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FFE Classes; Placing finely-honed skills in the gem..
Topic Started: Mar 12 2008, 04:40 PM (3,451 Views)
AmuroNT1
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The man who destroys worlds and creates worlds
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Basic Classes

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Black Mage (Wizard): A spellcaster who focuses his abilities on direct damage, controlling the elements themselves and using them to strike out at their enemies.
Alias: Black Wizard, Warlock, Wizard
Exemplars: Vivi (IX), Lulu (X)
Weapons: Club, Dagger, Staff
Armor: Hat, Robe, Clothes
Skill Set: Black Magick
Action: Black Magick (Fire/ra/ga/ja, Thunder/ra/ga/ja, Blizzard/ra/ga/ja, Quake/ra/ga/ja, Bio/ra/ga/ja, Spike series, Shock/Rasp/Choke/Frost/Burn/Drown, Drain, Aspir, Raspir, Frog, Zombie, Berserk, Confusion, Paralyze, Petrify, Disable, Break, Death, Flare, Ultima)
Reaction: Counter Magick
Support: Elemental Seal

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Chemist (Specialist): Someone who studies chemistry and alchemy and specializes in the creation of potions, elixirs, and even bombs.
Alias: Alchemist
Exemplars: Rikku (X)
Weapons: Dagger, Flail, Gun, Hand Weapons, Staff
Armor: Hat, Clothes
Skill Set: Chemistry
Action: Mix, Throw Item, First Aid, Double Item, Freebie, Despiration
Reaction: Auto-Potion
Support: Maintenence, Throwing Arm, Doctor, Elementalist, Mad Bomber

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Fighter (Warrior): While Knights are warriors who focus on training and discipline, Fighters learned their skills from the School of Hard Knocks. While they lack the Knight's finesse, they make up for it with flexibility.
Alias: Squire, Warrior
Exemplars: Cloud (VII), Squall (VIII), Tidus (X)
Weapons: Axe, Bow, Dagger, Flail, Greataxe, Hand Weapons, Knight Sword, Sword
Armor: Hat, Helmet, Clothes
Skill Set: Battle Skill
Action: Accumulate, Yell, Scream, Provoke, War Cry, Rush, Wild Swing, Beatdown, Blitz, Backdraft
Reaction: Weapon Block, Bonecrusher
Support: Defend, Equip Axe, Two Hands

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Hunter (Specialist): Hunters are those whose forte is stalking prey, hunting an animal for great distances and weakening it before going in for the kill. Naturally, Hunters are especially skilled at combat in outdoor enviornments, typically forests, but many specialize in the enviornment in which they live, including deserts, savannah and tundra among others.
Alias: Ranger
Exemplars: Fran (XII)
Weapons: Axe, Bow, Crossbow, Dagger, Hand Weapons, Sword
Armor: Hat, Clothes
Skill Set: Hunt
Action: Sonic Boom, Oust, Beso Toxico, Death Sickle, Vital Aim, Conceal, Advice, Hunting, Disable, Sidewinder
Support: Camoflage, Secret Hunt

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Knight (Warrior): Knights are trained, disciplined warriors who use heavy armor and strong weapons to cleave their way through the enemy. Knights often train in the art of breaking an opponent's equipment, making them that much easier to defeat.
Exemplars: Auron (X), Ashe (XII)
Weapons: Axe, Bow, Greataxe, Greatsword, Knight Sword, Polearm, Sword
Armor: Hat, Helmet, Clothes, Armor, Buckler, Shield
Skill Set: Arts of War
Action: Cover, Rend Power, Rend Mind, Rend Body, Rend Speed, Rend Will, Rend magick, Shellbust Stab, Blastar Punch, Hellcry Punch, Icewolf Bite
Reaction: Shield Block
Support: Equip Armor, Equip Shield, Equip Sword

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Monk (Warrior): Monks are a special breed of warrior who focus on using their bodies as weapons, training themselves to do with hands, feet, and even heads what ordinary people need weapons to do. They also learn to control their inner strength (called Ki, Chi, Chakra, or a number of other names) to achieve superhuman feats.
Alias: Black Belt, Master, Kareteka
Exemplars: Tifa (VII), Zell (VIII)
Weapons: Flail, Hand Weapons
Armor: Clothes
Skill Set: Martial Arts
Action: Spin Fist, Repeating Fist, Heel Drop, Wave Fist, Water Kick, Earth Slash, Meteor Strike, Final Heaven, Secret Fist, Chakra, Stigma Magick, Revive
Reaction: Reflex, Counter
Support: Way of the Fist

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Red Mage (Wizard): A mage specially trained in both the arts of black and white magick, Red Mages seek to bring balance to the two opposing energies. Since they can't use as powerful spells as Wizards or Priests, they make up for it with volume. They also use heavier weapons and armor than their counterparts.
Alias: Red Wizard, Sage
Exemplars: Celes (VI)
Weapons: Bow, Club, Dagger, Flail, Hand Weapons, Staff, Sword
Armor: Hat, Robe, Clothes, Buckler
Skill Set: Red Magick
Action: Red Magick (Fire/ra/ga, Thunder/ra/ga, Blizzard/ra/ga, Quake/ra/ga, Bio/ra, Cure/ra/ga, Aero/ra/ga, Water/ra/ga, Bar- series, Protect, Shell, Blind, Sleep, Bind, Silence, Frog, Vanish, Esuna, Regen, Drain, Aspir, Raspir, Blink, Refresh, Phalanx, Meltdown), Doublecast, Convert
Reaction: Runic
Support: Fast Cast

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Thief (Specialist): What's his is his, and what's yours will be too...if you turn your back on him. This sneaky class specializes in stealth, and by the time a Thief is done with you, you're lucky to have the shirt on your back anymore.
Exemplars: Locke (VI), Yuffie (VII), Zidane (IX)
Weapons: Bow, Dagger, Gun, Hand Weapons, Sword, Thrown Weapons
Armor: Hat, Clothes, Buckler
Skill Set: Steal
Action: Sneak Attack, Steal Heart, Steal Gil, Steal Weapon, Steal Helmet, Steal Armor, Steal Shield, Steal Accessory, Steal Experience, Steal Ability, Flee
Reaction: Caution, Gil Snapper, Sticky Fingers, Hide
Support: Mug

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White Mage (Wizard): White Mages tend to come from religious orders, and thus learn to give of themselves freely. Their divine training allows them to channel holy energy towards constructive ends such as healing, protection, and occasionally the destruction of their god's enemies.
Alias: White Wizard, Shaman, Priest, Bishop
Exemplars: Aeris (VII), Dagger (IX), Yuna (X)
Weapons: Crossbow, Club, Flail, Staff
Armor: Robe, Clothes
Skill Set: White Magick
Action: White Magick (Cure/ra/ga, Raise/A/Re, Banish/ra/ga, Dia/ra/ga/ja, Aero/ra/ga/ja, Water/ra/ga/ja, Protect/ra/ga, Shell/ra/ga, Bar- series, Blind, Sleep, Bind, Silence, Vanish, Sneak, Deodorize, Stoneskin, Bubble, Wall, Esuna, Regen, Renew, Holy), Pray
Reaction: Regenerator
Support: Divine Seal
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AmuroNT1
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The man who destroys worlds and creates worlds
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Advanced Classes

