MP curve compared to
the Black Mage. Rather than using the typical pyramid structure, the Magus's MP
is balanced at all levels within the spell tree. This means the Magus will have
more MP dedicated to powerful spells, like the '-aga' spells or Quake.
Another main attraction is that the Magus has the ability to cast Level 8 Black
Magic. They also have twice as much MP dedicated to casting level 8 spells
compared to the Sage.
Of the level 8 spells, the best among them would have to be the almighty Final
Fantasy staple: Flare. This spell deals heavy non-elemental damage to a single
target, and is considered the ultimate focused attack spell in the entire game.
Since it's non-elemental, it can't be resisted in any way, unlike other
elemental spells.
Meteor is also a very good spell to use when you want to damage multiple
targets. If you don't have a Summoner in your party, this is the only way to
reliably deal a lot of damage to the entire enemy party. It's too bad that it
uses up a Level 8 slot, because you only have 5-8 MP, depending on your
character level.
While the Magus has loads of MP to cast the '-aga' spells, they aren't much
needed at this point in the game. Almost all enemies do not have elemental
weaknesses by the time you acquire the Magus class.
Also, the Summoner's High Summons will frequently deal more damage, and the
Summoner will have the same or even more MP available to cast these spells.
Even when comparing Meteor/Flare to Leviathan/Bahamut, the Summoner comes out
on top by having twice the amount of MP for these extremely powerful spells.
This doesn't bode well for the Magus in my opinion. However, if you're going to
use a Magus, instead of sitting around doing nothing, you might as well cast
these spells to contribute to the overall party's damage.
Unlike White Magic, Black Magic is not nearly as impressive or diverse. At this
point in the game, nearly all the low-level spells are worthless. In fact, if
you really want to remain competitive, you can only realistically use the
highest level magic, because Black Magic is so damage-dependant. Unfortunately,
The Magus (nor the Sage) is balanced with enough MP to really take advantage of
this sad but crucial fact.
Overall, getting access to a more balanced MP curve and having access to
level 8 spells makes the Magus a fairly decent Job, all considering. If you
were using a Black Mage, the Magus is the natural upgrade (however, that
doesn't say much).
When it's all said and done, I believe that the Summoner is a more effective
Job. The High Summons typically deal more damage than the Magus' elemental
spells. You'll also have more MP to cast these powerful summons in comparison
to the Black Magic spells.
Comparing Flare/Meteor to Bahamut/Leviathan is tricky. One combination is
clearly better against single targets, while the other is stronger against
multiple enemies. Given that Bahamut can deal 7000-9000 damage at reasonable
character and Job Levels to the entire enemy party (and thus, to a single
target), I'd say that the Summoner is a better choice for the endgame overall.
Also, a Sage provides more utility than a Magus, as well as better use for all
that wasted MP if you are considering the Magus for a support castor.
If you want to a use a Magus anyway, you'll still have a decent party. However,
I would strongly recommend that you look at the other tier 4 classes, such as
the Sage or Summoner, before you make your final decision.
---------.------------------------------------------------------.--------------
Profile: | Magus | Earth Crystal
---------'------------------------------------------------------'--------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Magi are casters who have mastered
Attack | 20 | 10 | black magic. If they can learn the
Magic | 20 | 10 | forbidden black magic spell, they
Guard | 20 | 10 | may be able to destroy all..."
Item | 20 | 10 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 10 | 10 | -- | 100 | | -- |
2 | 10 | 10 | -- | 100 | | -- |
3 | 10 | 10 | -- | 100 | | -- |
4 | 10 | 10 | -- | 100 | | -- |
5 | 10 | 10 | -- | 100 | | -- |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 10 actions per battle to level up a Magus.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 1 1 1 1 1 1 1 1 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 4 3 3 3 4 4 3 2 | | 10 | 9 | 10 | 10 | 11 | 10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 7 6 6 4 8 7 5 2 | | 20 | 14 | 16 | 15 | 20 | 15 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 10 9 8 6 11 10 7 3 | | 30 | 18 | 22 | 20 | 30 | 20 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 13 12 11 8 15 13 9 4 | | 40 | 22 | 28 | 24 | 40 | 24 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 16 15 13 10 18 16 11 5 | | 50 | 26 | 34 | 29 | 50 | 29 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 18 17 15 12 21 19 12 5 | | 60 | 29 | 40 | 34 | 60 | 34 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 21 20 18 14 25 23 14 6 | | 70 | 33 | 46 | 38 | 70 | 38 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 24 23 20 16 28 26 16 7 | | 80 | 37 | 52 | 43 | 80 | 43 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 27 26 23 17 32 29 18 7 | | 90 | 41 | 58 | 48 | 90 | 48 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 30 28 25 19 35 32 20 8 | | 99 | 45 | 63 | 52 | 99 | 52 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can use all Black Magic.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: Staff, Fire Staff, Ice Staff, Light Staff.
Rods: All (excluding Lilith Rod)
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Feathered Hat, Ribbon.
Body: Vest, Leather Armor, Mage Robe, Black Robe.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Millenium Rod
Atk: 110
Bonus: +10 INT, +10 MIND
Effect: Casts blizzaga.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-DE} Devout |
-----------------'
Description:
~~~~~~~~~~~~
The Devout is the essential upgrade for those using a White Mage, and if you
haven’t been using a White Mage by the time you got the Jobs from the Earth
Crystal, maybe you should consider the Devout anyway. The Devout is superior to
the White Mage in almost every way except for using low-level magic. If you’ve
been taking a White Mage through the entire game, you may have gotten used to
being able to cast 40 Cure Spells, but the Devout promises not to disappoint!
One of the main attractions with this Job is that you’ll get a nice balance of
MP for magic at all levels, rather than the typical pyramid structure found in
Tier One Jobs. This means you’ll have roughly the same amount of MP for spells
like Raise and Curaga, and surprisingly, you’ll have 9 or 10 castings of Curaja
too... which really outclasses what the White Mage would have had with the same
character level. With so many castings of high level spells, I doubt you’ll
truly miss ~40 castings of Cure. You can leave the responsibility for level 1
magic to Poisona.
Another main attraction is that the Devout can cast Level 8 spells, namely
Arise (I.e. Full Life) and Holy. Every Final Fantasy fan knows these spells are
the penultimate for any White magic user. Even though you won’t get these
spells until slightly after you acquire the Devout Job, Arise makes the
transition well worth it. Unfortunately, the Holy spell only does Light damage.
So if the enemy isn't weak against the Light element, the damage won't be all
that high compared to Flare. This is disappointing for a level 8 spell.
Later on in the game, Raise and Phoenix Down are very ineffective during
important boss battles. You’ll have to become very lucky that your Raise
happens after the boss uses his attacks because your raised character won’t be
restored to full health. This means it’s often better for your slowest
character to use a Phoenix Down instead, and then attempt to heal the raised
party member quickly during the next round. Arise eliminates this whole problem
altogether. Keep in mind though, while you’ll have plenty of MP for all the
other spells, you’ll have less MP for level 8 spells, so use them sparingly or
until you have plenty of Elixirs.
My initial impression was that the Devout Job was fairly weak to start. Even
though I had plenty of Curagas and Curajas to cast, I found that it wasn’t
enough to blow through the later sections in the game without some level
grinding, so expect to do some of that. You’ll need a Job level of 25 and a
character level of 50 to safely and comfortably beat the game using a Devout.
Also, the Devout is not as powerful as the White Mage surprisingly. By the time
I got the Devout, my White Mage’s Job level was around 75 and character was
around 50. This meant that my White Mage’s level 1 Cure spell healed for as
much as my Devout’s Level 3 Cura spell! This pattern continues on to the end of
the game actually, unless you level grind your Devout... but I consider that a
unreasonable option. To offset this, you’ll have to get accustomed to using
Curaga more frequently, even if it’s power is wasted to get out of tough spots.
Overall, I think with the big boost of spells like Curaga and Raise, as well as
being able to cast Level 8 magic, makes it worth it to upgrade your White Mage
to a Devout. It's not an automatic "uber" Job that many guides make it out to
be, but in the final endgame, you won’t find a better Job suited to healing
than the Devout.
---------.------------------------------------------------------.--------------
Profile: | Devout | Earth Crystal
---------'------------------------------------------------------'--------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Devouts are casters who have mastered
Attack | 20 | 10 | white magic. They can use all white
Magic | 20 | 10 | magic spells, so make sure to always
Guard | 20 | 10 | have one in your party!"
