Jobs:
Squire
Base job.
a) Action abilities (Fundaments):
1) Focus (70 JP): Increase physical attack power (self, charged)
2) Rush (10): Ram into an enemy (range 1h1v)
3) Stone (10): Lob a stone at a foe (range 4)
4) Salve (100): Removes Blind, Silence, Poison, Berserk, Stop (range 1h2v)
5) Chant (200): Removes KO (range 1h3v)
6) Steel (100): Casts Regen (range 3h3v)
7) Beatdown (100): Physical attack with Dark element. Damage = 3 / 5 of target's Max HP (weapon's range)
8) Blitz: (100): Attack that ignores target's evasion (weapon's range)
b) Reaction abilities:
1) Parry (Free): Block physical attacks with equipped weapon
2) Counter Tackle (120): Counterattack physical attacks with a tackle
c) Support abilities:
1) Equip Axes (100): Equip axes regardless of job
2) Beastmaster (300): Add special ability to all monsters in neighboring tiles
d) Movement ability:
1) Move +1 (150): Increases Move by 1
Chemist
An expert in the use of items.
Innate (you don't have to learn them to use them) abilities: Throw Items, Reequip, Treasure Hunter.
a) Action abilities (Items):
1) Potion (Free): +30 HP
2) Hi-Potion (70): +70 HP
3) X-Potion (150): +150 HP
4) Ether (100): +20 MP
5) Hi-Ether (150): +50 MP
6) Elixir (500): Fully restores HP & MP
7) Antidote (30): -Poison
8) Eye Drops (30): -Blind
9) Echo Herbs (30): -Silence
10) Maiden's Kiss (30): -Toad
11) Gold Needle (50): -Stone
12) Holy Water (100): -Undead / Vampire
13) Remedy (500): - Stone, Blind, Confuse, Silence, Oil, Toad, Poison, Sleep
14) Phoenix Down (Free): -KO
b) Reaction abilities:
1) Auto-Potion (350): Use a potion at HP loss
c) Support abilities:
1) Throw Items (250): Throw items even when not a chemist
2) Safeguard (200): Prevent equipment from being destroyed or stolen
3) Reequip (Free): Change equipment mid-battle
d) Movement ability:
1) Treasure Hunter (100): Discover items hidden on tiles upon moving on them
Knight
Uses swords to unleash the Arts of War. Can equip heavy armor.
Requires: Squire Lv3
a) Action abilities (Arts of War):
1) Powersap (200): Reduces target's physical attack power (range 3, 6 MP)
2) Mindsap (200): Reduces target's magickal attack power (range 3, 6 MP)
3) Speedsap (200): Casts Slow at target (range 3, 6 MP)
4) Magicksap (100): Drains target's MP (range 3, 6 MP)
5) Rend Weapon (300): Destroys target's weapon (weapon's range)
6) Rend Helm (100): Destroys target's headgear (weapon's range)
7) Rend Armor (250): Destroys target's clothes/armor (weapon's range)
8) Rend Shield (100): Destroys target's shield (weapon's range)
b) Reaction abilities:
1) Counter (200): Physical attack = physical counterattack
c) Support abilities:
1) Defend (50): Adds 'Defend' command
2) Equip Heavy Armor (300): Equip helms and armor regardless of job
3) Equip Shields (150): Equip shields regardless of job
4) Equip Swords (300): Equip swords regardless of job
d) Movement ability: none
Archer
Uses bows to attack from a long range. May aim for higher damage.
Requires: Squire Lv3
a) Action abilities (Aim):
1) Aim +1 (70): Aims for increased damage. Attack power increases with charge time.
2) Aim +2 (100): -||-
3) Aim +3 (120): -||-
4) Aim +4 (150): -||-
5) Aim +5 (200): -||-
6) Aim +7 (300): -||-
7) Aim +10 (350): -||-
8) Aim +20 (400): -||-
b) Reaction abilities:
1) Adrenaline Rush (450): Speed increase at HP loss
2) Archer's Bane: (250): Dodge arrow and bolt attacks
c) Support abilities:
1) Equip Crossbows (200): Equip crossbows regardless of job
2) Concentration (300): Makes attacks unblockable - target will always be hit.
d) Movement ability:
1) Jump +1 (100): Increases Jump by 1
Monk
A warrior specialized in unarmed combat.