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Archer (Specialist): While some warriors rely upon direct attacks, the Archer is more subtle, preferring the bow to the sword and using precision and patience to take out an enemy from a range. Archers are masters of long-range attacks, capable of incredible feats with their favored weapon.
Exemplars: Maria (II), Rosa (IV)
Weapons: Bow, Crossbow, Dagger, Hand Weapons
Armor: Hat, Clothes, Buckler
Skill Set: Aim
Action: Boost, Doubleshot, Arm Aim, Leg Aim, Headshot, Cupid's Arrow, Seal Evil, Armor Aim, Weapon Aim, Wallet Aim, Fast Shot, Blackout
Reaction: Archer's Bane
Support: Equip Bow, Concentrate, Snipe

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Assassin (Specialist): Assassins are specially trained warriors who excel in the art of murder. Some focus on stealth and skill, while others use seduction and cunning, but their goal is always the same, and always deadly.
Exemplars: Celia, Lettie (Tactics)
Weapons: Bow, Crossbow, Dagger, Sword, Thrown Weapons
Armor: Hat, Clothes
Skill Set: Dark Hand
Action: Sneak Attack, Shadowstitch, Aphonia, Nightmare, Aque, Rockseal, Seal, Allure
Reaction: Return Fire
Support: Shadowmeld

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Bard (Specialist): Traditionally, Bards are singer-poets who preserve the epics of ages past for all to hear. However, in combat, Bards specialize in boosting their allies' morale. Of course, should the performance go sour, they're also practiced hands at beating a hasty retreat...
Alias: Singer/Songstress
Exemplars: Edward (IV)
Weapons: Dagger, Musical Instruments, Sword
Armor: Hat, Clothes, Buckler
Skill Set: Sing
Action: Sing (Seraph Song, Life's Anthem, Rousing Melody, Battle Chant, Magickal Refrain, Nameless Song, Finale, Vivacious Etude, Hunter's Prelude, Herb Pastoral, Scop's Operetta, Army's Paeon, Mage's Ballad, Light Carol, Earth Carol, Water Carol, Wind Carol, Fire Carol, Ice Carol, Lightning Carol, Dark Carol), Hide, Cheer, Scare
Reaction: Exit Stage Left
Support: Equip Musical Instrument, Talkative

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Beastmaster (Warrior/Specialist): Living in the wilds, Beastmasters are exceptionally skilled at understanding animals and training them as pets or allies. The most exceptional Beastmasters can even unite their minds with the animals they train, combining wild ferocity with civilized intellect.
Alias: Trainer
Exemplars: Relm (VI)
Weapons: Axe, Bow, Dagger, Hand Weapons, Musical Instruments, Scythe, Whip
Armor: Hat, Clothes, Buckler
Skill Set: Animal Tame
Action: Familiar, Charm, Gauge, Tame, United Mind
Reaction: Last Haste

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Berserker (Warrior): A Berserker is one who eschews traditional methods of combat in favor of a wild, animalistic approach. While this lacks the finesse of more martial warriors, its advantages include unpredictability and intimidation.
Exemplars: Umaro (VI)
Weapons: Axe, Dagger, Greataxe, Hand Weapons
Armor: Clothes
Skill Set: Rage
Action: Frenzy, Mad Rush, Crackdown, Frighten, Intimidate, Venom, Wound, Howl
Reaction: Shrug Off
Support: Equip Claws

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Blue Mage (Wizard): Blue Mages use a rare and unique form of magick; while most mages use their magick to inflict change upon the world, Blue Mages take that change and make it a part of themselves. In effect, they can learn any spell or magick-like ability used by a monster...as long as they can survive it.
Exemplars: Quistis (VIII), Quinna (IX)
Weapons: Bow, Dagger, Polearms, Staff, Sword, Whip
Armor: Hat, Robe, Clothes
Skill Set: Blue Magick
Action: Enemy Magick (1000 Needles, Acid, Angel Song, Angel Whisper, Aqua Rake, Bad Breath, Beta, Bubbler, Choco Ball, Consume, Cry in the Night, Death Claw, Death Force, Degenerator, Dragon Force, Drill Shot, Earth Shake, Electrocute, Explosion, Flash, Force Field, Frog Song, Fusion, Gatling, Goblin Punch, Grand Train, Heat Ray, Heaven's Cataract, Laser Eye, Leap, Laser, Limit Glove, Magick Hammer, Matra Magick, Micromissile, Mighty Guard, Mind Blast, Moon Flute, Night, Nova, Pandora's Box, Poison Claw, Pollen, Red Feast, Revenge, Roulette, Sandspin, Seed Cannon, Shockwave Pulsar, Stare, Trine, Twister, Ultra Wave, Undertow, Web, White Wind), Scan, Analyze
Reaction: Damage Divert
Support: Sixth Sense, Study, Alternate Lesson

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Dancer (Specialist): Like Bards, Dancers typically perform a specific function for society. Also like Bards, they've taken to using their special skills for combat, using enticing and provocative dances to distract and confuse their enemies. Most can only affect monsters or members of the opposite sex with their dances but hey, it's a wide world out there...
Exemplars: Yuna (X-2)
Weapons: Dagger, Polearms, Hand Weapons, Whip
Armor: Hat, Clothes
Skill Set: Dance
Action: Dance (Polka, Mincing Minuet, Heathen Frolick, Witch Hunt, Sickly Salsa, Slow Dance, Forbidden Dance, Last Waltz, Light Jig, Earth Jig, Water Jig, Wind Jig, Fire Jig, Ice Jig, Lightning Jig, Dark Jig), Flirt, Moneymaker
Reaction: Fury
Support: Equip Cloth

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Dark Knight (Warrior/Wizard): Dark Knights are warriors who combine black magick with swordskill to produce devastating effects. Some Dark Knights are blackguards, bastions of evil gods the way Paladins are champions of good ones; others are simply skilled knights who have added magick to their repitoire.
Alias: Fell Knight, Death Knight
Exemplars: Cecil (IV), Gaffgarion (Tactics)
Weapons: Axe, Bow, Crossbow, Greataxe, Greatsword, Hand Weapons, Knight Sword, Scythe, Sword
Armor: Hat, Helmet, Clothes, Armor, Buckler, Shield
Skill Set: Darkness
Action: Black Magick (Fire/ra, Thunder/ra, Blizzard/ra, Quake/ra, Bio/ra, Shock/Rasp/Choke/Frost/Burn/Drown, Absorb series, Drain, Aspir, Raspir, Paralyze, Petrify, Disable, Break, Death), Souleater, Charon, Abyssal Blade, Unholy Sacrifice, Infernal Strike, Sanguine Sword
Reaction: Return
Support: Profane Aura

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Dragon Knight (Warrior): Dragon Knights are warriors who combine strength and mobility into one deadly package. By channeling the spirits of the great dragons, they can leap to incredible heights and even breathe fire. Dragon Knights tend to be a somewhat clannish group, but are generally very noble and brave.
Alias: Dragoon, Lancer
Exemplars: Kain (IV), Freya (IX)
Weapons: Dagger, Knight Sword, Polearms, Sword
Armor: Helmet, Robe, Armor, Shield
Skill Set: Dragon Power
Action: Jump, Dragon Familiar, Lancet, Fire Breath, Ice Breath, Lightning Breath, Dragon Rage, Javelin, Shockwave Jump, Dragon Roar
Reaction: Dragonheart
Support: Equip Spear, Fast Jump, Dragonsoul

