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Job Abilities and What They Do

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Marth-chan
Captain

PostPosted: Sun Apr 12, 2009 8:51 pm


Here is a listing of every job and their abilities for this role-playing system, including the Homebrew jobs.

Please take note that jobs that are shared by more than one race will appear in the listing for the first race listed not in the section for that race.

The listing is as follows:
Hume
Bangaa
Nu Mou
Viera
Moogle
Seeq
Gria

Termonology:

Remove/Prevent/Null Debuffs: This means that the “Debuffs” stated include: Poison, Sleep, Confusion, Berserk, Disable, Immobilize, Charm, Silence, Addle, Blind and Doom. (Stop, Slow and Down are not included and are not removed/Prevented. Esuna/ga does not remove these.)

If I do not specify any special rules about Chance of hitting or damage, then it is calculated normally.

Total: The Maximum a character's stat is when not affected by buffs, debuffs or damage.

Current: A stat after buffs, debuffs and/or damage and healing

Range Key:
If no range is specified, then ability will target one unit based on weapon range (sword = adjacent; spear = one to two spaces away)
Range – Self = ability can only be used in the unit using the ability
Range – number (EX - 4) = ability epicenter can be as many as four spaces away
Range – T = Ability targets all units one space in front and three after that:
(A = Ability target, O = Not Targeted; U = Unit using ability)
AAA
OAO
OUO
Range – All opposing units = All opposing units are targeted.
Range – All Units = All units excluding self (unless specified otherwise) are targeted.
Remember, damage order goes from top-left to bottom right.
------→
------→
------→


Area Key:
Area = One space from epicenter
(A = Area Targeted; O = Not Targeted)
OAO
AAA
OAO
2 by 2 = Two spaces from epicenter in stead of 1
(A = Area Targeted; O = Not Targeted)
OOAOO
OOAOO
AAAAA
OOAOO
OOAOO

Remember, damage order goes from top-left to bottom right.
------→
------→
------→

Reaction Abilities:
When a Reaction Ability is triggered, unit whose Reaction Ability is triggered must make a post Titled with “Reaction = __________” and carry out the effects of the ability. Post can be made anytime, but is best posted immediately after Ability is triggered.

Ailment Key:
All ailments last for three turns unless specified otherwise. Upon beginning of the ailed unit’s fourth turn, the effect disappears and unit may take their turn normally.
Poison – (Lasts until removed) At the start of units turn, unit must take damage equal to Unit’s Weapon ATK – (Unit’s Weapon DEF / 2). The result is then halved.
Sleep – Unit may not take their turn, all abilities will have a 100% chance to hit. Can be removed by being hit with a damaging ability.
Confuse – When using an ability, unit must roll two dice for chance of hitting. Both dice must exceed target AC, otherwise the attack fails. When using the “Fight” command, unit must roll two dice for chance of hitting. Both dice must exceed target AC otherwise unit will take damage instead. Can be removed by being hit with a damaging ability.
Slow – Unit moved down in the Initiative Queue by 2
Berserk – Unit damage is doubled, and all chance of hitting rolls (after being halved normally) are halved again. Player still has control of unit. Can be removed by being hit with a damaging ability.
Disable – Unit may not use any sort of action.
Immobilize – Unit may not move any spaces (even if he/she can warp or fly)
Charm – The unit that charmed the charmed unit controls that unit. They take over the charmed unit until unit wither takes damage or three turns have passed.
Silence – Unit may not use any ability that consumes MP
Addle – Unit may not use any A-Abilities (Only Fight command)
Blind – (Lasts until removed) When unit rolls for chance of hitting (after normally being halved), result is halved again. Also, units attacking the affected unit do not have to halve their die rolls.
Doom – After Doomed unit takes two turns, on their third turn, they are KOed
Down – Undead units only. When HP reaches 0, unit becomes Downed until their fourth turn after being downed. When their fourth turn comes around, there are brought back at full HP at the bottom of the Initiative Queue.
HP Critical – When unit HP is at 2/10th of max HP

Buffs:
Haste – Unit is moved up in Initiative Queue by 2
Primed – Unit may use certain other abilities
Reflect – All magic abilities are prevented and are instead cast on the caster  
PostPosted: Sun Apr 12, 2009 8:57 pm


HUME JOBS

SOLDIER
~~~~~~~~~~~
Available to: Humes only
Requirements: None
Ability Type: Physical

Arts of War
==========
First Aid | Broadsword | 100 AP | A | Range / Self / 100% chance of hitting / Cure HP equivalanet to Unit WpnATK – (Unit WpnDEF / 2)
Powerbreak | Barong | 200 AP | A | Range – Dependant on weapon – one target / Multiply target Weapon ATK by .9, result is target current ATK for three turns
Mindbreak | Buster Sword | 200 AP | A | Range – Dependant on weapon – one target / Multiply target Magic POW by .9, result is target current POW for three turns
Magicbreak | Ancient Sword | 200 AP | A | Range – Dependant on weapon – one target / Damage is applied to MP not HP
Speedbreak | Silver Sword | 200 AP | A | Range – Dependant on weapon – one target / Lower target AC by 1 for three turns
Mug | Diamond Sword | 300 AP | A | Range – One adjacent unit / Roll two chance of hitting dice. The first result if for damage, the second is to steal gil equivalent to target level X 50 (Gil is added to own inventory after battle, just take note of the gil stolen)
Provoke | Blood Sword | 300 AP | A | Range – Dependant on weapon – one target / No damage, roll a chance to hit to Berserk target for three turns
Gauge | Burglar Sword | 300 AP | A | This ability has been removed and replaced with the following: Range – Self / 100% chance of hitting / The next time the unit is dealt damage, attacker also takes damage equivalent to half the damage the unit took (Reaction abilities will still activate). If not attacked until users next turn, effect disappears.
Monkey Grip | Vigilante | 300 AP | S | Must be equipped to S-Support / User may hold two-handed weapons (Except Bows, Greatbows and Cannons) in one hand to allow for a shield to be equipped.
Shieldbearer | Bronze Shield | 300 AP | S | Must be equipped to S-Support / Unit may equip a Sheild no matter what job

Note: Shieldbearer can also be learned from the Opal Shield.

PALADIN
~~~~~~~~~~~
Available to: Humes only
Requirements: 3 Soldier A-abilities
Ability Type: Physical