Item | 20 | 10 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 10 | 10 | -- | 100 | | -- |
2 | 10 | 10 | -- | 100 | | -- |
3 | 10 | 10 | -- | 100 | | -- |
4 | 10 | 10 | -- | 100 | | -- |
5 | 10 | 10 | -- | 100 | | -- |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 10 actions per battle to level up a Devout.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 1 1 1 1 1 1 1 1 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 4 3 3 3 4 4 3 2 | | 10 | 9 | 10 | 10 | 10 | 11 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 7 6 6 4 8 7 5 2 | | 20 | 14 | 16 | 15 | 15 | 20 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 10 9 8 6 11 10 7 3 | | 30 | 18 | 22 | 20 | 20 | 30 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 13 12 11 8 15 13 9 4 | | 40 | 22 | 28 | 24 | 24 | 40 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 16 15 13 10 18 16 11 5 | | 50 | 26 | 34 | 29 | 29 | 50 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 18 17 15 12 21 19 12 5 | | 60 | 29 | 40 | 34 | 34 | 60 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 21 20 18 14 25 23 14 6 | | 70 | 33 | 46 | 38 | 38 | 70 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 24 23 20 16 28 26 16 7 | | 80 | 37 | 52 | 43 | 43 | 80 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 27 26 23 17 32 29 18 7 | | 90 | 41 | 58 | 48 | 48 | 90 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 30 28 25 19 35 32 20 8 | | 99 | 45 | 63 | 52 | 52 | 99 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can use all White Magic.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: All (excluding Sage Staff)
Rods: Wizard Rod, Fire Rod, Ice Rod, Light Rod.
Wands: Holy Wand.
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Feathered Hat, Ribbon.
Body: Vest, Leather Armor, Mage Robe, White Robe.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Holy Wand
Atk: 110
Bonus: +20 MIND
Effect: Casts curaga.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-SU} Summoner |
-------------------'
Description:
~~~~~~~~~~~~
The Summoner is a standard upgrade from the Evoker Job, and it works more like
the way Rydia did in Final Fantasy 4, minus the Black magic ability. Unlike the
Evoker Job, who's summons were unpredictable because of their chance of having
either White and Black magic effects, the Summoner Job only uses
"High Summons", which focus entirely on doing high-powered damage to the
entire enemy party.
At first glance, I was amazed that the Summoner had ~15 MP for all the
Level 2-5 summons. These are all your basic elemental attacks, and are great at
exploiting elemental weaknesses (albeit, the enemies in the later stages of the
game don't really have any).
The sheer number of MP available allows you to use summons as the Summoner's
main attack. There's no point to conserve your MP for boss battles. Even if
there's only one enemy on the screen, the summons are still an effective way to
contribute to the overall damage done by your party. The only summon I don't
like is the Chocobo at level 1, which is pretty useless unless you are
power-leveled because the damage is based on the difference in level between
you and your enemies.
What's great about these summons though, is that they will deal
2000-3000 damage to all enemies at reasonable Character/Job levels. This is a
very effective way to nuke the entire enemy party, and using these summons is
far better than using the Black Mage or even the Magus' elemental spells
(except for Flare, which is better at single targets).
While the damage might not exceed standard attacks dealt by your fighting
Jobs, the damage spread across multiple enemies more than makes up for this.
It's also a great way to soften them up so that your fighting Jobs can take
them out.
Even better, once you get access to Leviathan and Bahamut (the level 7 and 8
summons), you'll be doing 7000-9000 damage to all enemies easily. These summons
are obtainable through side-quests, and surprisingly, they don't take
high-level parties or an extreme amount of luck to acquire. These are best
reserved for boss battles.
If you haven't completed the summon side-quests for some reason, you can also
purchase them in one of the final areas of the game, although there are several
bosses before that point where using these summons would be useful. It's best
to acquire them through the side-quests.
Overall, the Summoner is a very good Job. It might not be able to deal
high-powered damage to a single target (like the Magus or Sage can with the
Flare spell), but the Summoner is hands-down the most effective caster at
dealing mass damage to the enemy party. The Summoner comes highly recommended.
---------.------------------------------------------------------.--------------
Profile: | Summoner | Earth Crystal
---------'------------------------------------------------------'--------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ | "Summoners are able to draw the
----------|------------|-----------| hidden powers of summoned beasts.
Attack | 20 | 12 | Their powers will be further enhanced
Summon | 20 | 12 | if they can find the legendary
Guard | 20 | 12 | beasts..."
Item | 20 | 12 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 9 | 12 | -- | 108 | | 8 |
2 | 8 | 12 | 8 | 104 | | 4 |
3 | 8 | 12 | 4 | 100 | | -- |
4 | 9 | 12 | -- | 108 | | 8 |
5 | 8 | 12 | 8 | 104 | | 4 |
6 | 8 | 12 | 4 | 100 | | -- |
7 | 9 | 12 | -- | 108 | | 8 |
8 | 8 | 12 | 8 | 104 | | 4 |
9 | 8 | 12 | 4 | 100 | | -- |
10 | 9 | 12 | -- | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 8-9 actions per battle to level up a Summoner.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 1 0 0 0 0 0 0 0 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 10 1 1 1 1 0 0 0 | | 10 | 9 | 9 | 10 | 11 | 11 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 20 5 5 5 5 0 0 0 | | 20 | 14 | 14 | 15 | 20 | 20 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 30 10 10 10 10 1 0 0 | | 30 | 18 | 18 | 20 | 28 | 28 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 40 14 14 14 14 6 3 1 | | 40 | 22 | 22 | 24 | 36 | 36 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 50 19 19 19 19 11 7 3 | | 50 | 26 | 26 | 29 | 45 | 45 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 60 23 23 23 23 16 11 5 | | 60 | 29 | 29 | 34 | 53 | 53 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 70 28 28 28 28 21 15 7 | | 70 | 33 | 33 | 38 | 61 | 61 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 80 32 32 32 32 26 19 9 | | 80 | 37 | 37 | 43 | 69 | 69 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 90 37 37 37 37 31 23 11 | | 90 | 41 | 41 | 48 | 78 | 78 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 99 41 41 41 41 36 27 13 | | 99 | 45 | 45 | 52 | 85 | 85 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Summon: Draws out the Level 3 powers of summoned beasts.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: All (excluding Elder Staff)
Rods: All (excluding Lilith Rod, Millenium Rod)
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Feathered Hat, Ribbon.
Body: Vest, Leather Armor, Mage Robe, White Robe, Black Robe.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring, Astral Bracers.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Astral Bracers
Def: 47
MDef: 20
Bonus: +10 INT, +10 MIND
~~~~~~~~~~~~~~~~
Summoning
~~~~~~~~~~~~~~~~
------.
Lv. 1 | Escape
------'
Summon: Chocobo
Level 1: Chocobo Dash - Instant escape from battle.
Level 2: Chocobo Kick? - Poor chocobo fails to kick a monster.
Level 3: Chocobo Kick - Successfully kicks a monster! Good chocobo!
------.
Lv. 2 | Icen
------'
Summon: Shiva
Level 1: Mesmerize - Causes all enemies to fall asleep.
Level 2: Icy Stare - Damages one enemy with ice.
Level 3: Diamond Dust - Massive damage with shards of ice.
------.
Lv. 3 | Spark
------'
Summon: Ramuh
Level 1: Mind Blast - Paralyzes all enemies.
Level 2: Thunderstorm - Damages one enemy with a lightning bolt.
Level 3: Judgment Bolt - Strikes all enemies with pillars of lighting.
------.
Lv. 4 | Heatra
------'
Summon: Ifrit
Level 1: Healing Light - Restores a lot of HP to all allies.
Level 2: Hellfire - Damages one enemy with fire.
Level 3: Inferno - Massive flame damage to all enemies.
------.
Lv. 5 | Hyper
------'
Summon: Titan
Level 1: Clobber - Damages one enemy with a punch.
Level 2: Stomp - Damages one enemy with a kick.
Level 3: Earthen Fury - Creates a destructive earthquake damaging all enemies.
------.
Lv. 6 | Catastro
------'
Summon: Odin
Level 1: Protective Light - Casts magical barrier around all allies.
Level 2: Slash - Slices all enemies.
Level 3: Zantetsuken - Kills all enemies.
------.
Lv. 7 | Leviath
------'
Summon: Leviathan
Level 1: Demon Eye - Instantly petrifies all enemies.
Level 2: Cyclone - Damages all enemies with powerful tornado.
Level 3: Tidal Wave - A devastating flood that damages all enemies.
------.
Lv. 8 | Bahamur
------'
Summon: Bahamut
Level 1: Aura - Increases attack power of all allies.
Level 2: Rend - Instantly kills one enemy.
Level 3: Mega Flare - Massive non-elemental damage to all enemies.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-SA} Sage |
---------------'
Description:
~~~~~~~~~~~~
The Sage is an interesting Job, as it lets you cast White Magic, Black Magic
and Summon Magic, all the way up to level 8! This makes the Sage extremely
versatile, and makes it an obviously better choice to using a White Mage,
Black Mage or the Evoker. Also if you cannot unlock the ultimate equipment for
the Red Mage, it replaces that Job too to some extent.