Innate abilities: Brawler
Requires: Knight Lv3
a) Action abilities (Martial Arts):
1) Cyclone (100): attacks nearby enemies (radius 3h0v)
2) Pummel (200): a series of quick strikes (range 1h0v)
3) Aurablast (200): ranged attack (range 3h3v)
4) Shockwave (400): releases a wave in 4 directions (radius 5h2v)
5) Doom Fist (200): causes Doom (range 1h0v)
6) Purification (70): removes Stone, Blind, Confuse, Silence, Berserk, Toad, Poison, Sleep, Immobilize & Disable (radius 2h0v)
7) Chakra (250): restores HP & MP (radius 2h0v)
8) Revive (350): removes KO (range 1h0v)
b) Reaction abilities:
1) Recover HP (350): recover HP when critically wounded
2) Bonecrusher (200): deal damage = own max HP when critically wounded
c) Support abilities:
1) Brawler (150): deliver powerful unarmed attacks even when not a monk
d) Movement ability:
1) Lifefont (220): recover HP when moving
White Mage
Uses spells centered on recovery and protection.
Requires: Chemist Lv3
a) Action abilities (White Magicks):
1) Cure (40): restores HP (radius 2h1v)
2) Cura (120): -||-
3) Curaga (250): -||- (radius 2h2v)
4) Curaja (400): -||- (radius 3h3v)
5) Raise (120): removes KO
6) Araise (300): removes KO + fully restores HP
7) Reraise (400): protective spell that revives the target after KO (once)
8) Regen (150): casts Regen (radius 2h0v)
9) Protect (50): casts Protect - protection from physical attacks (radius 2h0v)
10) Protectja (350): casts Protect (radius 3h3v)
11) Shell (50): casts Shell - protection from magickal attacks (radius 2h0v)
12) Shellja (350): casts Shell (radius 3h3v)
13) Wall (150): casts Protect+Shell on a single target
14) Esuna (200): removes Stone, Blind, Confuse, Silence, Berserk, Toad, Poison, Sleep, Immobilize & Disable (radius 2h2v)
15) Holy (500): Attacks single target with sacred light
b) Reaction abilities:
1) Regenerate (250): Regen at HP loss
c) Support abilities:
1) Arcane Defense (250): take less damage from magickal attacks
d) Movement ability: none
Black Mage
Uses offensive spells of elemental nature.
Requires: Chemist Lv3
a) Action abilities (Black Magicks):
1) Fire (50): fire attack (radius 2h1v)
2) Fira (150): -||- (radius 2h2v)
3) Firaga (300): -||- (radius 2h3v)
4) Firaja (500): -||- (radius 3h3v)
5) Thunder (50): lightning attack (radius 2h1v)
6) Thundara (150): -||- (radius 2h2v)
7) Thundaga (300): -||- (radius 2h3v)
8) Thundaja (500): -||- (radius 3h3v)
9) Blizzard (50): ice attack (radius 2h1v)
10) Blizzara (150): -||- (radius 2h2v)
11) Blizzaga (300): -||- (radius 2h3v)
12) Blizzaja (500): -||- (radius 3h3v)
13) Poison (100): inflicts Poison (radius 2h2v)
14) Toad (250): inflicts Toad (single target)
15) Death (400): inflicts KO (single target)
16) Flare (550): Attacks single target with eXtreme heat
b) Reaction abilities:
1) Magick Counter (500): counters magickal attack with identical magickal attack
c) Support abilities:
1) Arcane Strength (350): inflict more damage with magickal attacks
d) Movement ability: none
Time Mage
A warrior who uses Time Magicks to control space and time.