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Engineer (Specialist): Some people rely on magick; Engineers see this as silly superstition and instead work with science and technology. Engineers can put together incredible machines, repair broken devices, and sometimes even cobble together a solution to a challenge.
Alias: Gadgeteer, Machinist
Exemplars: Cid (IV), Edgar (VI)
Weapons: Dagger, Gun, Hand Weapons, Rifle
Armor: Hat, Clothes
Skill Set: Technical Skill
Action: Use Invention, Invent, Jury-Rig
Reaction: Repair

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Fencer (Warrior/Specialist): A Fencer combines the sensabilities of Fighters and Theives, producing a warrior who fights with speed and skill rather than raw power. A Knight might hit once with great strength, but a Fencer will hit a hundred times in the same span of time, and leave you worse off afterwards.
Exemplars: Ritz (Tactics Advance)
Weapons: Dagger, Sword
Armor: Hat, Clothes, Buckler
Skill Set: Flashing Blade
Action: Swarmstrike, Shadowstick, Checkmate, Featherblow, Swallowtail, Manastrike, Piercethrough, Nighthawk
Reaction: Riposte, Malparry
Support: Sure-Footed

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Gambler (Specialist): While most adventurers rely on skill and experience, the Gambler leaves it all up to Lady Luck. They specialize in using odd weapons like cards and darts, and use their luck to inflict random effects - good, bad, to ally or enemy, it's all left to chance.
Alias: Corsair, Lady Luck
Exemplars: Setzer (VI)
Weapons: Dagger, Gaming Tools, Gun
Armor: Hat, Clothes, Buckler
Skill Set: Gamble
Action: Bribe, Savior-Faire, Craps Shoot, Attack Reels, Magick Reels, Item Reels, Random Reels, 52 Pick-Up, Roulette
Reaction: Lady Luck, Devil's Luck
Support: Equip Gaming Tools, Gillionaire

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Geomancer (Wizard): A very unique wizard, the Geomancer draws power from the very earth itself. By channeling the energies of the terrain they stand upon, Geomancers can manipulate the elements to attack their foes with both damage and disabling effects. They are also hardier than other mages, and use stronger weapons.
Exemplars: Mog (VI)
Weapons: Axe, Dagger, Polearms, Sword, Musical Instrument
Armor: Hat, Robe, Clothes
Skill Set: Geomancy
Action: Geomancy (Shine Flare, Venom Squall, Avalanche, Mist Storm, Star Bright, Shadow Storm, Scirocco, Ball Lightning, Tornado, Sinkhole, Torrent, Tanglevine, Contortion, Tremor, Wind Slash, Will-o'-the-Wisp, Quicksand, Sandstorm, Snowstorm, Wind Blast, Magma Surge)
Reaction: Nature's Wrath
Support: Any Ground

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Green Mage (Wizard): Green Mages are spellcasters who defy the normal conventions of Black and White Magick by using Green Magick. This class of magick focuses on enhancing allies and debilitating enemies rather than dealing direct damage or healing, making practitioners a valued asset in extended combat.
Alias: Mystic, Oracle
Exemplars: Beowulf (FFT)
Weapons: Club, Dagger, Staff
Armor: Hat, Robe, Clothes
Skill Set: Green Magick
Action: Green Magick (Protect, Shell, Reflect, Regen, Reraise, Double/Triple, Vanish/ga, Sneak, Deodorize, Stoneskin, Float, Blind, Aspir, Drain, Faith, Impiety, Zombie, Silence, Berserk, Fear, Confuse, Harmony, Reverse, Bind, Disable, Sleep, Petrify, Heat, Freeze, Oil, Frog)
Reaction: MP Absorb, Magick Evade
Support: Spellbound

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Gunner (Warrior/Specialist): Guns are a relatively new invention in the world, but already there are warriors who specialize in its use. The best Gunners can unleash streams of bullets, cause elemental damage or disabling effects, and a number of other incredible feats.
Exemplars: Vincent (VII), Irvine (VIII)
Weapons: Dagger, Gun, Rifle
Armor: Hat, Clothes
Skill Set: Sure Shot
Action: Fireshot, Iceshot, Boltshot, Confushot, Charmshot, Blindshot, Silenshot, Stopshot, Trigger Happy, Cheap Shot, MP Shot, Burst Shot, Scattershot
Reaction: Shoot Down
Support: Equip Gun

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Mediator (Specialist): The Mediator is a skilled negotiator, who uses the power of his words to bring down enemies that blades and spells cannot. An exceptional Mediator can talk the enemy out of their money, weapons, and career, and still have the other guy thinking he came out on top of the deal.
Alias: Orator
Exemplars: Mediator class (Tactics)
Weapons: Bow, Dagger, Gun, Rifle, Sword
Armor: Hat, Clothes
Skill Set: Speechcraft
Action: Entice, Pursuade, Praise, Intimidate, Preach, Enlighten, Stall, Ramble, Insult, Beg
Support: Monster Talk

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Mime (Specialist): Mimes are masters of no trades - except their enemies'. While a Mime specializes in no unique abilities of their own, they have the uncanny ability to study and copy the abilities of others. This makes them unpredictable and devastating opponents, provided that the right kind of opponent is present.
Alias: Mimic
Exemplars: Gogo (VI)
Weapons: Dagger, Flail, Staff
Armor: Robe, Clothes
Skill Set: Mimic
Action: Mimic
Reaction: Reversal
Support: Monkey See

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Magick Knight (Warrior/Wizard): Magick Knights are warriors who fuse magick and martial skill, but in a more direct way. They take powerful magicks and, instead of throwing them at their foes, imbue them upon their weapons, allowing them to hit harder and take down enemies with special weaknesses like no other.
Alias: Mystic Knight, Sorcerer, Warmage
Exemplars: Steiner (IX)
Weapons: Axe, Bow, Knight Sword, Polearms, Sword
Armor: Hat, Helmet, Clothes, Armor, Buckler, Shield
Skill Set: Sword Magick
Action: Sword Magick (Enfire/ra, Enthunder/ra, Enblizzard/ra, Enaero/ra, Enwater/ra, Enquake/ra, Enholy, Endark, Encure, Enpure, Enpoison, Enparalyze, Enstone, Ensilence, Ensleep, Enconfu, Enbind, Endisable, Endoom, Enoil, Endeath, Enbreak, Endrain, Enaspir, Enraspir), Release
Reaction: Counter-Enchant
Support: Arcane Aura

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Ninja (Specialist/Wizard): Ninja are a special breed of warrior who use a variety of unique abilities to strike at their foes. These include unique elemental spells, incredible stealth skills, and exceptional ability with throwing weapons.
Exemplars: Edge (IV), Shadow (VI)
Weapons: Bow, Crossbow, Dagger, Hand Weapons, Katana, Sword, Thrown Weapons
Armor: Hat, Clothes
Skill Set: Ninjutsu
Action: Ninja Magick (Tonko Ichi/Ni, Utusemi Ichi/Ni, Raiton Ichi/Ni, Suiton Ichi/Ni, Doton Ichi/Ni, Huton Ichi/Ni, Hyoton Ichi/Ni, Katon Ichi/Ni, Kurayami Ichi/Ni, Hojo Ichi/Ni, Dokumori Ichi, Jubaku Ichi), Throw, Unspell
Reaction: Vanish, Displacement
Support: Dual Wield, Waterwalking