Before you get too excited though, like the Red Mage, all this flexibility
comes at a cost. For one, Sages use a different MP curve than the Devout and
Magus, the other tier 4 caster Jobs. Interestingly, the Sage receives more MP
for Level 1-3 spells, but receives less MP for Level 6-8 spells. Ultimately,
this curve weakens the Sage since lower-level magic in all 3 schools is nearly
useless.
Secondly, the Sage's Summon Magic is only as effective as the Evoker, meaning
they cannot cast the High Summon versions of these spells. So like the Evoker,
their spells are unpredictable, and won't be as effective as their high summon
versions. Ultimately, this makes their Summon magic worthless. Let's be honest,
if you want Summon magic at this point in the game, you'll choose a Summoner.
Thirdly, because you can only learn 3 spells per spell level, this leaves you
at a predicament: "What spells should my Sage lean?" Fortunately, not all
spells are made equal, so in many cases you can select the best ones. Also,
Summon magic at the Evoker level isn't considered to be all that great, making
the selection process even easier.
Here are a couple of recommendations for advanced spell levels for Sages:
Level 5: Curaga, Raise, Thundaga
Level 6: Bio, Firaga, Haste
Level 7: Curaja, Esuna, Quake
Level 8: Arise, Holy, Tornado, Flare, Meteor, Bahamut.
Therefore, to really get the most out of the Sage, you have to take advantage
and use the best White and Black magic available to you, and use them well.
Furthermore, because of the weird MP curve the Sage uses, instead of thinking
of your Sage as the primary magic user, instead, you should think of your Sage
as a support caster - you'll get more mileage out your Sage that way.
A Sage/Summoner combo ensures that enemies go down quickly and the party can be
healed when necessary. Likewise, a Devout/Sage combo can heal the party to full
strength and resurrect fallen party members to full health in the same turn. In
fact, this combination makes it possible to use Arise if your Devout should
ever fall without using Phoenix Downs, which is actually quite convenient and
might prove to be very effective during boss bottles. This fact alone makes
this combination the stronger out of the two.
Overall, the Sage is a dicey Job to include in your endgame strategy. If you
don't pair it with a primary caster as stated above, you risk making your
battles much tougher than they need to be, or you'll end up using the Sage as
an inferior healer a majority of the time, often wishing you just used a
Devout.
Sages can be equipped as well as any tier 4 Job in the endgame, however, I
can't help but say that the Summoner and Devout are clearly more useful and are
overall better Jobs. Still, if you're looking for that niche support caster,
then the Sage is THE Job for you! Placed in that role, the Sage is a very good
Job.
---------.------------------------------------------------------.--------------
Profile: | Sage | Earth Crystal
---------'------------------------------------------------------'--------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Sages are those who have gained
Attack | 20 | 10 | knowledge in all schools of arcane
Magic | 20 | 10 | arts. They can use all types of
Guard | 20 | 10 | spells!"
Item | 20 | 10 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 10 | 10 | -- | 100 | | -- |
2 | 10 | 10 | -- | 100 | | -- |
3 | 10 | 10 | -- | 100 | | -- |
4 | 10 | 10 | -- | 100 | | -- |
5 | 10 | 10 | -- | 100 | | -- |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 10 actions per battle to level up a Sage.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 1 1 1 1 1 1 1 1 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 5 5 4 4 3 2 2 1 | | 10 | 9 | 9 | 10 | 11 | 11 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 10 9 8 7 5 4 3 2 | | 20 | 12 | 12 | 16 | 20 | 20 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 15 13 11 9 8 6 4 2 | | 30 | 15 | 15 | 22 | 28 | 28 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 20 18 15 12 10 7 5 2 | | 40 | 19 | 19 | 28 | 36 | 36 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 25 22 19 15 12 9 6 3 | | 50 | 22 | 22 | 34 | 45 | 45 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 30 26 22 18 14 11 7 3 | | 60 | 25 | 25 | 40 | 53 | 53 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 35 30 26 21 17 12 8 3 | | 70 | 29 | 29 | 46 | 61 | 61 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 40 35 29 24 19 14 9 3 | | 80 | 32 | 32 | 52 | 69 | 69 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
90 | 45 39 33 27 21 15 10 4 | | 90 | 35 | 35 | 58 | 78 | 78 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
99 | 49 43 36 30 23 17 10 4 | | 99 | 38 | 38 | 63 | 85 | 85 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Use all magic. Randomly uses the Level 1 or Level 2 effect of summons.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: All
Rods: All (excluding Lilith Rod, Millenium Rod)
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Feathered Hat, Ribbon.
Body: Vest, Leather Armor, Mage Robe, White Robe, Black Robe.
Arm: Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
Protect Ring.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Sage Staff
Atk: 110
Bonus: +10 All Stats
~~~~~~~~~~~~~~~~
Summoning
~~~~~~~~~~~~~~~~
------.
Lv. 1 | Escape
------'
Summon: Chocobo
Level 1: Chocobo Dash - Instant escape from battle.
Level 2: Chocobo Kick? - Poor chocobo fails to kick a monster.
Level 3: Chocobo Kick - Successfully kicks a monster! Good chocobo!
------.
Lv. 2 | Icen
------'
Summon: Shiva
Level 1: Mesmerize - Causes all enemies to fall asleep.
Level 2: Icy Stare - Damages one enemy with ice.
Level 3: Diamond Dust - Massive damage with shards of ice.
------.
Lv. 3 | Spark
------'
Summon: Ramuh
Level 1: Mind Blast - Paralyzes all enemies.
Level 2: Thunderstorm - Damages one enemy with a lightning bolt.
Level 3: Judgment Bolt - Strikes all enemies with pillars of lighting.
------.
Lv. 4 | Heatra
------'
Summon: Ifrit
Level 1: Healing Light - Restores a lot of HP to all allies.
Level 2: Hellfire - Damages one enemy with fire.
Level 3: Inferno - Massive flame damage to all enemies.
------.
Lv. 5 | Hyper
------'
Summon: Titan
Level 1: Clobber - Damages one enemy with a punch.
Level 2: Stomp - Damages one enemy with a kick.
Level 3: Earthen Fury - Creates a destructive earthquake damaging all enemies.
------.
Lv. 6 | Catastro
------'
Summon: Odin
Level 1: Protective Light - Casts magical barrier around all allies.
Level 2: Slash - Slices all enemies.
Level 3: Zantetsuken - Kills all enemies.
------.
Lv. 7 | Leviath
------'
Summon: Leviathan
Level 1: Demon Eye - Instantly petrifies all enemies.
Level 2: Cyclone - Damages all enemies with powerful tornado.
Level 3: Tidal Wave - A devastating flood that damages all enemies.
------.
Lv. 8 | Bahamur
------'
Summon: Bahamut
Level 1: Aura - Increases attack power of all allies.
Level 2: Rend - Instantly kills one enemy.
Level 3: Mega Flare - Massive non-elemental damage to all enemies.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-NI} Ninja |
----------------'
Description:
~~~~~~~~~~~~
The Ninja is what is be considered the ultimate fighting Job, having access to
some of the best weapons in the game (Masamune, Moonring Blade and
Kiki-Ichimonji) and also being able to use much of the exceptional armor too
(namely the Genji gear and specialized Garbs, but they cannot use Crystal
armor unfortunately).
The best way to describe a Ninja is that it's a cross between a Thief and a
Dark Knight. They have the second highest speed stat out of any character, and
often act first in battle in the same way a Thief would. However, unlike a
Thief, they do superb damage as their stats are all in the right places for
doing fast, powerful damage.
They are also like a Dark Knight since they can use Dark Blades, like Masamune,
which are extremely powerful weapons. This also allows them to out-perform a
Thief. In fact, even though their attack statistic was often less than other
characters (like a Knight with the best weapons for example), the Ninja was
still dishing out equal or more damage to the enemies in the final areas of the
game.
In a sense, the Ninja is the game's natural upgrade for either Job, and I think
it works quite well. For one, by the time you get this Job, you'll have so much
money that you won't need the Steal ability. And Souleater, while very nice,
can be replaced by using other Jobs, such as the Summoner.
Initially, the Ninja is very powerful and you won't have to spend a lot of time
improving its Job levels to improve the number of hits. When you first switch
over to the Ninja, you'll start to dish out 18-20 hits per round right away. I
also noticed I didn't have to grind to superior levels just to get this
character to act first in battle, unlike other fighting Jobs that need extra
levels to get them to act quicker.
Another main attraction for this Job is their Throw command, which will enable
you to throw weapons (namely the all-powerful Shuriken) to deal massive amounts
of damage to bosses. This Job is truly a boss-killer.
The only disadvantage to using a Ninja is putting up with their low magical
defense. Often times, they can get "one-shotted" by an enemy's Flare attack, or
even by a mass damage spell for example. This often happens even when the Ninja
is at full health. So if you plan on using the Ninja, expect to make good use
of the Devout's level 8 Arise spell. You may even plan on using the Protect
spell at the beginning of the battle to prevent this from happening.