Requires: Black Mage Lv. 3
a) Action abilities (Time Magicks):
1) Haste (70): casts Haste (radius 2h0v)
2) Hasteja (400): -||- (radius 3h3v)
3) Slow (70): casts Slow (radius 2h0v)
4) Slowja (400): -||- (radius 3h3v)
5) Stop (200): casts Stop (radius 2h1v)
6) Immobilize (70): casts Immobilize (radius 2h1v)
7) Float (100): casts Float (radius 3h3v)
8) Reflect (200): casts Reflect on single target
9) Quick (600): target's turn comes more quickly (single target)
10) Gravity (150): Dark damage = 1/4 of target's max HP (radius 2h1v)
11) Graviga (400): Dark damage = 1/2 of target's max HP (radius 2h3v)
12) Meteor (800): Powerful non-elemental attack (radius 4h3v)
b) Reaction abilities:
1) Quick (500): Receive immediate turn when in Critical condition
c) Support abilities:
1) Swiftness (600): Shorten charge time
d) Movement ability:
1) Teleport (600): Warp instantly to destined tile. May fail when distant location is chosen
2) Levitate (200): Float 1h above the ground
Thief
Warrior specializing in stealing from enemies.
Innate ability: Concentration
Requires: Archer Lv 3
a) Action abilities (Steal):
1) Steal Gil (10): steals money from single target
2) Steal Heart (120): Charms single target (radius
3) Steal Helm (200): steals from single target
4) Steal Armor (300): -||-
5) Steal Shield (200): -||-
6) Steal Weapon (300): -||-
7) Steal Accessory (300): -||-
8) Steal EXP (200): steals EXP from single target
b) Reaction abilities:
1) Vigilance (120): assume a defensive stance at HP loss
2) Gil Snapper (100): receive money = amount of damage taken at HP loss
3) Sticky Fingers (100): catch thrown items and add them to the party inventory
c) Support abilities:
1) Poach (150): deliver slain monsters' remains to a poacher's den
d) Movement ability:
1) Move+2 (420)
2) Jump+2 (200)
Mystic
A warrior specializing in status-changing techniques
Requires: White Mage Lv. 3
a) Action abilities (Mystic Arts):
1) Umbra (70): +Blind (radius 3)
2) Empowerment (100): Absorbs MP (1 target)
3) Invigoration (200): Absorbs HP (1 target)
4) Belief (200): +Faith (1 target) ?LOLWAT
5) Disbelief (200): +Atheist (1 target) ?LOLWAT
6) Corruption (150): +Undead (1 target)
7) Quiescence (120): +Silence (radius 2h1v)
8) Fervor (300): +Berserk (1 target)
9) Induration (400: +Stone (1 target)
10) Delirium (250): +Confuse (1 target)
11) Harmony (200): removes: Float, Reraise, Invisible, Regen, Protect, Shell, Haste, Faith, Reflect (1 target)
12) Hesitation (100): +Disable (radius 2h0v)
13) Response (250): +Sleep (radius 2h1v)
b) Reaction abilities:
1) Absorb MP (100): Recover MP = the amount used by the opponent (trigger - magickal attack)
c) Support abilities:
1) Defense Boost (250): Take less damage from physical attacks
d) Movement ability:
1) Ignore Weather (100): Traverse any terrain unimpeded by weather conditions
Orator
A warrior specializing in Speechcraft - words are his weapons.