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Paladin (Warrior/Wizard): A Paladin is a warrior who fights in the name of one of the gods of the world. In return for giving the the people a champion (not to mention giving the church good publicity), the Paladin is bestowed with white magick as well as the ability to unleash holy power through their blades.
Alias: Defender, Holy Knight
Exemplars: Agrias, Wiegraf (Tactics)
Weapons: Bow, Dagger, Greatsword, Hand Weapons, Knight Sword, Polearms, Sword
Armor: Hat, Helmet, Clothes, Armor, Buckler, Shield
Skill Set: Holy Sword
Action: White Magick (Cure/ra, Raise, Banish/ra/ga, Dia/ra, Aero/ra, Water/ra, Protect, Shell, Blind, Sleep, Bind, Stoneskin, Esuna, Regen), Subdue, Disarm, Parley, Judgement Blade, Cleansing Strike, Northswain's Strike, Hallowed Bolt, Divine Ruination, Saint Cross, Purify, Holy Blade
Reaction: Shield Bash
Support: Holy Aura

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Samurai (Warrior): Samurai are warriors who take combat to a spiritual level. However, rather than focusing on the worship of a god, they devote their minds to perfecting their sword techniques. Samurai combine incredible martial prowess with great spiritual power to create a legendary foe.
Alias: Yojimbo
Exemplars: Cyan (VI)
Weapons: Bow, Dagger, Greatsword, Katana, Polearms, Sword
Armor: Helmet, Clothes, Armor
Skill Set: Iaido
Action: Kamaitachi, Iaimeki, Minebuchi, Ougi - Kagerou, Ougi - Tenrai, Ougi - Hyomei, Ougi - Zasatsu, Tamashihana, Dispatch, Empower, Hayate, Zantetsuken
Reaction: Shirahadori
Support: Equip Katana

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Summoner (Wizard): Summoners are a rare and mystical breed who draw power from creatures of legend. By making a blood pact with these creatures, the Summoner can call them to fight by their side, lending them incredible power. Summoners can be identified by their headband, which bears a single horn on the forehead (said to be a mark of the gods).
Alias: Caller, Conjurer, Evoker
Exemplars: Dagger (IX), Yuna (X)
Weapons: Club, Dagger, Staff
Armor: Hat, Robe, Clothes
Skill Set: Summon
Action: Summoning, Astral Flow, Blood Pact, Avatar
Reaction: Critical Aether
Support: Halve MP

Good Summons: Alexander, Bahamut, Bismark, Carbunkle, Garuda, Kirin, Madeen, Moomba, Odin, Palidor, Phoenix, Quetzalcoatl, Ramuh, Shiva, Seraphim, Sylph, Unicorn
Neutral Summons: Anima, Ashura, Doom Train, Gilgamesh, Golem, Efreet, Ixion, Mist Dragon, Pandemona, Phantom, Remora, Silf, Siren, Starlet, Tritoch, Valefor, Yojimbo, Zone Seeker
Evil Summons: Cerberus, Cyclops, Diablos, Fenrir, Hades, Kary, Kjata, Kraken, Leviathan, Lich, Salamander, Midgarsorm, Tiamat, Titan, Typhon, Zodiac

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Time Mage (Wizard): A special type of magick user, the Time Mage manipulates not Black or White Magick but rather cosmic energy. This power allows them to affect time, space, and to some extent even reality itself. However, Time Magick is an intensive field of study and often requires decades of research and practice to master.
Exemplars: Orran (Tactics)
Weapons: Club, Dagger, Flail, Staff
Armor: Hat, Robe, Clothes
Skill Set: Time Magick
Action: Time Magick (Haste/ra, Slow/ra, Gravity/ra/ga/ja, Meteor/Meteor Swarm/Meteor Shower, Magnet/Magna/Magnega, Starlight/Star Cross/Southern Cross, Stop, Quick, Float, Reflect, Warp, Escape, Teleport, Meteo, X-Zone, Galaxy Stop)
Reaction: Last Quicken
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Kagato9999
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The Blade that Cuts Injustice
Final Fantasy RPG Ability Explanations

Black Mage
Fire/ra/ga/ja: Fire damage
Thunder/ra/ga/ja: Lightning damage
Blizzard/ra/ga/ja: Ice damage
Quake/ra/ga/ja: Earth damage
Bio/ra/ga/ja: Poison damage, chance of Poison
Spike series: Deals elemental damage to enemy attacking user
Shock/Rasp/Choke/Frost/Burn/Drown: Low elemental damage, stat damage, damage over time
Drain: Steals HP from enemy
Aspir: Steals MP from enemy
Raspir: Direct damage to enemy MP
Frog: Chance of Frog
Zombie: Chance of Zombie
Berserk: Chance of Berserk
Confusion: Chance of Confuse
Paralyze: Chance of Paralyze
Petrify: Chance of Petrify
Addle: Chance of Addle
Break: Chance of Petrify and instant Death (without Raise)
Death: Chance of instant Death
Flare: High non-elemental damage
Ultima: Very high non-elemental damage
Counter Magic: Respond to enemy magic with magic
Elemental Seal: Increases damage of elemental magic

Chemist
Mix: Combine specific items to produce new ones
Throw Item: Throw items to allies safely
First Aid: Restores HP and removes some statii.
Double Item: Causes used items to have double the effect
Freebie: Chance of using an item without using it up
Despiration: Throws a random item at the enemy; can be good or bad
Auto-Potion: Respond to damage by using potion on self
Maintenence: Prevents equipment from being broken or stolen
Throwing Arm: Increases range of Throw Item
Doctor: Increases effects of healing items
Elementalist: Increases effects of spell-mimicking items
Mad Bomber: Increases effects of non-elemental damage items

Fighter
Accumulate: Increases physical attack power
Yell: Increases speed
Scream: Increases speed, bravery, physical and magical attack power
Provoke: Goads enemy into attacking user
War Cry: Increases allies' physical attack power
Rush: Physical damage and possible knockback
Wild Swing: Damages all combatants surrounding user
Beatdown: Attack with higher damage but lower accuracy
Blitz: Attack with higher accuracy but lower damage
Backdraft: High damage with backlash
Weapon Block: Block attack with equipped weapon
Bonecrusher: Pre-emptively counter physical attacks
Defend: Increases defense until next action
Equip Axe: Allows use of axe regardless of class
Two Hands: Allows use of one-hand weapons in two hands, increasing damage

Hunter
Sonic Boom: Area attack
Oust: Attempts to remove a weakened enemy from battle
Beso Toxico: Attack with chance of Poison
Death Sickle: Inflict Doom
Vital Aim: Random status condition or reduces enemy to 1 HP
Conceal: Grants Invisible
Advice: Raises one ally's Critical rate
Hunting: Weaker attack that yields better treasure if it kills the enemy
Addle: Causes Addle; only affects Montsters
Sidewinder: Does extra damage to Monsters
Camoflage: Makes user harder to detect in outdoor enviornments
Secret Hunt: Allows killed monsters to be skinned and tanned

Knight
Cover: Take damage in the place of an ally
Power Break: Lowers enemy's physical attack
Mind Break: Lowers enemy's magic attack
Body Break: Lowers enemy's defense
Speed Break: Lowers enemy's speed
Will Break: Lowers enemy's magic defense
Magic Break: Direct damage to enemy MP
Shellbust Stab: Non-elemental damage, breaks enemy armor
Blastar Punch: Non-elemental damage, breaks enemy headgear
Hellcry Punch: Non-elemental damage, breaks enemy weapon
Icewolf Bite: Non-elemental damage, breaks enemy accessory
Shield Block: Respond to physical attack with shield defense
Equip Armor: Allows use of heavy armor regardless of job
Equip Shield: Allows use of shields regardless of job
Equip Sword: Allows use of swords and knightswords regardless of job

