I will add the counter, support, and move abilities later.
Squire
Prerequisite: None
Abilities:
 | Name - Job Points - Description |
 | Dash - 80 JP - Ram an enemy with body |
 | Throw Stone - 90 JP - Throw a stone at an enemy |
 | Accumulate - 300 JP - Raises physical attack power |
 | Heal - 150 JP - Cures a few status anomalies |
Chemist
Prerequisite: None
Abilities:
 | Potion - 30 JP - Recover 30 HP |
 | Hi-Potion - 200 JP - Recover 70 HP |
 | X-Potion - 300 JP - Recover 150 HP |
 | Ether - 300 JP - Recover 20 MP |
 | Hi-Ether - 400 JP - Recover 50 MP |
 | Elixir - 900 JP - Recover all HP and MP |
 | Antidote - 70 JP - Cures poisoned allies |
 | Eye Drop - 80 JP - Cures blind allies |
 | Echo Grass - 120 JP - Cures mute allies |
 | Maiden's Kiss - 200 JP - Cures frog allies |
 | Soft - 250 JP - Cures petrified allies |
 | Holy Water - 400 JP - Cures undead allies |
 | Remedy - 700 JP - Cures most status anomalies |
 | Phoenix Down - 90 JP - Revives dead allies |
Knight
Prerequisite: Squire, level two
Abilities:
 | Head Break - 300 JP - Destroys target's helmet |
 | Armor Break - 400 JP - Destroys target's armor |
 | Shield Break - 300 JP - Destroys target's shield |
 | Weapon Break - 400 JP - Destroys target's weapon |
 | Magic Break - 250 JP - Reduces target's MP |
 | Speed Break - 250 JP - Reduces target's speed by 2 |
 | Power Break - 250 JP - Reduces target's physical attack power by 2 |
 | Mind Break - 250 JP - Reduces target's magic attack power by 2 |
Archer
Prerequisite: Squire, level two
Abilities:
 | Charge +1 - 100 JP - Charged attack |
 | Charge +2 - 150 JP - Charged attack |
 | Charge +3 - 200 JP - Charged attack |
 | Charge +4 - 250 JP - Charged attck |
 | Charge +5 - 300 JP - Charged attack |
 | Charge +7 - 400 JP - Charged attack |
 | Charge +10 - 600 JP - Charged attack |
 | Charge +20 - 1,000 JP - Charged attack |
Priest
Prerequisite: Chemist, level two
Abilities:
 | Cure - 50 JP - Restores small amount of HP |
 | Cure2 - 180 JP - Restores medium amount of HP |
 | Cure3 - 400 JP - Restores large amount of HP |
 | Cure4 - 700 JP - Restores very large amount of HP |
 | Raise - 180 JP - Raises dead ally |
 | Raise2 - 500 JP - Raies dead ally with all HP |
 | Reraise - 800 JP - Automatically raises allies once they die |
 | Regen - 300 JP - Restores HP in increments |
 | Protect - 70 JP - Reduces amount of physical damage done to ally |
 | Protect2 - 500 JP - Reduces amount of physical damage done to ally |
 | Shell - 70 JP - Reduces amount of magic damage done to ally |
 | Shell2 - 500 JP - Reduces amount of magic damage done to ally |
 | Wall - 380 JP - Reduces amount of physical and magic damage done to ally |
 | Esuna - 280 JP - Cures most status anomalies |
 | Holy - 600 JP - Only offensive attack for priest |
Wizard
Prerequisite: Chemist, level two
Abilities:
 | Fire - 50 JP - Basic fire attack |
 | Fire2 - 200 JP - Medium-level fire attack |
 | Fire3 - 480 JP - High-level fire attack |
 | Fire4 - 850 JP - Devastating fire attack |
 | Bolt - 50 JP - Basic lightning attack |
 | Bolt2 - 200 JP - Medium-level lightning attack |
 | Bolt3 - 480 JP - High-level lightning attack |
 | Bolt4 - 850 JP - Devastating lightning attack |
 | Ice - 50 JP - Basic ice attack - 3/5 |
 | Ice2 - 200 JP - Medium-level ice attack |
 | Ice3 - 480 JP - High-level ice attackk |
 | Ice4 - 850 JP - Devastating ice attack |
 | Poison - 150 JP - Lowers target's HP in increments |
 | Frog - 500 JP - Turns taget into a frog |