Chivalry
========
Nurse | Defender | 100 AP | A | Range – Self / 100% chance of hitting / Cure HP and some debuffs* for self and all adjacent units.
Defend | Lionheart | 200 AP | A | Range – Self / 100% chance of hitting / Weapon DEF and Magic RES are multiplied by 1.5 until next turn
Cover | SaveTheQueen | 200 AP | A | Range – 5 – one target / 100% chance of hitting / Select any allied unit, when that unit is dealt damage next turn, user will take damage instead. When damage is calculated it is to be with the stats of the user of this ability (A.K.A. Use this unit’s WpnDEF or MagRES instead of those of the unit being attacked)
Parley | Barong | 200 AP | A | This ability has been removed and replaced with the following: Range – One adjacent unit / If successful, target may not take their next turn.
Saint Cross | Arch Sword | 300 AP | 10 MP | A | Range – all adjacent units / Element – Holy
Holy Blade | Excalibur | 300 AP | 22 MP | A | Range – Varies by weapon – one target / Element – Holy / Damge is multiplied by 1.5, the final result is the damage dealt to target
Reflex | Genji Armor | 300 AP | R | Must be equipped to R-Reaction / When attacked by a unit using the “Fight” command, unit does not take damage
Weapon DEF Up | Diamond Armor | 300 AP | S | Must be equipped to S-Support / Unit total DEF is multiplied by 1.5

(Debuffs removed are: Disable, Immobilize, Poison, Blind and Silence)

FIGHTER
~~~~~~~~~~~
Available to: Humes only
Requirements: 3 Soldier A-abilities
Ability Type: Physical

Pugilism
============
Rush | Sweep Blade | 100 AP | A | Range – One adjacent unit / Push target back one space (Prevents reaction abilities that damage the user)
Wild Swing | Ogun Blade | 200 AP | A | Range – all adjacent units
Beatdown | Shadow Blade | 200 AP | A | Range – One adjacent unit / The result of chance of hitting roll is halved (After normal halving), damage is multiplied by 2
Blitz | Sun Blade | 200 AP | A | Range – One adjacent unit / 100% chance of hitting / damage is halved
Air Render | Atmos Blade | 200 AP | A | Range – 4 – one target
Aurablast | Kwigon Blade | 200 AP | A | Range – 3 / Area
Air Blast | Air Blade | 300 AP | A | Range – T / Element – Wind
Backdraft | Flametongue | 300 AP | A | Element – Fire / Range – One adjacent unit / Damage result is multiplied by 2.5 / After damage is dealt, multiply damage by .25, result is subtracted from User’s HP
Bonecrusher | Ninja Gear | 300 AP | R | Must be equipped to R-Reaction / When dealt physical damage from an adjacent unit, attack back (be sure to roll for chance to hit) at 1.5 damage.
Doublehand | Venus Blade | 300 AP | S | Must be equipped to S-Support / Hold two-handed weapons (Except Bows, Greatbows, and Cannons) in one hand to allow for a Shield to be equipped.

THIEF
~~~~~~~~~
Available to: Humes and Moogles
Requirements: None
Ability Type: Physical

Thievery
=====

Steal: Armor | Rondell Dagger | 300 AP | A | Range – One adjacent unit / No damage / After rolling chance of hit (And dividing in half), divide result in half again / If successful, unit steals target Equipped Armor (Armor is added to inventory after battle)
Steal: Shield | Scramasax | 200 AP | A | Range – One adjacent unit / No damage / After rolling chance of hit (And dividing in half), divide result in half again / If successful, unit steals target Equipped Shield (Shield is added to inventory after battle)
Steal Accessory | 300 AP | A | Range – One adjacent unit / No damage / After rolling chance of hit (And dividing in half), divide result in half again / If successful, unit steals target Equipped Accessory (If there are two Accessories, unit steals the first Accessory from top to bottom – If this ability is used on the same target again, Change of hitting is halved again / Accessory is added to Inventory after battle)
Steal: Helm | Kard | 300 AP | A | Range – One adjacent unit / No damage / After rolling chance of hit (And dividing in half), divide result in half again / If successful, unit steals target Equipped Helmet (Helmet is added to inventory after battle)
Steal: Weapon | Sword Breaker | 300 AP | A | Range – One adjacent unit / No damage / After rolling chance of hit (And dividing in half), divide result in half again / If successful, unit steals target Equipped Weapon (Weapon is added to inventory after battle)
Steal: Gil | Jackknife | 100 AP | A | Range – One adjacent unit / No damage / After rolling chance of hit (And dividing in half), divide result in half again / Gil stolen is equivalent to this equation: target level X 50 (Gil is added to inventory after battle)
Steal: Shoes | Cinquedea | 300 AP | A | Range – One adjacent unit / No damage / After rolling chance of hit (And dividing in half), divide result in half again / If successful, unit steals target Equipped Footwear (Footwear is added to inventory after battle)
Counter | Chainmail | 150 AP | R | Must be equipped to R-Reaction / When dealt physical damage from an adjacent unit, unit attacks that unit back (be sure to roll for chance to hit)
Safeguard | Adamant Vest | 150 AP | S | Must be equipped to S-Support / Unit equipment cannot be broken/destroyed or stolen. All “Steal” and “Break” abilities will automatically fail.