Innate abilities: Beast Tongue
Requires: Mystic Lv 3
a) Action abilities (Speechcraft):
(all of them, except one, can be used against single target)
1) Entice (100): +Traitor
2) Stall (100): Resets target's CT
3) Praise (100): +Defending, Protect, Shell
4) Intimidate (100): +Disable
5) Preach (150): +Reraise
6) Enlighten (150): Removes all status effects
7) Condemn (250): +Doom
8) Beg (10): receives money from target
9) Insult (150): +Berserk
10) Mimic Darlavon (300): +Sleep (Radius = 2)
b) Reaction abilities:
1) Earplug (150): Avoid the effects of Speechcraft
c) Support abilities:
1) Equip Guns (400): Equip guns regardless of job
2) Tame (250): Force a critically wounded enemy monster to become an ally
3) Beast Tongue (100): Use Speechcraft against monsters even if not an Orator
d) Movement ability: none
Geomancer
A warrior who uses Geomancy to control the powers of terrain
Innate abilities: Ignore Terrain, Lavawalking
Requires: Monk Lv 4
a) Action abilities (Geomancy):
(this stuff does elemental damage + affects status)
1) Sinkhole (100): +Immobilize
2) Torrent (100): Water +Toad
3) Tanglevine (100): +Stop
4) Contortion (100): +Stone
5) Tremor (100): Earth +Confuse
6) Wind Slash (100): Wind +Disable
7) Will-o'-the-Wisp (100): Fire +Sleep
8) Quicksand (100): Water +Doom
9) Sandstorm (100): Wind +Blind
10) Snowstorm (100): Ice +Silence
11) Wind Blast (100): Wind +Slow
12) Magma Surge (100): Fire +KO
b) Reaction abilities:
1) Nature's Wrath (200): Counters Physical Attack / Geomancy with Geomancy
c) Support abilities:
1) Attack Boost (350): Inflict greater damage with physical attacks
d) Movement ability:
1) Ignore Terrain (120): Move unimpeded through watery terrain
2) Lavawalking (100: Walk on the surface of lava
Dragoon
A warrior who can use powerful Jump attacks
Requires: Thief Lv 4
a) Action abilities (Jump):
1) Horizontal Jump 2 (70): Jump x tiles horizontally
2) Horizontal Jump 3 (200):
3) Horizontal Jump 4 (300):
4) Horizontal Jump 5 (400):
5) Vertical Jump 2 (50): Jump x tiles vertically
6) Vertical Jump 3 (150):
7) Vertical Jump 4 (250):
8) Vertical Jump 5 (300):
9) Vertical Jump 6 (350):
10) Vertical Jump 7 (400):
11) Vertical Jump 8 (500):
b) Reaction abilities:
1) Dragonheart (300): Reraise at Physical Attack
c) Support abilities:
1) Equip Polearms (250): Equip polearms regardless of job
d) Movement ability:
1) Ignore Elevation (350): Move to tiles of any height, regardless of Jump stat
Summoner
Warrior who fight by summoning powerful spirits, known as espers
Requires: Time Mage Lv 3
a) Action abilities (Summon):
1) Moogle (70): heals allies (radius 3h2v)
2) Shiva (150): Ice attack (radius 3h2v)
3) Ramuh (150): Lightning attack (radius 3h2v)
4) Ifrit (150): Fire attack (radius 3h2v)
5) Faerie (200): revives KOed allies (radius 2h2v)
6) Sylph (200): silences enemies (radius 3h2v)
7) Golem (250): protects all allies from physical damage
8) Carbuncle (250): reflects magickal attacks cast on allies (radius 3h2v)
9) Titan (200): Earth attack (radius 3h2v)
10) Odin (200): non-elemental attack (radius 3h2v)
11) Salamander (200): Fire attack (radius 3h2v)
12) Lich (300): Deals Dark damage = 1/2 of target's max HP (radius 3h2v)
13) Leviathan (400): Water attack (radius 4h3v)
14) Bahamut (400: non-elemental attack (radius 4h3v)
15) ???