 | Death - 600 JP - Kills target instantly |
 | Flare - 900 JP - Large fireball engulfs target |
Monk
Prerequisite: Knight, level two
Abilities:
 | Spin Fist - 150 JP - Attacks all enemies surrounding unit |
 | Repeating Fist - 300 JP - Punches target repeatedly |
 | Wave Fist - 300 JP - Attacks target from afar |
 | Earth Slash - 600 JP - Attacks enemies in four directions |
 | Secret Fist - 300 JP - Casts death sentence on target |
 | Stigma Magic - 200 JP - Cures many status anomalies |
 | Chakra - 350 JP - Restores good amount of HP and MP |
 | Revive - 500 JP - Resurrects dead ally |
Thief
Prerequisite: Archer, level two
Abilities:
 | Gil Taking - 10 JP - Steal target's money |
 | Steal Heart - 150 JP - Charms target |
 | Steal Helmet - 350 JP - Steal target's helmet |
 | Steal Armor - 450 JP - Steal target's armor |
 | Steal Shield - 350 JP - Steal target's shield |
 | Steal Weapon - 600 JP - Steal target's weapon |
 | Steal Accessory - 500 JP - Steal target's accessory |
 | Steal Experience - 250 JP - Steal target's experience |
Oracle
Prerequisite: Priest, level two
Abilities:
 | Blind - 100 JP - Blinds target |
 | Spell Absorb - 200 JP - Steal target's MP |
 | Life Drain - 350 JP - Steals target's HP |
 | Pray Faith - 400 JP - Raises target's faith to 100 |
 | Doubt Faith - 400 JP - Lowers target's faith to 0 |
 | Zombie - 300 JP - Makes target undead |
 | Silence Song - 170 JP - Mutes target |
 | Blind Rage - 400 JP - Makes target berserk |
 | Foxbird - 200 JP - Lowers target's brave by 10 |
 | Confusion Song - 400 JP - Makes target act unpredictably |
 | Dispel Magic - 700 JP - Cancels certain positive status on target |
 | Paralyze - 100 JP - Makes target unable to act |
 | Sleep - 350 JP - Puts target to sleep |
 | Petrify - 600 JP - Turns target to stone |
Time Mage
Prerequisite: Wizard, level two
Abilities:
 | Haste - 100 JP - Increases target's speed |
 | Haste2 - 550 JP - Increases target's speed |
 | Slow - 80 JP - Decreases target's speed |
 | Slow2 - 520 JP - Decreases target's speed |
 | Stop - 330 JP - Prevents target from moving or acting |
 | Don't Move - 100 JP - Prevents target from moving |
 | Float - 200 JP - Makes target float 1 panel above ground |
 | Reflect - 300 JP - Makes target reflect magic spells |
 | Quick - 800 JP - Increases speed of AT |
 | Demi - 250 JP - Decreases target's HP by 25% |
 | Demi2 - 550 JP - Decreases target's HP by 50% |
 | Meteor - 1,500 JP - Makes huge meteor crush target |
Geomancer
Prerequisite: Monk, level three
Abilities:
 | Pitfall - 150 JP - Adds: Don't Move on certain surface |
 | Water Ball - 150 JP - Adds: Frog on certain surface |
 | Hell Ivy - 150 JP - Adds: Stop on certain surface |
 | Carve Model - 150 JP - Adds: Petrify on certain surface |
 | Local Quake - 150 JP - Adds: Confusion on certain surface |
 | Kamaitachi - 150 JP - Adds: Don't Act on certain surface |
 | Demon Fire - 150 JP - Adds: Sleep on certain surface |
 | Quicksand - 150 JP - Adds: Death Sentence on certain surface |
 | Sand Storm - 150 JP - Adds: Darkness on certain surface |
 | Blizzard - 150 JP - Adds: Silence on certain surface |
 | Gusty Wind - 150 JP - Adds: Slow on certain surface |
 | Lava Ball - 150 JP - Adds: Dead on certain surface |
Lancer
Prerequisite: Thief, level two
NOTE: In this job class, it's pretty pointless to get any of the abilities except for
Level Jump8 and Vertical Jump8. Just save up your Job Points until you can buy both
abilities.