NINJA
~~~~~~~~~
Available to: Humes only
Requirements: 4 Thief A-abilities
Ability Type: Magick

Ninjutsu
===========
Throw | Kunai | 100 AP | A | Range – 4 – one target / Throw Weapon from inventory / Damage is equivalent to Weapon’s Attack
Wood Veil | Kotetsu | 200 AP | 4 MP | A | Range – 4 – one target / Roll a second die to Immobilize target
Fire Veil | Ashura | 200 AP | 4 MP | A | ] Range – 4 – one target / Element – Fire / Roll a second die to Confuse target
Earth Veil | Osafune |200 AP | 4 MP | A | Range – 4 – one target / Element – Earth / Roll a second die to Slow target
Gold Veil | Kiku-ichimonji | 200 AP | 4 MP | A | Range – 4 - one target / Roll a second die to Blind target
Water Veil | Murasame | 200 AP | 4 MP | A | Range – 4 – one target / Roll a second die to Silence target
Unspell | Ama-no-murakumo | 300 AP | 4 MP | A | Range – One adjacent unit / No damage, if successful, remove all buffs from target
Oblivion | Masamune | 300 AP| A| Range – One adjacent unit / No damage / if successful, target is Addled
Critical: Haste | Ninja Gear | 300 AP | R | Must be equipped to R-Reaction / When HP reaches Critical (2/10th of total HP), unit receives Haste status for three turns
Dual Wield | Ragetsu-denbu | 999 AP | S | Must be equipped to S-Support / Allows unit to equip two ONE-handed weapons (swords, rods, etc…).

WHITE MAGE
~~~~~~~~~~~~~~
Available to: Humes, Nu Mou and Viera
Requirements: None
Ability Type: Magick

White Magick
===========
Cure | White Staff | 100 AP | 8 MP | A | Range – 4 / Area / Element – Holy / Automatically hits all non-undead units in target area / Heal HP equivalent to user Magic POW – (Target Magic RES / 2)
Cura | Healing Staff | 200 AP | 14 MP | A | Range – 4 / Area / Element – Holy / Automatically hits all non-undead units in target area / Heal HP equivalent to user Magic POW – (Target Magic RES / 3)
Curaga | Spring Staff | 300 AP | 18 MP | A | Range – 4 / Area / Element – Holy / Automatically hits all non-undead units in target area / Heal HP equivalent to User Magic POW – (Target Magic RES / 4 )
Esuna | Spring Staff | 200 AP | 12 MP | A | Range – 4 / Area / Automatically hits all units with ailments within range / Removes all debuffs (Except debuffs like Doom, Defense Down or Speed Down)
Raise | Bless Staff | 200 AP | 10 MP | A | Range – 4 / Element – Holy / Select a space within range, then select a KOed allied unit, that unit is then bought back to the board at 25% HP (Take total HP and multiply by .25, result is current HP). That unit is also placed at the bottom of the Initiative Queue.
Arise | Nirvana Staff | 300 AP | 20 MP | A | Range – 4 / Element – Holy / Select a space within range, then select a KOed allied unit, that unit is then bought back to the board at full HP. That unit is also replaced in their original position in the Initiative Queue.
Reraise | Cheer Staff | 200 AP | 28 MP | A | Range – 4 / Element – Holy / Target is given Re-raise status. When they are KOed, they are brought back at 25% HP (Take total HP and multiply by .25, result is current HP). Re-raise status disappears immediately after.
Refresh | Staff of the Magi | 400 AP | 14 MP | A | Range – 4 / Automatically Hits / Remove all debuffs (Except HP Critical and KO) from target.
Turbo MP | White Robe | 300 AP | S | Must be equipped to S-Support / Doubles MP consumed by magic abilities, however, when using MP consuming magic Chance to hit result is increased by 10 and Damage result is multiplied by 1.5

Remember: All White Magick (Say for Esuna and refresh) damage undead opponents such as Ghosts and Zombies. Be sure to roll a normal chance of hitting die for these opponents. Damage is calculated as one would in the equations given except subtracted from HP instead of being added to HP. Raise follows the same equation as Cura while Arise follows the same equation as Curaga. Also, Raise and Arise will remove Downed Undead from Battle.

BLACK MAGE
~~~~~~~~~~~~~~
Available to: Humes, Nu Mou and Moogles
Requirements: None
Ability Type: Magick

Black Magick
===========
Fire | Rod | 100 AP | 8 | A | Range – 4 / Area / Element - Fire
Fira | Firewheel Rod | 200 AP | 14 MP | A | Range – 4 / Element – Fire / Area / Damage equivalent to User Magic POW – (Target Magic RES / 3)
Firaga | Flame Rod | 300 AP | 18 MP | A | Range – 4 / Element – Fire / Area / Damage equivalent to User Magic POW – (Target Magic RES / 4)
Thunder | Rod | 100 AP | 8 MP | A | Range – 4 / Area / Element - Lightning
Thundara | Thunder Rod | 200 AP | 14 MP | A | Range – 4 / Element – Lightning / Area / Damage equivalent to User Magic POW – (Target Magic RES / 3)
Thundaga | Thor Rod | 300 AP | 18 MP | A | Range – 4 / Element – Lightning / Area / Damage equivalent to User Magic POW – (Target Magic RES / 4)
Blizzard | Rod | 100 AP | 8 MP | A | Magickal / Range – 4 / Area / Element - Ice
Blizzara | Sleet Rod | 200 AP | 14 MP | A | Range – 4 / Element – Lightning / Area / Damage equivalent to User Magic POW – (Target Magic RES / 3)
Blizzaga | Chill Rod | 300 AP |18 MP | A | Range – 4 / Element – Lightning / Area / Damage equivalent to User Magic POW – (Target Magic RES / 4)
Magic Counter | Samite Coat | 300 AP | R | Must be equipped to R-Reaction / Must be able to pay MP cost / When attacked with Magic abilities, unit casts the same spell back at original caster. There is no area effect.
Geomancy | Sage’s Robe | 300 AP | S | Must be equipped to S-Support / When dealing elemental damage, target Resistance is lowered by one level (Resistance cannot go below “Weak”)

ILLUSIONIST
~~~~~~~~~~~~~~~
Available to: Humes and Nu Mou
Requirements: 2 White Mage and 4 Black Mage A-abilities
Ability Type: Magick