Overall, the Ninja is a fine addition to an end-game party. It's a highly
recommended Job to use, and there's even more than enough Dark blades to use
two Ninjas if you're so inclined.
---------.------------------------------------------------------.--------------
Profile: | Ninja | Earth Crystal
---------'------------------------------------------------------'--------------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "Ninja excel at using dark blades.
Attack | 20 | 12 | They have the ability to throw
Throw | 20 | 12 | weapons, which deal enormous amounts
Guard | 20 | 12 | of damage."
Item | 20 | 12 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 9 | 12 | -- | 108 | | 8 |
2 | 8 | 12 | 8 | 104 | | 4 |
3 | 8 | 12 | 4 | 100 | | -- |
4 | 9 | 12 | -- | 108 | | 8 |
5 | 8 | 12 | 8 | 104 | | 4 |
6 | 8 | 12 | 4 | 100 | | -- |
7 | 9 | 12 | -- | 108 | | 8 |
8 | 8 | 12 | 8 | 104 | | 4 |
9 | 8 | 12 | 4 | 100 | | -- |
10 | 9 | 12 | -- | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 8-9 actions per battle to level up a Ninja.
----------------------------------.
Stats: |
----------------------------------|
LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
1 | 5 | 5 | 5 | 5 | 5 |
----|-----|-----|-----|-----|-----|
10 | 10 | 11 | 10 | 10 | 10 |
----|-----|-----|-----|-----|-----|
20 | 17 | 20 | 15 | 15 | 15 |
----|-----|-----|-----|-----|-----|
30 | 24 | 28 | 20 | 20 | 20 |
----|-----|-----|-----|-----|-----|
40 | 31 | 36 | 24 | 24 | 24 |
----|-----|-----|-----|-----|-----|
50 | 38 | 45 | 29 | 29 | 29 |
----|-----|-----|-----|-----|-----|
60 | 44 | 53 | 34 | 34 | 34 |
----|-----|-----|-----|-----|-----|
70 | 51 | 61 | 38 | 38 | 38 |
----|-----|-----|-----|-----|-----|
80 | 58 | 69 | 43 | 43 | 43 |
----|-----|-----|-----|-----|-----|
90 | 65 | 78 | 48 | 48 | 48 |
----|-----|-----|-----|-----|-----|
99 | 71 | 85 | 52 | 52 | 52 |
----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Throw: Throw weapons for massive damage.
Damage Inflicted = (Weapon Attack x 2.5 + 100) x (100 + JobLv) x
10 / 99 x Random No.
Random No. = number between 1.0 and 1.8
Hit Rate = (95 + JobLv / 22)%
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: All (excluding Gladius)
Dark Blades: All (excluding Murakumo)
Throwing: All
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: Leather Cap, Headband, Feathered Hat, Black Cowl, Chakra Band,
Ribbon, Genji Helm.
Body: Vest, Rusty Mail, Leather Armor, Kenpo Gi, Black Garb,
Black Belt Gi, Genji Armor, Fuma Garb.
Arm: Bronze Bracers, Mythril Gloves, Gauntlets, Thief Gloves,
Power Bracers, Diamond Bracers, Diamond Gloves, Protect Ring,
Genji Gloves.
Shield: Leather Shield, Genji Shield.
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Muramasa
Atk: 140
Bonus: +5 STR, +10 AGI, +5 VIT, +5 INT, +5 MIND
Effect: Effective against dividing enemies.
=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-OK} Onion Knight |
-----------------------'
Description:
~~~~~~~~~~~~
The Onion Knight is a secret Job in Final Fantasy III, and can be obtained by
using Mognet and the Wi-Fi connection. To learn about how to acquire this Job,
read the "Mognet" section in Seferaga's FAQ/Walkthrough:
http://www.gamefaqs.com/portable/ds/file/924897/50148
The Onion Knight is named after the starting Job of the original game, in case
you were wondering. The best way to describe the Onion Knight is that it's
ugh... well... it's the best Job in the game. It's so good, that I'll say it's
cheesy. I know Onions aren't cheesy in real life, but hopefully you get what I
mean!
Now, the Onion Knight doesn't look very powerful when you first get access to
it, however at level 93, your base stats will all be pumped to insane levels.
At level 99, you'll have perfect stats in every category. Essentially, the
Onion Knight is a God and rewards players for getting their characters all up
to level 99. I would argue that by this point, you don't need an Onion Knight
to win the game as you can beat it with any Job at level 99, but who am I to
stop you?
Moreover, the Onion Knight can cast all White and Black Magic, in the same way
a Sage can. However, the Onion Knight does not get access to Summon Magic.
Square-Enix, what were you thinking!? I want High Summons too!
Despite being able to cast nearly every spell and having 99 in each statistic,
you can also use nearly every piece of equipment in the entire game. That's
right - you can literally take the best weapons and armor from every Job (minus
the ultimate gear from the Master Smith), and use them on your 4 little, cheesy
Onion Knights!
If that isn't enough (and for some people, it won't be), Square-Enix has
included special Onion equipment, and they also stink of cheese! This gear
drops randomly from Yellow, Green and Red dragons, and to be fair, it's very
rare to drop. However, if you were persistent enough to get Character level 99
for all of your characters, why stop now? Go and kill dragons until you obtain
Onion weapons and armor for each character!
The Onion equipment is easily the best in the game, offering the best defense
and magic defense available hands down. In addition, each piece is very much
like the Master Smith gear. They provide stat boosts, and if that's not enough,
they also protect you from negative status effects the same way Ribbon does!
There is one exception though, where one piece of equipment is better to use
compared to the Onion gear... and that's the Ultima Weapon! It's the only
weapon that can best the Onion Sword. The Ultima Weapon provides one lucky
Onion Knight with +15 to all stats... rather than the absolutely terrible...
the absolutely horrible... the absolutely horrific +5 to all stats given by the
Onion Sword! Oh darn! I guess one little Onion Knight is going to be a little
better than the others! The world is going to end!
To be honest, I've written enough about this Job, as there's nothing more to
say about it. If you want to take all strategy and fun away from the game, by
all means, use an Onion Knight. I can understand if you want to have this stuff
as a personal trophy, or to create a perfect save file. However, when it comes
to intelligent Job strategy and analysis, I think I've said enough about the
Onion Knight.
---------.---------------------------------------------------------.-----------
Profile: | Onion Knight | Secret Job
---------'---------------------------------------------------------'-----------
-----------------------------------.
JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------| "The way of the onion knight is a
Attack | 20 | 8 | long and hard one... but once you
Magic | 20 | 8 | master the job, the rewards just
Guard | 20 | 8 | might be worth it!"
Item | 20 | 8 |
----------'------------'-----------'
Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.
-----------.----------.----------.------.----------------. .-----------.
Battle # | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
1 | 13 | 8 | -- | 104 | | 4 |
2 | 13 | 8 | 4 | 108 | | 8 |
3 | 13 | 8 | 8 | 112 | | 12 |
4 | 12 | 8 | 12 | 103 | | 3 |
5 | 13 | 8 | 3 | 107 | | 7 |
6 | 13 | 8 | 7 | 111 | | 11 |
7 | 12 | 8 | 11 | 102 | | 2 |
8 | 13 | 8 | 2 | 106 | | 6 |
9 | 13 | 8 | 6 | 110 | | 10 |
10 | 12 | 8 | 10 | 101 | | 1 |
11 | 13 | 8 | 1 | 105 | | 5 |
12 | 13 | 8 | 5 | 109 | | 9 |
13 | 12 | 8 | 9 | 100 | | -- |
14 | 13 | 8 | -- | 104 | | 4 |
15 | 13 | 8 | 4 | 108 | | 8 |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...
On average, you must take 13-12 actions per battle to level up an Onion Knight.
------------------------------. .----------------------------------.
MP Chart: | | Stats: |
------------------------------| |----------------------------------|
LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
1 | 1 1 1 1 1 1 1 1 | | 1 | 5 | 5 | 5 | 5 | 5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
10 | 5 5 4 4 3 2 2 1 | | 10 | 6 | 6 | 6 | 6 | 6 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
20 | 10 9 8 7 5 4 3 2 | | 20 | 7 | 7 | 7 | 7 | 7 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
30 | 15 13 11 9 8 6 4 2 | | 30 | 8 | 8 | 8 | 8 | 8 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
40 | 20 18 15 12 10 7 5 2 | | 40 | 9 | 9 | 9 | 9 | 9 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
50 | 25 22 19 15 12 9 6 3 | | 50 | 10 | 10 | 10 | 10 | 10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
60 | 30 26 22 18 14 11 7 3 | | 60 | 11 | 11 | 11 | 11 | 11 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
70 | 35 30 26 21 17 12 8 3 | | 70 | 12 | 12 | 12 | 12 | 12 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
80 | 40 35 29 24 19 14 9 3 | | 80 | 14 | 14 | 14 | 14 | 14 |
----|-------------------------| '----------------------------------'
90 | 45 39 33 27 21 15 10 4 | .----------------------------------.