 | Level Jump8 - 900 JP - Lets you to jump up to 8 panels horizontally - 2/5 |
 | Vertical Jump8 - 900 JP - Lets you jump up to 8 panels vertically - 2/5 |
Mediator
Prerequisite: Oracle, level two
Abilities:
 | Invitation - 100 JP - Turns enemy into ally |
 | Persuade - 100 JP - Resets target's CT |
 | Praise - 200 JP - Raises target's brave 4 |
 | Threaten - 200 JP - Lowers target's brave 20 |
 | Preach - 200 JP - Raises target's faith 4 |
 | Solution - 200 JP - Lowers target's faith 20 |
 | Death Sentence - 500 JP - Target is sentenced to death |
 | Negotiate - 100 JP - Get money from target |
 | Insult - 300 JP - Makes target berserk |
 | Mimic Daravon - 300 JP - Makes target sleep |
Summoner
Prerequisite: Time Mage, level two
Abilities:
 | Moogle - 110 JP - Restores HP |
 | Shiva - 200 JP - Ice elemental summon |
 | Ifrit - 200 JP - Fire elemental summon |
 | Ramuh - 200 JP - Lightning elemental summon |
 | Titan - 220 JP - Earth elemental summon |
 | Golem - 500 JP - Allows allies to evade physical weapon damage |
 | Carbunkle - 350 JP - Casts reflect |
 | Bahamut - 1,200 JP - Non-elemental summon |
 | Odin - 900 JP - Non-elemental summon |
 | Leviathan - 850 JP - Water elemental summon |
 | Salamander - 820 JP - Fire elemental summon |
 | Silf - 400 JP - Mutes target |
 | Fairy - 400 JP - Restores HP |
 | Lich - 600 JP - Darkness elemental summon |
 | Cyclops - 1,000 JP - Non-elemental summon |
 | Zodiac - N/A - Non-elemental summon - 4/5 NOTE: I don't know how to
get this ability, i got it off a source. |
Samurai
Prerequisite: Knight, level three; Monk, level four; Lancer, level two
Abilities:
 | Asura - 100 JP - Causes HP damage |
 | Kotetsu - 180 JP - Causes HP damage |
 | Bizen Boat - 260 JP - Causes MP damage |
 | Murasame - 340 JP - Restores HP |
 | Heaven's Cloud - 420 JP - Causes HP damage and slow |
 | Kiyomori - 500 JP - Adds protect and shell |
 | Murasama - 580 JP - Causes HP damage and confusion/death sentence |
 | Kikuichimoji - 660 JP - Causes HP damage in four directions |
 | Masamune - 740 JP - Adds regen and haste |
NOTE: Sword to execute "Masamune" must be stolen from Marquis Elmdor.
 | Chirijaraden - 820 JP - Causes HP damage |
NOTE: Sword to execute "Chirijaraden" is found in Deep Dungeon.
Ninja
Prerequisite: Archer, level three; Thief, level four; Geomancer, level two
Abilities:
 | Shuriken - 50 JP - lets you throw shuriken |
 | Ball - 70 JP - lets you throw elemental ball |
 | Knife - 100 JP - lets you throw knives |
 | Sword - 100 JP - lets you throw swords |
 | Hammer - 100 JP - lets you throw hammers |
 | Katana - 100 JP - lets you throw katanas |
 | Ninja Sword - 100 JP - lets you throw ninja swords |
 | Axe - 120 JP - lets you throw axes |
 | Spear - 100 JP - lets you throw spears |
 | Stick - 100 JP - lets you throw sticks |
 | Knight Sword - 100 JP - lets you throw knight swords |
 | Dictionary - 100 JP - lets you throw a dictionary |
Calculator
Prerequisite: Priest, level four; Wizard, level four; Time Mage, level three; Oracle,
level three
Abilities:
 | CT - 250 JP - Calculate CT |
 | Level - 350 JP - Calculate level |
 | Experience - 200 JP - Calculate exp. |
 | Height - 250 JP - Calculate height |
 | Prime Number - 300 JP - Guides calculations by prime numbers |
 | 5 - 200 JP - Guides calculations by 5 |
 | 4 - 400 JP - Guides calculations by 4 |
 | 3 - 600 JP - Guides calculations by 3 |
Bard (Males only)
Prerequisite: Summoner, level four; Mediator, level four
Abilities:
 | Angel Song - 100 JP - Restores MP to all allies |
 | Life Song - 100 JP - Restores HP to all allies |
 | Cheer Song - 100 JP - Raises speed of all allies |
 | Battle Song - 100 JP - Raises physical attack power of all allies |
 | Magic Song - 100 JP - Raises magic attack power of all allies |
 | Nameless Song - 100 JP - Causes various positive status to all allies |
 | Last Song - 100 JP - Raises ally's CT count to 100 |
Dancer (Females Only)
Prerequisite: Geomancer, level four; Lancer, level four
Abilities:
 | Witch Hunt - 100 JP - Causes MP damage to all enemies |
 | Wiznaibus - 100 JP - Causes HP damage to all enemies |
 | Slow Dance - 100 JP - Reduces enemy's speed |
 | Polka Polka - 100 JP - Reduces enemy's physical attack power |
 | Disillusion - 100 JP - Reduces enemy's magic attack power |
 | Nameless Dance - 100 JP - Causes various abnormal status to all enemies |
 | Last Dance - 100 JP - Lowers enemy's CT to 0 |
Mime
Prerequisite: Squire, level eight; Chemist, level eight; Geomancer, level four; Lancer,
level four; Mediator, level four; Summoner, level four
NOTE: The Mime does not have any abilities.

WOAH! THAT'S COOL!!!!!
NOW I CAN REALLY KICK SOME...
BACK TO TACTICS MENU
BACK TO HOMEPAGE
|