Illusion
==============
Prominence | Firewheel Rod | 100 AP | 28 MP | A | Range – All opposing units / Element – fire
Tempest | Thunder Rod | 100 AP | 28 MP | A | Range – All opposing Units / Element – lightning
Freezeblink | Sleet Rod | 100 AP | 28 MP | A | Range – All opposing Units / Element – Ice
Star Cross | Crown Scepter | 300 AP | 28 MP | A | Range – All opposing Units / Element – Holy
Stardust | Stardust Rod | 300 AP | 28 MP| A | Range – All opposing Units
Deluge | Chill Rod | 300 AP | 28 MP | A | Range – All opposing Units / Element – Water
Rockfall | Terre Rod | 200 AP | 28 MP | A | Range – All opposing Units / Element – Earth
Wild Tornado | Thor Rod | 200 AP | 28 MP| A | Range – All opposing Units / Element – Wind
Absorb MP | Lordly Robe | 300 AP | R | Must be equipped to R-Reaction / When attacked with a Magic Attack, unit adds MP cost of attack to own MP
Halve MP | Luminous Robe | 300 AP | S | Must be equipped to S-Support / When using an ability that consumes MP, MP cost is halved

Remember, when targeting units. The top-lefthand unit is targeted first, followed by the top-righthand unit, then the bottom lefthand unit and finally the bottom righthand.

BLUE MAGE
~~~~~~~~~~~~~
Available to: Humes only
Requirements: 2 White Mage and 2 Black Mage A-ability
Ability Type: Magick

Blue Magick
===========
Magick Hammer | 4 MP | A | Range – 3 – one target / Damage is applied to MP not HP
White Wind | 20 MP | A | Magickal / Range – 3 / Area / 100% chance of hitting / Restore HP to all units by current HP (Ex. If user has 76 HP, all units are healed 76 HP – user can target self)
Angel Whisper | 32 MP | A | Range – 3 – one target / Element – Holy / 100% chance of hitting all non-undead units / Restore HP equivalent to User Magic POW – (Target Magic RES / 2) and deliver ReRaise buff
Night | 22 MP | A | Range – All opposing units / Roll a die for every unit on the board, including self. (Remember, first result is for the top left-hand unit, second result is the next unit moving to the right or on the next row if no units are on the top row. And moving to the right, then down, then right and so on.) Sleep debuff is applied to all successful hits. NO damage.
Screech | 8 MP | A | Range – 3 – one target / Roll a second die for Confuse debuff
War Dance | 12 MP | A | Range – 4 / Area / The Weapon ATK of all units within target area is multiplied by 1.5 for three turns.
Roar | 8 MP | A | Range – All Units / All buffs are removed from all units, no exceptions.
Sandstorm | 12 MP | A | Range – 4 / Area / Element – Earth / Roll a second die for chance to Blind targets.
Cornered | 4 MP | A | Range – Dependant on weapon – one target / 100% chance of hitting / Can only be used if own HP is 1. Deal 999 damage to one unit.
Matra Magic | 22 | A | Range – 3 / Swap target current HP with target current MP
Bad Breath | 8 MP | A | Range – T / Roll three dice per target. First three results are for one target – first result is for Blind, second for Silence and third for Poison. Then the next three results are for the next target in same order. And so on.
Eerie Sound Wave | 8 MP | A | Range – 4 – one target / 100% chance of hitting / No damage / Remove buffs from target
Unction | 8 MP | A | Range – 4 / This ability has been removed and replaced with the following: Range – One adjacent unit / No damage, roll to inflict Addle effect on target
Self-destruct | 8 MP | A | Magickal / Range – All adjacent units / KO self / Multiply damage result by 3
Doom | 8 MP | A | Range – 4 – one target / No damage / Doom one target
Roulette | 12 MP | A | This ability has been removed and replaced with the following: Magickal / Range – All Units / Roll a 100 sided die. If any unit is the same level as the die result, that unit is instantly KOed. (If all units on the field are KOed, battle may be done over).
Quake | 12 MP | A | Magickal / Range – 3 / Area / Element – Earth
Expose Weakness | 8 MP | A | Range – 4 – one target / Dive target Weapon DEF and Magic RES in half for three turns
Mighty Guard | 8 MP | A | Range – 4 – one target / Multiply target Weapon DEF and Magic RES by 1.5 for three turns.
Dragon Force | 8 MP | A | Range – 4 – one target / Multiply target Weapon ATK and Magic POW by 1.5 for three turns.
MP Shield | Mirage Vest | 450 AP | R | Must be equipped to R-Reaction / When dealt damage, damage is applied to MP instead of HP. If damage dealt is greater than current MP, difference is applied to HP.
Learn | Light Saber | 100 AP | S | Must be equipped to S-Support (For Blue Mage missions, it must be equipped or unit will not learn ability) / Mastery of this ability allows unit to take on Blue Mage missions.
Immunity | Survival Vest | 250 AP | S | Must be equipped to S-Support / Neither buffs or debuffs can be removed from unit.

The abilities learned from monsters will have to be acquired by other means. Every month, a “Blue Mage” quest will appear at the pub for Blue Mages. Completion of this quest will result in mastering the ability. The Blue Mage unit MUST have Learn equipped to S-Support during this battle.

ARCHER
~~~~~~~~~~~
Available to: Humes and Viera
Requirements: None
Ability Type: Physical

Precision
===
Focus | Longbow | 100 AP | A | Range – Self / 100% chance of hitting / Multiply Weapon ATK by 1.5 until unit uses another action command.
Leg Shot | Thorn Bow | 200 AP | A | Range – Variant on weapon – one target / No damage / Chance of hitting is to inflict Immobilize status.
Arm Shot | Nail Bow | 200 AP | A | Range – Variant on weapon – one target / No damage / Chance of hitting is to inflict Disable status.
Cupid | Artemis Bow | 200 AP | A | Range – Variant on weapon – one target / No damage / Chance of hitting is to inflict Charm status.
Burial | Silver Bow | 300 AP | A | Range – Variant on weapon – one target / No damage, roll result (after being halved normally) is divided by 3. If successful, remove undead target from battle. If target is already Downed, attack automatically hits.
Take Aim | Yoichi Bow | 300 AP | A | Range – Variant on weapon – one target / 100% chance of hitting / damage result is halved.
Lightning Strike | Perseus Bow | 300 AP | A | Range – Variant on weapon – one target / Target R-Reaction ability does not activate.
Blackout | Char Bow | 200 AP | A | Range – Variant on weapon – one target / No damage / Chance to hit roll is for Darkness effect.
Archers’s Bane | Green Beret | 300 AP | R | Must be equipped to R-Reaction / When being targeted by an ability that requires use of an arrow, the ability automatically misses.
Concentrate | Target Bow | 300 AP | S | Must be equipped to S-Support, when rolling for chance of hitting, add 1 to result (after being halved normally).