----|-------------------------| | 90 | 15 | 15 | 15 | 15 | 15 |
99 | 49 43 36 30 23 17 10 4 | |----|-----|-----|-----|-----|-----|
------------------------------' | 91 | 15 | 15 | 15 | 15 | 15 |
NOTE: LV = Character Level |----|-----|-----|-----|-----|-----|
| 92 | 15 | 15 | 15 | 15 | 15 |
|----|-----|-----|-----|-----|-----|
| 93 | 27 | 27 | 27 | 27 | 27 |
|----|-----|-----|-----|-----|-----|
| 94 | 39 | 39 | 39 | 39 | 39 |
|----|-----|-----|-----|-----|-----|
| 95 | 51 | 51 | 51 | 51 | 51 |
|----|-----|-----|-----|-----|-----|
| 96 | 63 | 63 | 63 | 63 | 63 |
|----|-----|-----|-----|-----|-----|
| 97 | 75 | 75 | 75 | 75 | 75 |
|----|-----|-----|-----|-----|-----|
| 98 | 87 | 87 | 87 | 87 | 87 |
|----|-----|-----|-----|-----|-----|
| 99 | 99 | 99 | 99 | 99 | 99 |
'----------------------------------'
NOTE: LV = Character Level
~~~~~~~~~~~~~~~~
Battle Commands
~~~~~~~~~~~~~~~~
Attack: Attacks with equipped weapon.
Magic: Can cast all White and Black magic.
Guard: Increases defense, reducing all damage by 50%.
Item: Use an item from the item list.
~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: All (excluding Gladius)
Swords: All (excluding Save the Queen)
Staves: All (excluding Sage Staff)
Rods: All (excluding Lilith Rod, Millenium Rod)
Dark Blades: All (excluding Muramasa, Murakumo)
Bows: All (excluding Artemis Bow)
Arrows: All
Books All (excluding Omnitome)
Claws: All
Hammers: All (excluding Mighty Hammer)
Axes: All (excluding Gigantic Axe)
Spears: All (excluding Magic Lance)
Throwing: All (excluding Shuriken)
Bells: All (excluding Blessed Bell)
Harps: All
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head: All (excluding Royal Crown, Ballad Crown)
Body: All (excluding Angel Robe, Crimson Vest, Master Dogi)
Arm: All (excluding Celestial Gloves, Shura Gloves, Astral Bracers)
Shield: All
~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name: Onion Blade
Atk: 150
Bonus: +7 All Stats
~~~~~~~~~~~~~~~~
How to Unlock
~~~~~~~~~~~~~~~~
See the "Finding the Onion Knight" section above. Ctrl+F. {UNLOCK}
~~~~~~~~~~~~~~~~
Onion Stats
~~~~~~~~~~~~~~~~
You might have heard that the Onion Knight has the best stats when compared to
any other Job! This is TRUE! But there is something else you should know.
If your *CHARACTER* is not Lv. 99, the Onion Knight Job is almost worthless!
If you don't understand why, this quick chart will clear it up for you! ;)
.------------------------.
| -Stats- |
--------------|----.----.----.----.----|
Character Lv |Str:|Agi:|Vit:|Int:|Mind|
--------------|----|----|----|----|----|
---- | -- | -- | -- | -- | -- |
10 | 6 | 6 | 6 | 6 | 6 |
20 | 7 | 7 | 7 | 7 | 7 |
30 | 8 | 8 | 8 | 8 | 8 |
40 | 9 | 9 | 9 | 9 | 9 |
50 | 10 | 10 | 10 | 10 | 10 |
60 | 11 | 11 | 11 | 11 | 11 |
70 | 12 | 12 | 12 | 12 | 12 |
80 | 14 | 14 | 14 | 14 | 14 |
90 | 15 | 15 | 15 | 15 | 15 |
99 | 99 | 99 | 99 | 99 | 99 |
--------------'----'----'----'----'----'
You see, the Onion Knight has some of the worst stats compared to the other
Jobs. So basically, you aren't going to want to level up with one of these
because it would make things VERY difficult! If you do manage to level up your
character that high, enjoy the most powerful Job in the entire game! :D
~~~~~~~~~~~~~~~~
Onion Equipment
~~~~~~~~~~~~~~~~
The best Job in the game, even has its own set of equipment! To get this rare
and powerful equipment, you must have access to the Secret ??? Dungeon or the
Crystal Tower. The reason for this is because all of the Onion Equipment is
dropped by Yellow, Green, and Red Dragons; Which are found in those two places.
Now don't go thinking this will be easy, because it's NOT! The drop rate for
these items are VERY VERY low. You may fight 30 battles before you even get
an Onion Shield!(this is the most common piece!) To help speed this up, fight
the dragons in the Secret ??? Dungeon. Why? Because the only creatures in
the ??? dungeon are the colored dragons! Yay!
Good luck attaining your full Onion Set....or four! :D
~~~~~~~~~~~~~~~~~~
Name: Onion Sword
Atk: 156
Bonus: +5 All Stats
Location: Win from Yellow, Green, or Red Dragons.
Drop Rate: 1.5%
~~~~~~~~~~~~~~~~~~
Name: Onion Helm
Def: 40
MDef: 40
Bonus: +5 Int, +5 Mind
Effect: Protects against all status ailments.
Location: Win from Yellow Dragons.
Drop Rate: 4.5%
~~~~~~~~~~~~~~~~~~
Name: Onion Armor
Def: 60
MDef: 40
Bonus: +5 Str, +5 Vit
Effect: Protects against all status ailments.
Location: Win from Red Dragons.
Drop Rate: 4.5%
~~~~~~~~~~~~~~~~~~
Name: Onion Gauntlets
Def: 50
MDef: 25
Bonus: +3 All Stats
Effect: Protects against all status ailments.
Location: Win from Green Dragons.
Drop Rate: 4.5%
~~~~~~~~~~~~~~~~~~
Name: Onion Shield
Def: 30
MDef: 30
Bonus: +2 All Stats
Effect: Protects against all status ailments.
Location: Win from Yellow, Green, or Red Dragons.
Drop Rate: 7.0%
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V) The Effective Jobs: {E1}
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This section will discuss all the different weaknesses of each Boss that awaits
you throughout the game. You will discover which Jobs are the most effective,
and learn of the many favorable strategies which are commonly used to become
victorious!
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{E1-1} Land Turtle |
--------------------'
Freelancer works really well here. >_< Just kidding. Attack!
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{E1-2} Djinn |
--------------'
Use Ice magic to win quickly! Blizzard can be found in Castle Sasune and, if
you've found everything so far, you should have a small stock of Antarctic
Winds. Use these for an easy battle.
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{E1-3} Nepto Dragon |
---------------------'
Impossible to defeat.
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{E1-4} Giant Rat |
------------------'
Since your whole party is Mini during this fight, a White Mage, Black Mage,
Black Mage, and Red Mage party works great here. Split the Thundara, Fira, and
Blizzara spells between the designated attacks, and have the White mage learn
Cura to heal in emergencies. Just use Cure if the injuries are minor. Overall,
not a tough fight.
Thundara = Viking's Cove; Secret passage near the Moogle.
Fira = Viking's Cove; Secret passage near the Moogle.
Blizzara = Viking's Cove; Secret passage near the Moogle.
Cura = Tozus - Hidden treasure in sick Doctor's house.
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{E1-5} Medusa |
---------------'
Physical attackers aren't really the most effective here. Most likely due to
the lack of weapons. That's why I prefer using the same strategy as the
Giant Rat. If you run out of MP use any of the attack items you've been
collecting up to this point. Antarctic Wind, Zues' Wrath, etc.
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{E1-6} Gutsco |
---------------'
Nothing really effective here. Go with what suits you.
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{E1-7} Salamander |
-------------------'
Probably the second most hated boss fight in the entire game. Salamander is
just plain unfair. For this battle, a White Mage and at least one Black Mage
or Red mage are favorable necessities. A warrior can do sufficient damage with
the Freezing blade. For the last character, you may want another Black Mage or
Red mage, but only if you have an extra copy of Blizzara.
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{E1-8} Hein |
-------------'
You should know what Jobs to use here, because the game tells you like twice
during cutscenes. If you skipped through them then why are you playing an RPG
if not for the story? Ah well. :P
A Scholar or a White Mage with Libra are highly recommended here to see Hein's
weakness highly recommended, again. Geomancers do a solid 500-600 damage a
turn and a Black Mage or Red Mage can be useful by exploiting Hein's weakness.
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{E1-9} Kraken |
---------------'
Black or Red Mage with Blizzaga = 900-1000 damage per turn.
Unfortunately, you only get one copy of this spell right now, so give it to the
one with the higher MP (Most likely Black Mage). Geomancers are still useful
although they have a 37% chance of using Whirlpool on the boss, which will have
no effect - due to it being a boss of course! A Warrior or Knight equipped
with Blood Sword and Royal sword can inflict some excellent damage, too.