Monk
Spin Fist: Damages all combatants surrounding user
Repeating Fist: Random damage
Heel Drop: Physical attack with chance of Disable
Wave Fist: Ranged melee attack
Water Kick: Area Water damage
Earth Slash: Attack in straight line along ground
Meteor Strike: Lower accuracy but higher damage
Final Heaven: Damage in straight line
Secret Fist: Chance of Death Sentence
Chakra: Heals self and adjacent allies
Stigma Magic: Removes negative statii
Revive: Chance of reviving KO'd allies
Reflex: Respond to physical attack with automatic dodge
Counter: Respond to physical attack with physical attack
Way of the Fist: Allows use of martial arts and hand weapons regardless of job

Red Mage
Blink: Create a shadow
Refresh: Restores ally MP
Phalanx: Greatly increases physical defense
Meltdown: High non-elemental damage, lowers enemies' physical and magic defense
Doublecast: Allows user to cast two spells in one round
Convert: Exchanges HP and MP
Runic: Respond to magic damage by absorbing part of the damage as MP
Fast Cast: Decreases casting time

Thief
Sneak Attack: Physical attack deals increased damage to unsuspecting enemy
Steal Heart: Charms enemy of opposite sex (or animals)
Steal Gil: Steals money from enemy
Steal Weapon: Steals enemy weapon
Steal Helmet: Steals enemy headgear
Steal Armor: Steals enemy armor
Steal Shield: Steals enemy shield
Steal Accessory: Steals enemy accessory
Steal Experience: Steals EXP from enemy
Steal Ability: Steals random Action from enemy
Flee: Allows user to escape battle
Caution: Respond to physical attack with Defend
Gilgame Heart: Respond to physical attack with Steal Gil
Catch: Respond to ranged attacks by catching projectile
Hide: Respond to attack by moving for cover
Mug: Adds physical damage to all Steal abilities

White Mage
Cure/ra/ga: Restores ally HP
Raise/A/Re: Revives KO'd ally; Reraise gives pre-emptive Raise
Banish/ra/ga: Holy damage
Dia/ra/ga/ja: Constant Holy damage over time
Aero/ra/ga/ja: Wind damage
Water/ra/ga/ja: Water damage
Protect/ra/ga: Increases physical defense
Shell/ra/ga: Increases magic defense
Bar- series: Increases defense against elemental damage
Blind: Chance of Blind
Sleep: Chance of Sleep
Bind: Chance of Bind
Silence: Chance of Silence
Invisible: Turns ally invisible
Sneak: Renders ally undetectible by sound
Deodorize: Renders ally undetectible by scent
Stoneskin: Increase physical defense
Wall: Increases physical and magic defense
Esuna: Removes negative statii
Regen: Constant healing over time
Benediction: Restoration of large amounts of HP
Holy: Very high Holy damage
Regenerator: Respond to attack by casting Regen on self
Divine Seal: Increases effects of healing and Holy spells

Archer
Boost: Increases attack power for the next attack
Doubleshot: Attack twice at once with less damage and accuracy
Arm Aim: Attack enemy arms, preventing action
Leg Aim: Attack enemy legs, preventing movement
Headshot: Chance of instant Death
Cupid's Arrow: Chance of Charm
Seal Evil: Low Accuracy attack instantly petrifies Undead if successful
Armor Aim: Chance of damaging or destroying enemy Armor
Weapon Aim: Chance of disarming, damaging, or destroying enemy Weapon
Wallet Aim: Chance of stealing GilAimed Shot: Attack with higher accuracy but lower damage
Fast Shot: Ignores enemy Reaction abilities
Blackout: Inflict Blind
Arrow Guard: Special defense against bow and crossbow attacks
Equip Bow: Allows use of bow regardless of job
Concentrate: Increases Accuracy
Snipe: Increases accuracy with ranged weapons

Assassin
Sneak Attack: Physical attack deals increased damage to unsuspecting enemy
Shadowstitch: Chance of Stop
Aphonia: Chance of Silence
Nightmare: Chance of Sleep, chance of Death Sentence
Aque: Chance of Slow
Rockseal: Chance of Petrify
Seal: Chance of Petrify, Stop, and/or Death
Allure: Charms enemy
Return Fire: Responds to ranged attack by catching projectile and throwing it back at attacker
Shadowmeld: Increases stealth in shadowy areas

Bard
Valor Minuet: Raises allies' strength and physical attack
Army's Paeon: Constant HP regeneration over time
Herb Pastoral: Raises allies' defense against Poison and Sleep
Sword Madrigal: Raises allies' physical attack and accuracy
Scop's Operetta: Raises allies' defense against Silence
Mage's Ballad: Constant MP regeneration over time
Vivacious Etude: Raises allies' vitality and physical defense
Hunter's Prelude: Raises allies' ranged attack accuracy and speed
Spritely Waltz: Chance of Haste and Quick on allies
Vigorous March: Chance of Regen and Reraise on allies
Shield Ballad: Chance of Protect and Shell on allies
Light Carol: Raises allies' defense against Holy
Earth Carol: Raises allies' defense against Earth
Water Carol: Raises allies' defense against Water
Wind Carol: Raises allies' defense against Wind
Fire Carol: Raises allies' defense against Fire
Ice Carol: Raises allies' defense against Ice
Lightning Carol: Raises allies' defense against Lightning
Dark Carol: Raises allies' defense against Dark
Bardic Knowledge: Chance to learn important information through parley
Finesse: Chance to use untrained skill
Exit Stage Left: Respond to attack with Quick
Equip Musical Instrument: Allows use of instrument regardless of class
Talkative: Resists Silence effects

Beastmaster
Familiar: Gives ally monster increased stats and abilities
Charm: Charms enemy monster
Gauge: Analyzes enemy, including chance of Charm
Tame: Invites enemy monster to join party
United Mind: Increases abilities of user and pet; allows dual attack
Last Haste: Respond to critical HP with Haste

Berserker
Frenzy: Increased attack for period of time; suffer impairment afterwards
Mad Rush: High damage, low accuracy attack
Crackdown: Disables protective spells
Frighten: Physical damage, lowers enemy accuracy and evasion
Intimidate: Physical damage, chance of Slow
Venom: Physical damage, chance of Poison
Wound: Inflict damage equal to current HP
Howl: Temporarily increases max HP
Shrug Off: Chance of ignoring physical attack
Equip Claws: Allows use of hand weapons regardless of job