HUNTER
~~~~~~~~~~~
Available to: Humes and Gria
Requirements: 3 Archer A-abilities
Ability Type: Physical

Trapping
====
Sonic Boom | Cranequin | 200 AP | A | Range – 4 / Area
Oust | Windslash Bow | 200 AP | A | This ability has been removed and replaced with the following: Range – Variant on weapon – one target / If successful, deal damage equivalent to amount of debuffs on target. (0 = 10, 1 = 20, 2 = 30, 3 = 40, etc etc.)
Advice | Twin Bow | 100 AP | A | Range – one adjacent unit / This ability has been removed and replaced with the following: Increase target AC by 1 for three turns.
Vital Shot | Elfin Bow | 300 AP | A | Range – Variant on weapon – one target / Roll a 12 sided die, ailment depends on number: 1 = Poison; 2 = Confuse; 3 = Charm; 4 = Addle; 5 = Blind; 6 = Berserk; 7 = Disable; 8 = Immobilize; 9 = Silence; 10 = Sleep; 11 = Slow; 12 = HP Critical
Hunting | Hunt Bow | 300 AP | A | Range – Variant on weapon – one target / If this attack results in a KO, gain 10 extra EXP.
Counter Force | Master Bow | 200 AP | A | Range – Variant on weapon – one target / No damage / If successful, target becomes Addled.
Ultima Shot | Seventh Heaven | 999 AP | A | Range – Variant on weapon – one target / After calculating damage, multiply result by 3.5, result is damage dealt.
Sidewinder | Hades Bow | 300 AP | A | Range – Variant on weapon – one target / If successful, damage calculating is as such: Target Level x Unit Level (Against monsters, the damage result is multiplied by 2.5)
Regenerate | Gaia Gear | 300 AP | R | When dealt damage, Regen-status is activated. HP healed is equivalent to: Unit Weapon ATK – Unit Weapon DEF / 2
Weapon Attack Up | Nike Bow | 300 AP | S | Must be equipped to S-Support / Multiply total Weapon Atk by 1.5

PARIVIR
~~~~~~~~~~~~~~
Available to: Humes only
Requirements: Mission clear, 3 Soldier A-Abilities
Ability Type: Physical

Bushido
=======
Wind Slash | Murasame | 200 AP | A | Range – 4 – one target / Element – Wind
Iai Blow | Osafune | 300 AP | A | Physical /Range – Variant by Weapon – one target / Can only be used when equipped with a bladed weapon / Roll two chance of hitting dice, one for damage the other to instant KO target.
Blade Slash | Ashura | 200 AP | A | Range – Variant by Weapon – one target / Can only be used when equipped with a bladed weapon / Roll two chance of hitting dice, one for damage, the other to inflict Immobilize status.
Shimmering Blade | Nosada | 400 AP | A | Range – Variant by Weapon – one target / Can only be used when equipped with a bladed weapon / Roll two chance of hitting dice, one for damage, the other to inflict Confuse status.
Skyfury Blade | Kotetsu | 400 AP | A | Range – Variant by Weapon – one target / Can only be used when equipped with a bladed weapon / Roll two chance of hitting dice, one for damage, the other to inflict Berserk status.
Hoarfrost Blade | Ama-no-murakuma | 400 AP | A | Range – Variant by Weapon – one target / Can only be used when equipped with a bladed weapon / Roll two chance of hitting dice, one for damage, the other to inflict Slow status.
Lifethread Blade | Adazuakura | 400 AP | A | Range – Variant by Weapon – one target / Can only be used when equipped with a bladed weapon / Roll two chance of hitting dice, one for damage, the other to inflict Doom status.
Unburden Soul | Bokuen | 400 AP | A | 100% chance of hitting / KO self / Restore all HP to all allies and remove all debuffs
Strike Back | Done Plate | 250 AP | R | When being attacked with the fight command from an adjacent unit, unit takes no damage and instead hits the opponent back for regular damage (be sure to roll for chance of hitting).
Death Strike | Bracers | 150 AP | S | This ability has been removed and replaced with the following: Must be equipped to S-Support / When rolling for chance to hit (after being halved normally) add 1 to result.

SEER
~~~~~~~~~~~
Available to: Humes only
Requirements: Mission Clear, 4 White Mage A-Abilities
Ability Type: Magick

High Magic
======
Recharge | Tome of Ending | 350 AP | 4 MP | A | Range – Self / 100% chance of hitting / Increase own MP by 24 points
Magick Frenzy | Edaroya Scriptures | 550 AP | A | First hit magicakal, second hit physical / Range – varies by magic used / Cast a known High Magic Spell, then perform a standard attack immediately after to the same target/s (Use MagPOW and RES for magic ability; Use MpnATK and DEF for physical attack)
Cura | Battle Folio | 200 AP | 14 MP | A | Range – 4 / Area / Element – Holy / Automatically hits all non-undead units in target area / Heal HP equivalent to user Magic POW – Target Magic RES
Esuna | Urutan Annals | 200 AP | 12 MP | Range – 4 / Area / Automatically hits all units with ailments within range/ Removes all debuffs (Except debuffs like Defense Down or Speed Down)
Raise | Veil of Wiyu | 200 AP | 10 MP | A | Range – 4 – one target / Element – Holy / Select a space within range, then select a KOed allied unit, that unit is then bought back to the board at 25% HP (Take total HP and multiply by .25, result is current HP). That unit is also placed at the bottom of the Initiative Queue.
Fira | Mage Manual | 250 AP | 14 MP | A | Range – 4 / Element – Fire / Area / Damage equivalent to User Magic POW – Target Magic RES
Thundara | Enavia Chronicles | 250 AP | 14 MP | A | Range – 4 / Element – Lightning / Area / Damage equivalent to User Magic POW – Target Magic RES
Blizzara The Arnath Glyphs | 250 AP | 14 MP | A | Range – 4 / Element – Lightning / Area / Damage equivalent to User Magic POW – Target Magic RES
Replenish MP | Black Robe | 350 MP | R | Must be equipped to R-Reaction / When receiving damage, multiply the damage by .2, result is added to MP (unit still takes full damage)
Ribbon-bearer | Orb of Minwu | 300 AP | S | Must be equipped to S-Support / Allows the wearer to equip a Ribbon regardless of gender.
Pierce | Red Robe | 200 AP | S | Must be equipped to S-Support / Ignore target Reflect status if target has Reflect status.

LORD/LADY
~~~~~~~~~~~~
Available to: All Races (Some race specific Abilities)
Requirements: Mission Clear
Ability Type: Physical