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{E1-10} Goldor |
---------------'
For once Mages are useless! (Well all except the White Mage of course). So for
the first time, physical attackers have the spot light! Dragoons can do some
moderate damage although it may not be able to take too many hits. Dark Knights
are great in this fight! Put them in the back row equipped with the
Blood Sword + Royal sword combo and they will inflict around 1000 damage each
time - providing you use Souleater and they are at full health. A white mage
will help with that. ;)
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{E1-11} Garuda |
---------------'
There are a few strategies you can take with this fight.
1. Use 4 Dragoons. Equip all of the Dragon equipment that you found in the
Dragon's Spire and Jump him to death! Hope you get lucky!
2. Using Mages. They have a much higher Mind stat and can take hit or two from
the powerful Lightning. A white mage is needed here as always. Evokers
with the Hyper Summon can inflict around 1000 damage making them pretty good
choices. Black or Red mages with Blizzaga can do about the same.
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{E1-12} Odin |
-------------'
Using a White Mage, or Devout if you have it, are crucial to survival. One or
two Zantetsukens without proper healing and this fight is over! Other than that
hit as hard as you can with your most powerful attacks. Remember, a Thief that
is Job Level 71+ can steal a Gungnir from Odin.
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{E1-13} Leviathan |
-------------------'
Coming Soon!
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{E1-14} Bahamut |
-----------------'
Coming Soon!
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{E1-15} Hecatoncheir |
----------------------'
Coming Soon!
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{E1-16} Doga & Unei |
---------------------'
Coming Soon!
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{E1-17} Titan |
---------------'
Coming Soon!
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{E1-18} Ninja |
---------------'
Coming Soon!
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{E1-19} Amon |
--------------'
Coming Soon!
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{E1-20} Kunoichi |
------------------'
Coming Soon!
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{E1-21} General |
----------------'
Coming Soon!
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{E1-22} Guardian |
------------------'
Coming Soon!
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{E1-23} Scylla |
----------------'
Coming Soon!
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{E1-24} Xande |
---------------'
Coming Soon!
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{E1-25} Cerberus |
------------------'
Coming Soon!
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{E1-26} Two-Headed Dragon |
---------------------------'
Coming Soon!
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{E1-27} Echidna |
----------------'
Coming Soon!
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{E1-28} Ahriman |
-----------------'
Coming Soon!
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{E1-29} Cloud of Darkness |
---------------------------'
Coming Soon!
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{E1-30} Iron Giant |
--------------------'
Coming Soon!
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VI) Job Suggestions {S1}
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There has been a lot of confusion on putting together a good party. I agree
with most of the users that "the party you like is your best party", even if
you like it for the weirdest reasons! However, for those of you who don't know
how to evaluate your feelings, I have briefly classified some of my choices
here for your reference. I tried to put them in the time order of the story for
a better walkthrough value.
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{S1-1} How to Choose an Effective Party |
-----------------------------------------'
Very subjectively. I usually have the following criteria:
1. Length of Battles:
~~~~~~~~~~~~~~~~~~~~~
The ultimate goal is to survive and grow strong enough in order to defeat the
Final and Super Bosses. So, you don't want to linger in random encounters
forever. :P
Unlike some RPGs, there is no penalty for longer battles, you still get the
same amount of EXP; You might even have good number of actions that grant you a
Job Level. I would say if you can wrap it up in 2-3 rounds that's a fine
party; 1 round is also great.
Another point worth noticing is your characters' speed profiles. Slower teams
take enemies' blows first, which means one more round of damage. If your team
is too slow, mix in high speed jobs (Thief, Ranger, Ninja) to turn the tables
around. The quicker you lower their number, the better chance you stand.
2. Availability of Equipment and Magic:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I hate to say that but most of the time you won't have the right equipment
handy for your new class. There are many reasons: You may have dumped the
needed equipment in Fat Chocobo, you may have no access to the special store
for that class... etc. Here is a list some of the trends:
A. Most of the treasure chests contains equipement of swordman class,
it is wise to often have a swordman (Knight, Warrior, etc.) in your
party to capitalize this chest pattern.
B. Nearly all of the Claws are from treasure chests. So, if you're a
Monk user, be prepared to get stronger claws in new dungeons. And
don't expect a new village's weapon store to have what you want.
C. Some classes have a special store or village for them, with tons of
specific equipment. If you change to that class before being able
to access those places, chances are your new class will be rendered
very useless.
Here are the examples:
a. Duster Village sells a majority of the Harps, if you change to Bard
before being able to go to Duster Village, your Bard will not be
able to sing. The Village also sells Bard's armor.
b. Replito Village and Doga's Village sell most of the summon magic,
so if you change to Evoker or Summoner without realizing where to
get their spells, they cannot conjure anything.
c. You can get one bell before you hit Duster Village, where the
initial bells for Geomancer are sold. To fully use the Geomancers'
physical attack, only use this class after you can visit the
village and buy some Bells.
d. The stronger equipment for Dark Knights don't come until you reached
the Cave of Shadows. So, don't have more than one Drak Knight in
your party, or the whole team will suffer from low defense.
e. Saronia Kingdom is famous for its Dragoon army. So, if you are
stranded there and cannot get enough Dragoon equipment, think about
wandering in the city's dungeons.
3. Net Loss of HP:
~~~~~~~~~~~~~~~~~~
In FFIII DS there are a few ways to recover HP: going to the spring, which is
usually not an option in most dungeons, teleporting out and sleep in an Inn,
using item such as hi-potion, attacking with HP absorbing weapons, casting a
healing magic in or out of battles. If you find you cannot access any of the
above, you should consider shifting some classes.
4. Net Loss of MP:
~~~~~~~~~~~~~~~~~~
There are even fewer ways to recover MP: drinking at the spring, resting in an
inn, using Elixir. Boss fights also recover your HP and MP, but it is not
recommended to fight a boss with worn out party, hoping to get the benefit of
post-battle HP/MP refill. There are two concerns of MP loss:
A. For offensive magic, quicker loss of MP means your mage is going to
be very inefficient soon. There are a few ways to work around it:
- In the same level, Evoker and Summoner have the most MP, so if the
task can be done by them, use them.
- In the same level, Devout (Magus) have higher upper class magic MP
compared to White Mage (Black Mage), so if you want to cast more
high level spells, consider Devout and Magus.
- In the same level, Sage have less upper class magic MP compared to
Devout and Magus, but Sage can use relatively more lower class
magic. If you don't need serious magic, Sage can be a good choice.
- In the beginning of the game, Black Mage can equip some simple bow
and arrows. Pack an extra set for them in case MP runs out.
- All mages can use fire/ ice/ thunder rods and staves to cast free
magic.
To use them, select the weapon from the Item list in battle. Or at
the top of the Item list, press UP. This will take you to the
current weapons/shields you have equipped. You can cast the magic
from here if able.
- Hi intelligence class (Summoner, Magus, Sage) can also throw
offensive magical items when MP is low.
B. For recovery magic, quicker loss of MP means you are very likely to
get wiped out in prolonged fight (which is usually boss fight).
Evaluate the possibility of shifting to class with higher MP and
better healing ability for a change. Having some Elixirs handy and
be ready to use them.
5. Casting Frequency:
~~~~~~~~~~~~~~~~~~~~~
There are times that you would like to cast a spell or you can save that spell.
If there is a mage who hasn't been attacking for a good period of time, either
there is no need, or other teammates acted too quick and finished the battles,
you should consider shifting to a more useful job.
As you may be able to see, I am not a big fan of mages. In fact, I think in
FFIII DS offensive spells' value has greatly decreased. In the old version
there are usually up to six or eight monsters in random encounters, you do get
a nice feeling when wiping them out with Leviathan. In this one, not really, if
you have three attackers, the mage ususally stands and watches.
6. Enemies' Resistance and Weakness; Special Events:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As far as I can recall, the only occasion of enemy absorbing your attacking is
when you try to use Blood Sword to kill an undead. Even hitting a fire
elemental with fire will hurt it in FFIII, only the damage is halved. So,
resistance is not too big of a deal, but you should at least realize you are
lengthening the battle (means more HP and MP expenditure). White magic Libra
and Scholar's Study can reveal enemies' weakness. Exploit their weakness can
reduce the battle time because you get a damage adjustment of doubling.
Here are the weapons with elemental property:
Fire: Salamand Sword, Fire Rod, Fire Arrow, Book of Fire, Tome of Fire.
Ice: Freezing Blade, Ice Rod, Ice Arrow, Book of Ice, Tome of Ice.
Thunder: Spark Dagger, Serpent Sword, Thunder Rod, Thunder Arrow,
Book of Thunder, Tome of Thunder, All Hammers, Thunder Spear.
Wind: Air Knife, Wyvern Claw, All Spears.
Earth: Giant's Axe.
Recover: Wightslayer, Ancient Sword, Holy Arrow, Holy Lance, Blessed Bell.