Blue Mage
1000 Needles: Does exactly 1000 damage (Cactaur type)
Acid: Non-elemental damge, chance of random negative status (Jelly type)
Angel Song: Revives KO'd ally, restores all HP, removes all negative statii (Lamia type)
Angel Whisper: Restores HP and MP, gives Reraise (False Cherub)
Aqua Rake: Water damage (Pugil type)
Bad Breath: Chance of random Confusion, Blind, Poison, Silence, Sleep, Frog, Berserk, Addle, and Slow (Morbol type)
Beta: Fire damage (Red Dragon)
Bubbler: Water and Wind damage (Pirate Pugil)
Consume: Eats an enemy; negative side effects to user (Gigas type)
Cry in the Night: Non-elemental damage to either allies or enemies (Stirge)
Death Claw: Chance of cricital status (Zombie type)
Death Force: Resistance to Death and Death Sentence ()
Dragon Force: Temporarily raises caster's stats (Dragon type)
Earth Shake: Area effect Earth damage (Bull Demon type)
Electrocute: Area effect Lightning damage (Lightning Elemental)
Explosion: Fire damage equal to user's current HP; KO's user (Bomb type)
Flash: Chance of Blind (Bomb type)
Force Field: Prevents damage from random element ()
Frog Song: Chance of Frog and Sleep (Yagudo Oracle)
Fusion: Donates user's HP and MP to one ally; KO's user ()
Gatling: Random light non-elemental damage (Machine type)
Goblin Punch: Random non-elemental damage (Goblin type)
Grand Train: Non-elemental damage
Heat Ray: Area effect Fire damage (Fire Elemental)
Heaven's Cataract: Randomw Holy damage, lowers physical and magic defense of allies or enemies
Laser Eye: High accuracy non-elemental damage (Evil Eye)
Laser: Deals damage equal to half the target's HP
Limit Glove: Powerful physical attack, only usable when critical (Hobgoblin)
Magic Hammer: Drains enemy MP (Redcap)
Matra Magic: Switches enemies' HP and MP
Micromissile: Random damage based on enemy's current HP
Mighty Guard: Protect and Shell on allies; chance of Haste, Float, or Regen (White Dragon)
Moon Flute: Chance of Berserk on allies or enemies
Night: Chance of Sleep on all combatants except user (Lilith)
Nova: Very high non-elemental damage
Pandora's Box: High non-elemental damage, ignores defense
Poison Claw: Physical damage and Poison to enemies
Revenge: Non-elemental eamage equal to amount of HP user has lost
Roulette: Chance of Death on one random combatant (Ahriman)
Shockwave Pulsar: Very high non-elemental damage to all enemies (Dark Behemoth)
Stare: Chance of Confusion (Floatiball)
Trine: High area effect Lightning damage
Twister: Wind damage (Lamia)
Ultra Wave: High Earth damage
Undertow: Area effect Water damage to enemies
White Wind: Restores all allies by amount equal to user's current HP
Scan: Learn details about enemy including HP, MP, weaknesses
Analyze: Learn details about enemy including abilities
Damage Divert: Respond to physical attack by diverting damage to attacker
Sixth Sense: Automatically detect monsters with learnable abilities
Study: Allows Blue Magic to be learned through observation instead of first-hand
Alternate Lesson: Allows alternate method of learning, IE eating enemy, studying remains, etc.

Dancer
Polka Polka: Lowers enemies' strength and physical attack
Sword Dance: Physical damage to all enemies
Disillusion: Lowers enemies' magic attack and defense
Soultaker: MP damage to all enemies
Sickly Salsa: Lowers enemies' vitality and physical defense
Slow Dance: Lowers enemies' speed
Endless Waltz: Chance of Slow and Stop on enemies
La Samba Loca: Chance of Confuse, Berserk, and Addle on enemies
Tango de la Muerte: Chance of Death and Death Sentence on enemies
Thriller: Chance of Zombie and Paralyze on enemies
Glorious: Holy damage, lowers enemies' defense against Holy
Earth Mover: Earth Damage, lowers enemies' defense agaisnt Earth
Waterfalls: Water Damage, lowers enemies' defense agaisnt Water
Blowing in the Wind: Wind Damage, lowers enemies' defense against Wind
Burning Love: Fire damage, lowers enemies' defense against Fire
Cold as Ice: Ice damage, lowers enemies' defense against Ice
Thunder Road: Lightning Damage, lowers enemies' defense agaisnt Lightning
Gate of Hell: Dark damage, lowers enemies' defense against Dark
Last Dance: Chance of resetting enemy time count
Flirt: Chance of Charm
Moneymaker: Entice enemy to give money
Professional Courtesy: Chance of causing human enemies to cancel attacks on Dancer
Dirty Dancing: Enemy attacks deal less damage
A Save: Respond to physical damage by increasing physical attack
Equip Cloth: Allows use of whips regardless of class
Don't Ask Don't Tell: Allows Dance abilities to affect members of the same sex

Dark Knight
Absorb series: Steals enemy stats
Dark Wave: Area attack with backlash
Souleater: Increases physical attack, drains own HP
Charon: High damage, KO's user
Dark Sword: Steals enemy MP
Night Sword: Steals enemy HP
Return: Responds to magic attack by deflecting spells back at caster
Profane Aura: Increases effectiveness of Dark Blade abilities

Dragon Knight
Jump: Jumps into the air, inflicting increased physical damage
Dragon Familiar: Summons immature dragon ally
Lancet: Steals enemy HP
Fire Breath: Fire attack
Ice Breath: Ice Attack
Lightning Breath: Lightning attack
Dragon Rage: Deals flat damage regardless of defenses
Javelin: Throw polearm at enemy
Shockwave Jump: Jump causing splash damage to nearby combatants
Dragon Roar: Increases speed and physical attack
Dragonheart: Respond to damage with Reraise
Equip Spear: Allows use of polearms regardless of class
Fast Jump: Decreases preparation time of jumps
Dragonsoul: Allows intelligent communication with dragons

Engineer
Use Invention: Allows use of inventions in battle
Invent: Allows creation of new inventions
Jury-Rig: Rapid creation of invention; random effects
Repair: Negates equipment damage to allies

Fencer
Swarmstrike: Physical damage, chance of Poison
Shadowstick: Lowers enemy speed
Checkmate: Chance of Death Sentence
Featherblow: High damage, low accuracy attack
Swallowtail: Attacks all adjacent combatants
Manastrike: Damages enemy MP
Piercethrough: Damage in straight line
Nighthawk: Ranged melee attack
Riposte: Block physical attack with weapon
Malparry: Pre-emptively counter physical attack with Disable
Sure-Footed: User cannot lose balance, increased acrobatic ability

Gambler
Bribe: Pay enemy to leave battle
Savior-Faire: Chance of Charm
Craps Shoot: Roll dice for random damage
Attack Reels: Random chance for physical damage
Magic Reels: Random chance for magic
Item Reels: Random chance for item
Random Reels: Completely random effects
52 Pick-Up: Area damage with thrown cards
Roulette: Casts Death Sentence on one random combatant
Lady Luck: Respond to damage with increased luck
Devil's Luck: Chance to ignore fatal damage
Equip Gaming Tools: Allows use of gambling tools regardless of class
Gillionaire: Increases amount of money earned

Green Mage
Protect: Grants Protect
Shell: Grants Shell
Reflect: Grants Reflect
Regen: Grants Regen
Reraise: Grants Reraise
Invisible: Grants Invisible
Sneak: Grants Sneak
Deodorize: Grants Deodorize
Stoneskin: Grants Stoneskin
Float: Grants Float
Blind: Chance of Blind
Aspir: Drains MP from target
Drain: Drains HP from target
Faith: Raises target's Faith, making them more succeptable to magic
Impiety: Lowers target's Faith, making them less succeptable to magic
Zombie: Chance of Zombie
Silence: Chance of Silence
Berserk: Chance of Berserk
Fear: Lowers target's Brave, making them flee battle
Confuse: Chance of Confusion
Harmony: Removes positive statii
Bind: Chance of Bind
Disable: Chance of Disable
Sleep: Chance of Sleep
Petrify: Chance of Petrify
Heat: Chance of Heat
Freeze: Chance of Freeze
Oil: Chance of Oil
Frog: Chance of Frog
MP Absorb: If damaged by a spell, absorbs MP equal to its casting cost
Magic Evade: Increases Evasion for spells
Spellbound: Increases duration of positive statii