Leadership
==========
Keep The Peace | Silver Sword | 100 AP | A | Range – Variant by Weapon – one target / 100% chance of hitting / Damage is halved (After normal halving)
Order | Terre Rod | 150 AP | A | Range – 3 – one target / No damage / If successful, target is dealt Charm debuff
Miracle | Restorer | 200 AP | 14 MP | A | Range – Self and all adjacent units / 100% chance of hitting all non-undead units / Element – Holy / Restore HP equivalent to User Magic POW – [Target Magic RES / 2 ] and remove debuffs
Call to Arms | Blood Sword | 300 AP | 32 MP | A | Range – All allied units / Usable only once per battle / 100% change of hitting / Multiply total weapon ATK by 1.5 for three turns
Justice | Crown Scepter | 350 AP | 12 MP | A | Range – Variant by weapon – one target / No damage / If successful, KO target
In Favor | Heretic Rod | 300 AP | 4 MP | A | Range – self / 100% chance of hitting / Double Current MP (After consuming the 4 MP)
Bringer of Peace | Chirijiraden | 450 AP | 22 MP | A | Range – All opposing units / Unable only once per battle / Roll three chance of hitting dice for each opposing unit: The first for Silence; the second for Blind and the third for Charm  

Marth-chan
Captain


Marth-chan
Captain

PostPosted: Sun Apr 12, 2009 8:58 pm


BANGAA JOBS

WARRIOR
~~~~~~~~~~~~
Available to: Bangaa only
Requirements: None
Attack Type: Physical

Arts of War
==========
First Aid | Shortsword | 100 AP | A | Range - Self / 100% chance of hitting / Restore HP eqivalent to Unit WpnATK – (Unit WpnDEF / 2)
Powerbreak | Samson Sword | 200 AP | A | Range – Variant by Weapon – one target / No damage / Multiply target Weapon ATK by .9, result is target WpnATK for three turns
Mindbreak | Buster Sword | 200 AP | A | Range – Variant by Weapon – one target / No damage / Multiply target Magic POW by .9, result is target MagPOW for three turns
Magicbreak | Falchion | 200 AP | A | Range – Variant by Weapon – one target / No damage / Calculate damage normally but apply to MP not HP
Speedbreak | Silver Sword | 200 AP | A | Range – Variant by Weapon – one target / No damage / Lower target AC by 1 for three turns
Body Slam | Striborg | 300 AP | A | Physical / Range – One adjacent unit / Double damage result, after dealing damage, multiply the total damage by .25, the result is dealt to user.
Greased Bolt | Gale Sword | 300 AP | A | Range – Variant by Weapon – one target / Target R-Reaction ability is unusable against this ability
Downsize | Restorer | 300 AP | A | Range – Variant by Weapon – one target / No damage / If successful, target MP is halved.
Monkey Grip | Predator | 300 AP | S | Must be equipped to S-Support / User may hold two-handed weapons (Except Bows, Greatbows and Cannons) in one hand to allow for a shield to be equipped
Shieldbearer | Bronze Shield | 300 AP | S | Must be equipped to S-Support / Unit may equip a Sheild no matter what job

Note: Shieldbearer can also be learned from the Opal Shield.

DRAGOON
~~~~~~~~~~~~
Available to: Bangaa only
Requirements: 2 Warrior A-abilities
Ability Type: Physical

Dragon Soul
===========
Jump | Javelin | 100 AP | A | Range – 4 – one target / Can only be used with a spear/lance equipped / When rolling for chance of hitting (after halving normally), halve it again. If successful, damage is doubled.
Lancet | Restorer | 300 AP | A | Range – Variant by Weapon – one target / Damage dealt is added to user HP.
Wyrmtamer | Burglar Sword | 200 AP | A | This ability has been removed and replaced with the following: 100% chance of hitting / Summons a Wyrm in the first available top-left space on the field, Wyrm stats are half that of the summoner. On the summoners turn, they may choose to either move the Wyrm or the character. Wyrm will begin with half summoner’s total HP. When HP is depleted, Wyrm is killed. Wyrm counts towards the character limit, Wyrm can only be summoned if there are less characters than the limit on either side. Wyrm will know Fire Breath, Ice Breath and Bolt Breath. Also, if defeated, the Wrym will drop 100 gil to slayer, it will not drop gil is removed by Wyrmkiller. (More than one Wyrm may be summoned, but remember that they count towards the character limit)
Fire Breath | Lava Spear | 300 AP | A | Range – T / Element – Fire
Bolt Breath | Gae Bolg | 300 AP | A | Range – T / Element – Lightning
Ice Breath | Ice Lance | 300 AP | A | Range – T / Element – Ice
Wyrmkiller | Blood Sword | 300 AP | A | This ability has been removed and replaced with the following: 100% chance of hitting / Range – One adjacent Wyrm / Remove summoned Wyrm from the battle. Remaining HP on the Wyrm is added to your total HP.
Bangaa Cry | Dragon Whisker | 200 AP | A | Range – T / Roll a second die for each target to inflict Confuse status.
Dragonheart | Vitanova | 300 AP | R | Must be equipped to R-Reaction / Immediately after being KOed, after ability activates, unit is instantly revived at quarter health (Multiply total HP by .25), but still in its held spot in the Initiative Queue