b) Reaction abilities:
1) Recover MP (200): Recover MP when critically wounded
c) Support abilities:
1) Halve MP (600): Reduce MP consumption by half when using magicks
d) Movement ability: none
Samurai
Uses Iaido techniques to attack using katanas' spirits
Innate abilities: Doublehand
Requires: Knight Lv4, Monk Lv5, Dragoon Lv3
a) Action abilities (Iaido):
This stuff influences both enemies and allies in range
1) Ashura (70): Fire attack (radius 3h2v)
2) Kotetsu (120): Dark attack (radius 3h2v)
3) Osafune (170): absorbs MP (radius 3h2v)
4) Murasame (250): restores HP (radius 3h2v)
5) Ama-no-Murakumo (300): Slow (radius 3h2v)
6) Kiyomori (350): Protect + Shell (radius 3h2v)
7) Muramasa (400): Confuse + Doom (radius 3h2v)
8) Kiku-ichimonji (450): 4-directional attack (radius 5h2v)
9) Masamune (600): Regen + Haste (radius 3h2v)
10) Chirijiraden (700): attacks only enemies (radius 3h3v)
b) Reaction abilities:
1) First Strike (900): Attack before being physically attacked
c) Support abilities:
1) Equip Katana (150): Equip katana regardless of job
2) Doublehand (500): Wield weapon in both hands (doubles physical power)
d) Movement ability:
1) Swim (150): Act in deep water as it was solid land
Mime
A warrior who has abandoned his/her own identity, instead mimicking actions of allies in battle
Innate abilities: Beastmaster, Concentration, Brawler
Requires: Lv2 in all jobs except Samurai, Ninja, Sage, Bard and Dancer
a) Action abilities (Mimic): none
b) Reaction abilities: none
c) Support abilities: none
d) Movement ability: none
Ninja
Agile and stealthy warrior who can Throw
shit weapons at enemies
Innate abilities: Dual Wield
Requires: Archer Lv4, Thief Lv5, Geomancer Lv3
a) Action abilities (Throw):
1) Shuriken (50)
2) Bomb (70)
3) Knife (100)
4) Sword (100)
5) Flail (100)
6) Katana (100)
7) Ninja Blade (100)
8) Polearm (100)
9) Stick (100)
10) Knight's Sword (100)
11) Book (100)
b) Reaction abilities:
1) Vanish (200): Invisible at HP loss
2) Reflexes (300): Increases evade at physical / magickal attack
c) Support abilities:
1) Dual Wield (800): use weapons in both hands regardless of job
d) Movement ability:
1) Waterwalking (220): Walk across and stop on the surface of water
Dancer
A warrior who uses Dance to hinder the enemy.
Innate abilities: none
Requires: Geomancer Lv 4, Dragoon Lv 4
a) Action abilities (Dance):
These skills target ALL enemies on a map, so they look insanely powerful. But we should check their accuracy first...
1) Witch Hunt (100): damages MP
2) Mincing Minuet (100): damages HP
3) Polka (100): reduces physical power
4) Heathen Frolic (100): reduces magickal power
5) Forbidden Dance (100): + Blind, Confuse, Silence, Toad, Poison, Slow, Stop, Sleep
6) Last Waltz (100): drops CT to 0
b) Reaction abilities:
1) Fury (350): increase physical attack power @ HP loss
2) Mana Shield (350): damage is dealt to MP instead of HP
c) Support abilities: none
d) Movement abilities:
1) Fly (500)
2) Move+3 (600)
3) Jump+3 (250)
Sage
A learned warrior who uses reality altering Planar Magicks to hurt enemies
Innate abilities: none
Requires: White Lv 5, Black Lv 5, Mystic Lv 4, Time Lv 4
a) Action abilities (Planar Magicks):
Weird abilities, mostly status-changing. They cost MP but have huge AoE. This has to be tested.
1) Zombija (100): +Undead (radius 3h2v)
2) Sleepja (300): +Sleep (radius 3h2v)
3) Confuseja (300): +Confuse (radius 3h2v)
4) Toadja (300): +Toad (radius 3h2v)
5) Gravija (400): Dark damage = 3/4 of victim's max HP (radius 3h2v)
6) Flareja (400): non-elemental attack (radius 3h2v)
7) Dispelja (100): - Float, Reraise, Invisible, Regen, Protect, Shell, Haste, Faith, Atheist, Reflect (radius 3h3v)
8) Return (300): resets CT to 0 (radius 3h3v)
9) Dispelna (200): - Undead, Stone, Blind, Confuse, Silence, Vampire, Oil, Berserk, Toad, Poison, Slow, Stop, Charm, Sleep, Immobilize, Disable, Doom (single target)
b) Reaction abilities:
1) Cup of Life (100): When HP is restored, distribute any excess among allies
2) Soulbind (300): Split any damage taken with the attacker
c) Support abilities:
1) EXP Boost (150): Earn more EXP
d) Movement ability:
1) Accrue EXP (150): gain EXP by moving
2) Accure JP (150): gain JP by moving