Geomancer
Pitfall (Natural Surface, Wasteland, Road): Non-elemental damage, chance of Bind
Water Ball (Waterway, River, Lake, Sea, Waterfall): Water damage, chance of Frog
Hell Ivy (Grass, Thicket, Water Plant, Ivy): Non-elemental damage, chance of Stop
Carve Model (Gravel, Stone Floor, Stone Wall, Mud Wall, Tombstone): Non-elemental damage, chance of Petrify
Local Quake (Rocks, Cliff, Lava Rocks): Earth damage, chance of Confusion
Kamaitachi (Book, Tree, Brick, Bridge, Furniture, Iron Plate, Moss, Coffin): Wind damage, chance of Disable
Demon Fire (Wooden Floor, Rug, Box, Stairs, Deck): Fire damage, chance of Sleep
Quagmire (Swamp, Marsh): Water damage, chance of Death Sentence
Sandstorm (Sand, Stalactite, Salt): Wind damage, chance of Blind
Blizzard (Snow, Ice): Ice damage, chance of Silence
Gusty Wind (Roof, Sky, Chimney): Wind damage, chance of Slow
Lava Ball (Lava, Machines): Fire damage, chance of instant Death
Prominence (Sunny Weather): Fire damage to all enemies
Tempest (Thunderstorm): Lightning damage to all enemies
Freezeblink (Snowstorm, Hail, Sleet): Ice damage to all enemies
Deluge (Rain, Fog): Water damage to all enemies
Soil Evidence (Sandstorm, Dust Storm): Earth damage to all enemies
Wild Tornado (Strong Winds): Wind damage to all enemies
Counter Flood: Respond to physical attack with Geomancy
Any Ground: User can stand on any terrain, ignores damage from damaging terrain

Gunner
Fireshot: Fire damage
Iceshot: Ice damage
Boltshot: Lightning damage
Confushot: Chance of Confuse
Charmshot: Chance of Charm
Blindshot: Chance of Blind
Silenshot: Chance of Silence
Stopshot: Chance of Stop
Trigger Happy: Random light physical damage
Cheap Shot: Physical attack ignoring all defenses
MP Shot: Damages enemy MP
Burst Shot: Chance of critical hit
Scattershot: Area attack
Shoot Down: Respond to ranged attack by knocking projectile out of the air
Equip Gun: Allows use of gun regardless of job

Mediator
Invitation: Attempts to persuade enemy into becoming ally
Persuade: Attempts to persuade enemy into leaving battle
Praise: Raises target's bravery
Insult: Lowers target's bravery
Long Story: Chance of resetting enemy's turn
Bedtime Story: Chance of Sleep
Taunt: Chance of Berserk
Negotiate: Chance of convincing enemy to give you money
Monster Talk: Allows user to communicate intelligently with animals and monsters

Mime
Mimic: Copies recently used Action abilities
Reversal: Respond to attack with exact copy of attack
Monkey See: Allows user to select Mimic ability

Magic Knight
Enfire/ra: Imbues sword with Fire magic
Enthunder/ra: Imbues sword with Thunder magic
Enblizzard/ra: Imbues sword with Ice magic
Enaero/ra: Imbues sword with Wind magic
Enwater/ra: Imbues sword with Water magic
Enquake/ra: Imbues sword with Earth magic
Enholy: Imbues sword with Holy magic
Endark: Imbues sword with Dark magic
Encure: Contact with sword restores HP
Enpure: Contact with sword removes negative statii
Enpoison: Contact with sword may cause Poison
Enparalyze: Contact with sword may cause Paralyze
Enstone: Contact with sword may cause Petrify
Ensilence: Contact with sword may cause Silence
Enbreak: Contact with sword may cause Petrify and Death
Endeath: Contact with sword may cause Death
Endrain: Contact with sword steals HP
Enaspir: Contact with sword steals MP
Enraspir: Contact with sword damages MP
De- series: Contact with sword steals ability scores
Release: Expend current enchantment for special attack
Counter-Enchant: Respond to attack with Sword Magic
Arcane Aura: Increases effectiveness of attack magic

Ninja
Tonko Ichi/Ni: Renders user Invisible
Utusemi Ichi/Ni: Creates shadow clones of user; can misdirect enemy attacks
Raiton Ichi/Ni: Lightning damage, lowers Earth resistance
Suiton Ichi/Ni: Water damage, lowers Lightning resistance
Doton Ichi/Ni: Earth damage, lowers Wind resistance
Huton Ichi/Ni: Wind damge, lowers Ice resistance
Hyoton Ichi/Ni: Ice damage, lowers Fire resistance
Katon Ichi/Ni: Fire damage, lowers Water resistance
Kurayami Ichi/Ni: Chance of Blind
Hojo Ichi/Ni: Chance of Slow
Dokumori Ichi: Chance of Poison
Jubaku Ichi: Chance of Paralyze
Throw: Allows use of thrown weapons including shuriken, skeins, and old weapons
Unspell: Removes positive statii from enemy
Sunken State: Responds to physical attack with Invisible
Displacement: Pre-emptively responds to physical attack with short-range teleport
Two Swords: Allows use of two one-handed weapons at the same time
Water Walk: Allows the user to walk on the surface of water

Paladin
Subdue: Low physical damage
Disarm: Chance of removing weapon from enemy hands
Parley: Attempts to convince critical enemy to leave battle
Stasis Sword: Ice damage, chance of Stop
Split Punch: Holy damage, chance of Death Sentence
Crush Punch: Holy damage, chance of instant Death
Lightning Stab: Lightning damage, chance of Silence
Holy Explosion: Holy damage in line, chance of Confusion
Saint Cross: Holy damage to adjacent enemies
Holy Blade: Heavy Holy damage
Shield Bash: Pre-emptively respond to physical attack with shield attack
Holy Aura: Increases damage of Holy Sword abilities

Samurai
Oversoul: Binds soul to user, increases physical attack and speed
Draw Out: Releases bound soul from katana, different effects depending on blade
Coin Toss: Pay Gil for physical attack
Dispatch: Chance of reducing enemy to critical status
Slash: Area attack
Stunner: Chance of resetting enemy's turn
Empower: Increases ally's physical attack and defense
Hayate: Increases evasion, chance of Haste
Zantetsuken: Chance of instant Death
Iaijutsu: Pre-emptively respond to physical attack with attack
Third Eye: Pre-emptively dodge physical attack
Equip Katana: Allows use of katana regardless of job

Summoner
Summoning: Summons an allied Guardian Spirit to battle alongside user
Astral Flow: Increases Guardian Spirits' strength temporarily
Blood Pact: Activates Guardian Spirits' special attacks
Avatar: Allows Guardian Spirit to use caster as their avatar; very powerful abilities, but physically exhausting on caster
Last Ether: Responds to critical status with Ether (free)
Half MP: Reduces all spells' MP costs by half