DEFENDER
~~~~~~~~~~~~~
Available to: Bangaa only
Requirements: 2 Warrior A-abilities
Attack Type: Physical

Warding
======
Whirl Burst | El Cid Sword | 100 AP | A | Range – One adjacent unit / If successful, move target back one space
Meltdown | Vajra | 200 AP | A | Range – One adjacent unit / 100% chance of hitting / KO self / Current HP is applied as damage to all adjacent units
Defend | Lionheart | 200 AP | A | Range – self / 100% chance of hitting / Multiply total Weapon DEF by 1.5 for three turns.
Drop Weapon | Claymore | 200 AP | A | Range – One adjacent unit / No damage / If successful, target drops weapon (Weapon is returned to inventory and can be re-equipped)
Hibernate | Defender | 100 AP | A | Range – Self / 100% chance of hitting / Drop AC to 0 for one turn, all other debuffs are removed.
Mow Down | Stribog | 200 AP | A | Range – One adjacent unit / Drop AC to 0 for one turn, after damage is calculated, multiply it by 3.
Aura | Lohengrin | 300 AP | 28 MP | A | Range – Self / 100% chance of hitting / Regen and Reraise to self
Bulwark | SaveTheQueen | 300 AP | A | Range – self / 100% chance of hitting / Drops AC to 0 until next turn, all damage is prevented until next turn.
Critical: Berserk | Predator | 300 AP | R | Berserk status when HP reaches critical (2/10ths of total HP)
Tank | Platinum Armor | 200 AP | S | Must be equipped to S-Support / Allows user to equip Helms and Heavy Armor.
Weapon Defense Up | Diamond Armor | 300 AP | S | Must be equipped to S-Support / Multiply total Weapon DEF by 1.5

GLADIATOR
~~~~~~~~~~~~~~
Available to: Bangaa only
Requirements: 2 Warrior A-abilities
Ability Type: Physical

Sparring
===============
Rush | Sweep Blade | 100 AP | A | Physical / Range – Variant on weapon – one target / After applying damage, move the target back one space
Wild Swing | Ogun Blade | 200 AP | A | Range – All adjacent Units / Roll a separate die for each target (Target starting with the northern unit, then moving Clockwise – to the right).
Beatdown | Shadow Blade | 200 AP | A | Range – One adjacent unit / After rolling chance of hitting die (after normal halving), halve it again. If successful, double damage.
Blitz | Sun Blade | 200 AP | A | Range – One adjacent unit / After rolling chance of hit die, do not normally halve it. After calculating damage, halve it.
Fire Soul | Flametongue | 200 AP | A | Magic Attack / Range – 4 – one target / Element - Fire
Thunder Assault | Air Blade | 200 AP| A | Magic / Range – 4 – one target / Element - Lightning
Blizzard Tackle | Ice Brand | 200 AP | A | Magic / Range – 4 – one target / Element - Ice
Ultima Sword | Materia Blade | 999 AP | 32 MP | A | Range – Varies by Weapon – one target / If successful, multiply damage by 2.5
Strikeback | Bone Plate | 300 AP | R | When being attacked with the fight command, unit takes no damage and instead hits the opponent back for regular damage.
Doublehand | Venus Blade | 300 AP | S | Must be equipped to S-Support / Hold two-handed weapons (Except Bows, Greatbows, and Cannons) in one hand to allow for a shield to be equipped

WHITE MONK
~~~~~~~~~~~~~~~
Available to: Bangaa only
Requirements: None
Ability Type: Physical

Discipline
=========
Roundhouse | Hard Knuckles | 100 AP | A | Range – All adjacent Units / Roll a separate die for each target (Target starting with the northern unit, then moving Clockwise – to the right).
Air Render | Kaiser Knuckles | 200 AP | A | Range – 3 – one target
Earth Render | Tiger Fangs | 200 AP | A | Element – Earth / Range – All units in a straight 4 line (horizontal or vertical) are targeted, starting with the unit closest to the user.
Aurablast | Godhand | 200 AP | A | Range – 4 / Area
Chakra | Cat Claws | 200 AP | A | Range / Self / Restore HP equivalent to: Unit WpnATK – (Unit WpnDEF / 2)
Revive | Survivor | 300 AP | A | Range – 4 – one target / Element – Holy / 100% chance of hitting any non-undead unit / Select a space within range, then select a KOed allied unit, that unit is then bought back to the board at 25% HP (Take total HP and multiply by .25, result is current HP). That unit is also placed at the bottom of the Initiative Queue. (If the space selected holds an undead unit, this ability acts like “Curaga”)
Exorcise | Rising Sun | 300 AP | A | Range – One adjacent unit / No damage / roll result (after being halved normally) is divided by 3. If successful, remove undead target from battle. If target is already Downed, attack automatically hits.
Holy Sign | White Fangs | 200 AP | A | Range – 4 – one target / 100% chance of hitting / Remove all buffs from target
Reflex | Mirage Vest | 300 AP | R | Must be equipped to S-Support / When attacked by a unit using the “Fight” command from an adjacent tile, unit does not take damage
Counter | Brigandine | 300 AP | R | Must be equipped to R-Reaction / Range – Dependant on Weapon / When attacked with a physical attack, unit counters attack – chance of hitting and damage are calculated normally

BISHOP
~~~~~~~~~~~
Available to: Bangaa only
Requirements: 2 White Monk A-abilities
Ability Type: Magick