Holy: Holy Lance, Blessed Bell.
Absorb: Blood Sword, Blood Spear.
Dark: All Katanas, Magic Spear, Moonring Blade, Shurikens.
In the story, there are a few occasions you have to use a transfiguration
magic, including Mini and Toad. Both are white magic, so you may have to add a
white magic user. In the Mini event, you'll have to fight in Mini form, so you
would want to use mages instead.
Some Bosses are weak against Wind; the clue is they look like a bird. In these
cases, Dragoon can help because all of their spears have wind property.
And this is not a spoiler: TO RECOVER FROM TRANSFIGURATION, SIMPLY CAST THAT
MAGIC ON THE VITIM AGAIN, THEN IT WILL BE NEUTRALIZED; make sure you have
enough MP to cast a reverse.
7. Item Constraints:
~~~~~~~~~~~~~~~~~~~~
A few... if you are heavy on mages, check if you have at least 2-3 Elixir cause
you don't know when you will run out. If you have Ranger, make sure there are
enough arrows (especially for Barrage, uses four arrows). If you use Scholar
and wish to throw offensive magical items, make sure you have a healthy supply;
use a Thief to steal some. Item constraints are bigger of a concern if you are
planning for a big dungeon.
8. HP Growth: (minor)
~~~~~~~~~~~~~~~~~~~~~
Black Belt, Knight, Monk, Dark Knight and Viking have the highest HP growth
potential. There is no need to worry about this too early in the game, but if
you wish to gain 9999 HP, mixing in some of these jobs will lessen your worries
in the later part of the game.
9. Fun Factor:
~~~~~~~~~~~~~~
Yup, I put this at last but it is the most important component. You should have
fun.
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{S1-2} Job Observations |
-------------------------'
Novice: Freelancer ----> Onion Knight
Freelancer has very low stats, period. And if you can change away from it, do
it sooner. Onion Knight is even more severe, their stats do not improve until
Character LV 93. These two classes are only recommended for adventurous
players.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pure Attacker: Monk, Warrior ----> Dragoon, Dark Knight,
Black Belt, Ninja
Pure attackers, as implied, are some classes that the mostly used command is
"attack" and their special skills deal with extra damage. Monk and Warrior are
of lower stats growth and so if you can, shift to the higher end Dragoon, Dark
Knight, Black Belt, and Ninja. These four classes are all moderately quick.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tactical Attacker: Knight, Ranger, Viking
These group are mostly doing physical attack in a less head-to-head way. Knight
has supreme defense and this class can also guard other member who is in low HP
condition. Ranger can deal with high damage even put to back row. Viking is sea
creature specialist while his skill lowers enemy's defense with the expense of
being the enemy's target. With a good mix and match of pure and tactical
attackers one may have a bit more fun in the battles.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Oddies: Thief, Scholar, Evoker, Geomancer
I called them oddies not because of they are useless, but chance is if you have
more than two of these in your team, you may have a relatively risky (or fun)
team design. Thief is a high speed class that can deal decent damage, in the
later he can also steal items. However, item profile in FFIII is very
unexciting and you may not wish to keep a thief till end game. Scholar is
useful for their ability to check enemy and double potency of using items.
Evoker is famous for unpredictable random effect of summon magic. Geomancer can
deal really good damage with terrain, however, the effect of terrain is random
and sometimes an action can be wasted because the instant death effect doesn't
kick in.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Offensive Mage: Black Mage ----> Magus, Summoner
As name implied, they are magical killer. Black Mage has lower stat profile
compared to Magus and Summoner. As soon as you can access level 8 magic,
changing to Magus would be better. Summoner's magic only deal group damage, a
more extreme form of offensive mage; they also have higher MP proflie and I
consider it a tag better than Magus.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defensive Mage: White Mage ----> Devout
They use healing magic to keep others alive. Devout has better mind growth
compared to White Mage. So change to Devout if you intended to have a white
magic user in the later game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tactical Mage: Red Mage ----> Sage, Bard
Red Mage is a magical fighter with limited physical and magical potency. They
can be active in the beginning, then die out a bit. At the near-end of the game
one can revive them with high class weapons such as Ultima Weapon and Crystal
series. However, their melee ability is probably shadowed by other stronger
classes. If you wish to keep the versatality of magic using, consider a Sage.
They can cast all spells, with a bit lower MP compared to Devout and Magus.
However, because they can equip all staffs and rods, you have a better chance
to configure their Int or Mnd. Bard is also a supreme tactical assistant. Their
songs have different assistant effects.
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{S1-3} Quick Party Set-ups |
----------------------------'
Wind Crystal Chapter:
~~~~~~~~~~~~~~~~~~~~~
Warrior - Monk - White Mage - Black Mage
The classical FFI combination. Making good use of warriors' equipment gathered
from the dungeons. Monk will underperform at the beginning but it will pay off
as they level up (both character and job levels). White mage is useful for
dealing with the undead in Mystril and Sealed Caves. Black Mage can wipe out
small creatures, while equiping some bow and arrows can help them being useful
with low MP.
To increase SPEED, consider:
Warrior - Thief - White Mage - Black Mage
To increase PHYSICAL ATTACK, consider:
Warrior - Monk - Monk/Warrior - White Mage
Warrior - Monk - Red Mage - White Mage
Warrior - Thief - Red Mage - White Mage
Tactics before the Fire Crystal are pretty limited, because of low number of
combinations and low variety of magic. There are, however, some hints to make
the party more viable.
1. Use Warrior "Advance" only if there is less enemy, because the skill also
lower warrior's defense. Consider putting Warrior on back row with bow and
arrow and then use Advance.
2. Give the mages all the elemental staffs for some free damage. They probably
cannot save the day, but at least you maximize potential damage.
3. Give Black Mages a bow and arrows.
Fire Crystal Chapter:
~~~~~~~~~~~~~~~~~~~~~
Knight - Ranger - Whtie Mage - Black Mage
Knight - Ranger - Scholar - White Mage
Knight - Monk - Scholar - White Mage
Knight - Ranger - Geomancer - White Mage
These would be some of the reasonable upgrades. The Knight can keep dealing
physical damage, plus they can cast some spells (only level one white). A White
Mage should stay for constant HP recovery backup. Mix either one tactical or
pure attacker, and maybe one oddy (like scholar or geomancer) to spice up a bit
if you wish.
To increase PHYSICAL ATTACK, consider:
Knight - Monk - Ranger - White Mage
To increase ITEM POTENCY, consider these, make sure to bring enough potions
and hi-potions.
Knight - Scholar - Scholar - White Mage
Knight - Scholar - Scholar - Black Mage
To EXPLOIT ELEMENTAL WEAKNESS, consider:
Knight (Elemental Sword) - Ranger (Elemental Arrow) - Black Mage - White Mage
Knight (Elemental Sword) - Scholar (Elemental Books) - Black Mage - White Mage
To increase SPEED, consider:
Knight - Thief - Ranger - White Mage
After Fire Crystal, things start to be a bit more interesting. Especially with
Geomancer's Terrain attack and Scholar's surprisingly high physical attack.
White Mage should continue to serve the party, unless you decided to make
Scholar pick up the recovery work, which is significantly harder way. Geomancer
is good in a sense that they induce magic-like damage without using MP.
However, in most of the dungeons there are a good change that the geomancers
would cast whirlpool and blackhole, which are instant-death skills; if that
skills failed, geomancer wasted a round.
With the introduction of Ranger and Scholar who have an array of elemental
weapons, plus the collection of various elemental swords and staffs, after
Fire Crystal the team should be able to wipe out monster with elemental
weaknesses pretty efficiently.
Water Crystal Chapter:
~~~~~~~~~~~~~~~~~~~~~~
Knight - Dark Knight - Bard - White Mage
Knight - Viking - Black Mage - White Mage
Knight - Dragoon - Bard - White Mage
Knight - Dragoon - Bard - Evoker
These are some of the possible upgrades. You may swap Knight with Dragoon, Dark
Knight, and Viking. I consider them of the same tier. Now the combinations are
richer and more specific. Other than the above example I have shown, you can
consider these followings:
Flying creature SLAYER:
Dragoon - Thief (Air Knife) - Ranger - White Mage (Aero)
Dragoon - Dragoon - Bard - White Mage
Notice that there has been a common thought that "Dragoon is great becasue when
it's up in the air it won't take damage." I cannot really agree, because who is
then going to take the damage? Those cannot jump, namely the poor mages and
front row non-jumpers. So, I would suggest if you are heavy on Dragoons, keep
the remaining party at back row by changing to Ranger or Mages. Also Dragoons
do not enjoy the group healing magic when they are up, so mix in a Bard, whose
songs, including the recovery song, always go first in a round. The Dragoon at
least can have some HP replenished.