Alexander: Rampart (physical damage); Banishra (Holy damage); Purify (removes negative statii from allies); M-Barrier (Chance of Protect, Shell, Regen, Reraise, and Haste on allies); Holy Fire (Holy/Fire damage); Holy Judgement (Overdrive; high Holy damage)
Anima: Howl (physical damage); Fear (chance of forcing enemy to flee); Torment Chains (physical damage, chance of Bind on enemies); Frighten (chance of lowering enemies's stats); Pain (physical damage, chance of Death Sentence); Oblivion (Overdrive; physical damage; chance of instant Death)
Asura: Kris Naga (physical attack); Curaga (restore allies' HP); Protect (chance of Protect on allies); Raise (revives KO'd allies); Triple Triad (Overdrive; restores allies' HP, temporarily increases stats, gives Protect and Shell)
Atomos: Roar (physical damage); Gravira (Gravity damage); X-Zone (chance of instant Death); Dark Wave (Dark damage); Gravija (Gravity damage); Wormhole (Overdrive; high Gravity damage)
Bahamut: Talon (physical damage); Flare (non-elemental damage); Decaflare (non-elemental damage); Rend (triple physical damage); Dragon Blood (increases all allies' stats); Megaflare (Overdrive; very high non-elemental damage)
Bismark: Body Splash (physical damage); Watera (Water damage); Tsunami (Water damage); (Sea Song): Water damage
Carbuncle: Healing Ruby (heals ally's HP); Poison Nail (Poisons enemy); Shining Ruby (Protect and Shell on allies); Glittering Ruby (Randomly enhances on stat on allies); Ruby Light (Overdrive; Reflect on all allies)
Cerberus: Deadly Bite (physical damage); Hellra (Dark damage); Dark Howl (Dark damage); Triple Bite (triple physical damage); Counter Rockets (chance of Double or Triple on allies); Triple Hell (Overdrive; high Dark damage)
Cyclops: Slam (physical damage); Blizzara (Ice damage); Angry Glare (Blinds enemies); Twin Slam (double physical damage); Frozen Shield (raises allies' defense); Cold Glare (Overdrive; high Ice damage)
Diablos: Dark Talon (physical damage); Gravira (Gravity damage); Shadow Barrier (Utusemi on allies); Dark Blade (increases effectiveness of allies' Dark magic); Shadow Wave (area Gravity damage); Darkness Named (Overdrive; high Gravity damage)
Doom Train: Bodyslam (physical attack); Steam Whistle (Silent, Paralyze on enemies); Dead Glare (Instant Death); Full Boiler (Haste on allies); Steam Burst (Poison damage); Runaway Train (Overdrive; high Poison damage, random negative statii)
Efreet: Punch (physical damage); Fira (Fire damage); Burning Strike (Fire damage); Double Punch (double physical damage); Crimson Howl (enhances allies; physical attack); Hellfire (Overdrive; high Fire damage)
Fenrir: Rend (physical attack); Wicked Howl (Dark damage); Evil Glare (chance of forcing enemies to flee); Wild Rush (random melee damage to all enemies); Lunar Roar (increases allies' physical attack, chance of Berserk); Ragnarok (Overdrive; high Dark damage)
Garuda: Claw (physical damage); Aera (Wind damage); Whispering Wind (restores allies; HP); Hastega (Haste on allies); Aerial Armor (Blink on allies); Aerial Blast (Overdrive; high Wind damage)
Gilgamesh: Random attack - Excalibur (medium physical damage); Masamune (strong physical damage); Zantetsuken (instant Death); Excalipoor (1 damage)
Golem: Stone Fist (physical attack); Quakera (Earth damage); Rock Shield (Protect and Stoneskin to allies); ; (Earth's Embrace): Prevents damage to allies
Hades (Black Cauldron): Poison damage, random negative statii
Ixion (Thor's Hammer): Lightning damage
Kirin (Life Guard): Regen on all allies
Kjata (Tetra-Disaster): Fire/Lightning/Ice/Earth damage
Leviathan: Barracuda Dive (physcial damage); Watera (Water damage); Tail Whip (lowers enemy speed); Spring Water (restores allies' HP, removes negative statii); Tidal Wave (Overdrive; high Water damage)
Lich (Impure Wave): Dark damage
Madeen (Chaos Wing): Non-elemental damage
Midgar Zolom (Earth Aura): Earth damage
Mist Dragon (Deadly Mist): Non-elemental damage
Odin (Zantetsuken/Gungnir): Chance of instant Death (physical attack if enemy resists Death)
Palidor (Sonic Drive): Physical attack
Pandemona (Tornado Zone): Wind damage
Phantom (Fade Away): Invisible on all allies
Phoenix (Flame of Rebirth): Fire damage, Raise on all allies
Quezacoatl (Thunderstorm): Lightning damage
Ramuh: Shock Strike (Stuns enemy); Thundara (Lightning damage); Rolling Thunder (Enthunder on allies); Thunderspark (Lightning damage, chance of Paralyze); Lightning Armor (Shock Spikes on allies); Judgement Bolt (Overdrive; high Lightning damage)
Remora (Latch On): Drains HP
Salamander (Fire Wave): Fire damage
Shiva: Ace Kick (physical damage); Blizzara (Ice damage); Frost Armor (Ice Spikes on allies); Sleepga (Sleep on enemies); Double Slap (double physical attack); Diamond Dust (Overdrive; high Ice damage)
Silf (Still Air): Silence on all enemies
Siren (Silent Voice): Non-elemental damage, Silence on all enemies
Seraphim (Revival): Raise and Curaga on all allies
Starlet (Group Hug): Cura on all allies
Sylph (Whispering Wind): Cure on all allies
Titan: Rock Throw (physical attack, chance of lowering enemy's speed); Quakera (Earth damage); Rock Buster (Binds enemy); Megalith Throw (physical attack, chance of lowering enemy's speed); Earthen Ward (gives allies Stoneskin); Gaea's Anger (Overdrive; high Earth damage)
Tritoch (Tri-Dazer): Fire/Ice/Lightning damage
Typhon (World Reversal): Wind damage
Unicorn (Healing Horn): Removes negative statii from all allies
Valefor (Energy Blast): Non-elemental damage
Yojimbo (Daigoro/Kozuka/Wakizashi/Zanmato): Physical damage; strength dependant upon payment
Zodiac (Star's Glare): Non-elemental damage
Zone Seek (Dimension Wall): Protect and Shell on all allies

Time Mage
Haste/ra: Chance of Haste
Slow/ra: Chance of Slow
Gravity/ra/ga/ja: Gravity damage
Meteor/Meteor Swarm/Meteor Shower: Non-elemental damage
Magnet/Magna/Magnega: Attracts enemies to caster
Starlight/Star Cross/Southern Cross: Light damage, chance of Blind
Stop: Chance of Stop
Quick: Chance of instant action
Float: Makes ally float over the ground
Reflect: Gives shield that reflects magic
Warp: Allows ally to escape battle
Escape: Allows party to leave dungeon/maze/building
Teleport: Teleport to certain magical landmarks
Meteo: High non-elemental damage
X-Zone: chance of instant Death
Galaxy Stop: Chance of Stop, Bind, Disable, Paralyze
Last Quicken: Respond to critical status with immediate action

Extra Spells
Cantrip (B): Causes minor magical effects, such as cleaning, warming/cooling, etc.
Detect (B/W): Detects magic within a local area.
Light (B/W): Causes an object to give off light equal to a torch.
Mark (B): Creates a magical symbol.
Open/Close (B/W): Opens or closes an unlocked object.
Pure (W): Purifies food or water of all poisons, toxins, spoilage, etc.
Read Magic (B/W): Allows user to read magical writing.
Repair (B/W): Repairs minor damage to an object.
Signet (W): Magically tracks information for guild usage.
Spring (W): Creates a small amount of drinkable water.
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Kagato9999
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The Blade that Cuts Injustice
Big Note:

Totally up for making exceptions and compromises depending on the build you plan to make. Just talk to me and we'll work stuff out.
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