Sea creature SLAYER:
Dragoon (Thunder Spear + Jump) - Viking - Ranger (Thunder arrow) - White Mage
Viking can actually be quite useful in the late middle where there is a lot of
sea and undersea exploration. If you plan to raise a Viking, do so earlier to
take advantage of Job LV growth. Viking's hammers have thunder element. So,
they are deadly to the sea creatures.
Self-replenishing PHYSICAL ATTACK team:
Dark Knight (Souleater) - Dark Knight (Souleater) - Bard - White Mage
Dark Knight (Blood Sword) - Dragoon (Blood Spear) - Bard - White Mage
Perhaps the most sought after combination. Because of the level-based MP
system, it's very important to save up your White Mage's MP for boss fights.
Thus free HP recovery became a hit in FFIII. Mix Dark Knight with Bard together
has the advantage of massive multiple target attacks followed by free HP
recovery. Put in a White Mage in case of series recovery is needed, that can
also spare the Bard to sing other songs. There is one Blood Sword and a lot of
purchasable Blood Spears in this FF, so, make good use of them by introducing
classes that can use these weapons. Also don't forget to put a White Mage or
Scholar in, just in case if the enemies are of undead property.
Earth Crystal Chapter:
~~~~~~~~~~~~~~~~~~~~~~
Knight - Black Belt - Devout - Summoner
Knight - Ninja - Devout - Magus
Knight - Ninja - Devout - Summoner
Knight - Ninja - Black Belt - Sage
are some of the suggested upgrades after the Earth Crystal.
For SPEEDY ATTACKING:
Ninja - Black Belt - Dark Knight - Devout
Ninja, Black Belt, and Dark Knight are some of the quicker classes. Dragoon is
also a nice choice. Keep a Devout for HP recovery.
For MULTIPLE targets:
Dark Knight - Ranger - Summoner - Devout
Dard Knight can use Souleater, and then recover with Blood Sword (Notice that
Souleater performed with Blood Sword DOES NOT recover HP); Ranger can use
Barrage; Summoner can wipe out the enemies with high-summon.
For SERIOUS BOSS FIGHTS:
Ninja - Knight - Dragoon - Devout
Knight and Dragoon can use the Blood weapons to recover some HP, Ninja can
throw Shuriken at back row, Devout constantly heals.
Notice that after Earth Crystal, you probably have your preference. The main
points of making job decision here would be:
1. How many strong weapons does this class have?
2. If it's a fighting class, can it equip strong armor like Crystal series?
With this two questions you can probably screen out some classes. And there
are the third question for those who can use Mognet:
3. can the job-specific ultimate equipment compensate the first two
disadvantages? Some classes, like Black Belt, is very strong in encounters
but they take massive physical and magical damage in boss fights, however,
they have protective gear from the blacksmith event. You may then consider
using a Black Belt for boss fights.
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{S1-4} Thematic Parties |
-------------------------'
This section is to share some thematic party ideas. If you completely have no
clue or are too bored with the current party, you may consider these for an
experiment.
FFI prototype: Warrior, Monk, W Mage, B Mage
----> Knight, Black Belt, Devout, Magus
FFI prototype II: Warrior, Monk, R Mage, W Mage
----> Knight, Black Belt, Sage, Devout
FFI prototype III: Warrior, Thief, R Mage, W Mage
----> Knight, Ninja, Sage, Devout
In FFI you're allowed to advance your job once, you may do the same for more
restrictions. This is also the basic form when I compose this guide. Feel free
to use this as blueprint and mix in the different class categories I described
at the beginning.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Knight of the Round: Knight, Knight, Knight, Sage
Pretty much just lacking a round table. This party is quite fun but it is also
expensive. At the end there might not be enough good swords for everyone, they
you can consider changing one knight to a Dragoon. In the movie King Arthur
there is also a girl Genevieve who is a kick-ass archer. You may change Rafia
to a Ranger for this dramatic look.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Force of Nature: Ranger, Geomancer, Devout, Summoner
Well... Pretty much like Robinhood teammed up with a natural power ESP user
and two animal-befrienders, one calls anaimals; one dressed like an animal...
(-_-;)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Magic User Conference: Sage, Summoner, Devout, Magus
Good for seeing all the magic effects. This party can also be at back row all
the time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gladitors: Viking, Warrior, Dark Knight, Dragoon
This is a very interesting party. First you'll need a lot of potions. But then
what you can do is equip Blood series to Dragoon and Dark Knight for constant
stable killing characters. While when you face one enemy, you can equip Viking
with two shields and have him used Provoke, followed by Warrior's Advance. The
damage would be massive; while you don't have to worry about the sacrified
defense of the warrior because the enemy is more likely to target the Viking.
Later one can replace Warrior with a Devout for better recovery.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Assassin Guild: Ninja, D Knight, Thief, Magus
The look of them is just cool. There isn't really evil healing class... and
shouldn't evil class abandone the idea of white magic? But if you wish to get
serious with it, change it to Ninja, D Knight, Magus, Sage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lord of the Rings: Viking, Knight, Sage, Ranger
These are my favourite four characters, but you can change either of them into
a freelancer as Frodo.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FFIV Nostalgia: Dark Knight, Dragoon, Sage, Ninja
There isn't Paladin... so either change the Dark Knight to Knight, or LV99
Onion Knight. Refia would be a mushed up Rydia and Rosa, who can use White,
Black, and Summon spells.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Money Saver: Monk, Black Belt, Devout, Bard
Pratically no equipment cost. Bard can also enhance the fighers' low defense.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gamble-philia: Viking, Geomancer, Evoker, Bard
A team who likes risk. Viking provokes to lower defense, Geomancer uses random
terrain effect, Evoker uses random summon, Bard's harp attack also randomly
causes bad status. A party for those who love to bet.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hardcore Challenger:Freelancer, Freelancer, Freelancer, Freelancer
Or more extreme: Onion Knight, Onion Knight, Onion Knight, Onion Knight. These
party suffers from low and super low stats. However, these two jobs have high
affinity to various equipment, they are weak but very flexible. If you want a
great challenge, this is it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The High-bishop Team:
Knight, Red mage, Red mage, Sage
The sage is the high-bishop, apparently. With two Red Mages as close body guard
and a Knight in the front. A very defensive team.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Guardians of the Evil Scroll: Dark Knight, Thief, Scholar, Sage
Pretty much the opposite of the previous team. This team is a bit more evil
feeling. Thief can replenish item through stealing, Scholar can efficiently use
items and Dark Knight can equipe Blood Sword. Sage is handy when great recovery
is called for.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gulliver's Travels: Knight (male), mini-Magus, mini-Devout, mini-Summoner
A very cute but deadly team. Gulliver apparantly pulled three greatest mages
from the village for a serious adventure. The mages should be at the back,
while Gulliver would protect them if their HP is low. It may be fun, but don't
do it in boss fight.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Snow-white: Devout (Refia), Viking, Viking, Viking
Although Arc would be a cuter Snow-white, let's stick to the original gender
profile. There are seven dwarves, you can pick three to join. Later, when you
decide to put in a Prince Charming, change one of them to Knight or Dragoon.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Frog Prince: Devout (Refia), a toad, a toad, and a toad
A variation of Snow-white. A completely harmless team. Would Refia even make
it to kiss one of the toads before the party is wiped out?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
8-bit theatre: Red Mage, Thief, Black Mage, and Warrior
For 8-bit theatre fans. I personally think Luneth would be good as the theif,
and Arc can be the Warrior... Red Mage... could be Ingus.
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VII) Version History
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What's New in Version 1.10:
- Corrected some of the spellings and statistics.
- Revised comments on two-handed fighting.
- Added scholar's MP profile.
- Revised Thief's loot table.
- Added details on Geomancer's Terrain attacks.
- Expanded a Section 3 about job combination for the clueless.
What's new in version 1.20:
- Corrected the stats chart of Devout.
- Revised the Job Level chart, now Sage is back.
- Added a section [s1.09] about calculatinng number of battles required to get
through job change penalty.
What's new in version 1.30:
- Revised section [s1.09].
- Added some suggested information.
What's new in version 1.40:
- Complete revision by Seferaga. Added his Job Guide to this one and added an
all-new layout in the process.
- Some mis-translations were fixed.
- Added a whole lot of new content, including JP Overflow, detailed Job
descriptions and Boss strategies.
- Spelling errors fixed.
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VIII) Credits
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Penguin Knight:
Author; Translated and provided all statistics throughout this Guide. Wrote
section VI and most of the General Information section.
Seferaga:
Co-Author; Put this whole FAQ together; Layout, organization, etc... Wrote for
most of the smaller sections; Introductions, explanations, charts, etc... Some
parts were taken from his FAQ/Walkthrough.
Egervari3:
Writer; Wrote most of the Job descriptions that are in the "Descriptions,
Stats, and Abilities" section.
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IX) Copyright
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This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright. All rights reserved (C) 2007-2008.
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If you have any questions or comments about the FAQ, please send us an email!
Penguin Knight: [email protected]
Seferaga: [email protected]</p>
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