Intercession
======
Cura | Healing Staff | 200 AP | 14 MP | A | Range – 4 / Area / Element – Holy / Automatically hits all non-undead units in target area / Heal HP equivalent to user Magic POW – (Target Magic RES / 2)
Dispel | Staff of Blessings | 200 AP | 12 MP | A | Range – 3 / Area / Remove all buffs from target/s
Holy | Nirvana Staff | 300 AP | 32 MP | A | Range – 3 / Area / Element – Holy
Barrier | Pomegranate Staff | 300 AP | 8 MP | A | Range – 3 – one target / 100% chance of hitting / Multiply target Weapon DEF and Magic RES by 1.5 for three turns.
Water | Spring Staff | 200 AP | 14 MP | A | Range – 3 / Area / Element – Water
Aero | Judicer’s Staff | 200 AP | 14 MP | A | Range – 3 / Area / Element – Wind
Break | Snake Staff | 200 AP | 24 MP | A | Range – 3 / After normal chance of hitting roll (after result is normally halved), halve the result. If ability is still successful, target is Petrified for three turns.
Pilfer | Cheer Staff | 150 AP | 6 MP | A | This ability has been modified: Range – 3 – one target / chance of hitting roll is halved (After normal halving) / Steal target Gil equivalent to Target Level X 20 (Gil is added to inventory after battle)
Magick Counter | Samite Coat | 300 AP | R | Must be equipped to R-Reaction / Must be able to pay MP cost / When attacked with Magic abilities, unit casts the same spell back at original caster. There is no area effect.
Half MP | Luminous Robe | 300 AP | S | Must be equipped to S-Support / When using an ability that consumes MP, the MP cost is halved

TEMPLAR
~~~~~~~~~~~~
Available to: Bangaa only
Requirements: 2 Bishop A-abilities
Ability Type: Magick

Sacred Blade
===========
Astra | Save The Queen | 200 AP | 8 MP | A | Range – 4 / Area / 100% chance of hitting / Astra effect prevents the next status ailment successfully administered to unit. Astra lasts until target is dealt a status effect, then removes the effect and disappears.
Piercing Cry | Javelin | 300 AP | A | Range – All Adjacent Units / Lower target/s AC by 1 for three turns
Rasp | Apocalypse | 100 AP | 8 MP | A | Range – 3 / Area / damage is applied to MP not HP
Discipline | Partisan |100 AP|A| Range – Self / 100% chance of hitting / Multiply Weapon ATK by 1.5 for three turns
Silence | Ragnarok | 200 AP | 8 MP | A | Range – 3 – one target / If successful, target is silenced for three turns
Soul Sphere | Arch Sword | 300 AP | A | Range – 4 – one target / MP damage equivalent to Attacker Weapon ATK – (Target Weapon DEF / 2)
Haste | Lohengrin | 200 AP | 8 MP | A | Range – 3 – one target / 100% chance of hitting / Target is moved up in the initiative queue by 3 for three turns.
Lifebreak | Kain's Lance | 300 AP | A | Range – Dependant on Weapon – one target / Can only be used with unit has taken damage and has at least 1 HP missing from Total HP / If successful, deal damage equivalent to HP missing from total HP (Total HP – Current HP = damage)
Bonecrusher | Dragon Mail | 300 AP | R | Must be equipped to R-Reaction / Range – Dependant on Weapon – one target / When attacked with a Physical Attack, attack the attacker back: Calculate damage then multiply by 1.5 (don’t forget to roll normal chance of hitting die)
Weapon ATK Up | Trident | 300 AP | S | Must be equipped to S-Support / Unit total Weapon ATK is multiplied by 1.5

MASTER MONK
~~~~~~~~~~
Available to: Bangaa only
Requirements: Mission Clear; 2 Warrior A-abilities and 2 White Monk A-abilities
Ability Type: Physical

Martial Arts
==========
Pummel | Eight-fluted Pole | 300 AP | A | Range – One adjacent unit / Deal damage twice (Counts as two separate attacks so roll two chance of hitting dice)
Dark First | Battle Bamboo | 300 AP | A | Range – Two spaces in one direction from User / User is dealt damage equivalent to Total damage dealt * .25
Withering Strike | Gokuu Pole | 400 AP | A | Range – 4 – one target / Damage dealt is equivalent to User Total HP – User Current HP
Lifebane | Esztam Baton | 400 AP | A | Range – One adjacent unit / Roll two chance of hitting dice, the first for damage and the second for Doom debuff
Holy Strike | Sanjiegun | 350 AP | A | Range – 4 – one target / Element – Holy
Cross-Counter | Fanatic | 350 AP | A | Range – Variant on weapon – one target / Does not trigger target Counter or Blink Counter / Damage is multiplied by 2.5
Inner Focus | Tonfa | 300 AP | A | Range – Self / Restore HP equivalent to User Total Weapon ATK – (User Total Weapon DEF / 2)
Rend Armor | Cypress Pole | 350 AP | A | Range – variant on weapon – one target / Chance of hitting is halved (after normal halving) / No damage / If successful, target Armor is removed and destroyed
Blink Counter | Bone Armlets | 250 AP | R | Must be equipped to R-Reaction / When attacked with a physical attack from an adjacent unit, user attacks back for a standard attack and moves unit back one space from user
Unscarred | Judicer’s Coat | 150 AP | S | Must be equipped to S-Support / Is only active if Unit has full HP / Weapon ATK and DEF and Magic POW and RES are multiplied by 1.5 until user has less than full HP.

CANNONEER
~~~~~~~~~~~~~~
Available to: Bangaa Only
Requirements: Mission Clear, 2 Dragoon A-Abilities
Ability Type: Physical

Lock On
==========
Prime | Diklum | 150 AP | A | Range – Self / Increase total Weapon ATK by 1.8 for three turns / Can only be used once per battle
Foresight | Supernal Ray | 150 AP | A | Range – Self / Allows user to use two attacks in one turn: Select abilities to be used and their targets / Can only be used once per battle
Buckshot | Omnis Cannon | 150 AP | A | Range – Self / On next turn, this unit’s standard attack does Area damage / Can only be used once per battle
Scope | Ligatur | 150 AP | A | Range – Self / On next turn, when using any ability, add 3 to the chance of hitting result (After normal halving) / Can only be used once per battle
Mortar | Massive Bazooka | 200 AP | A | Range – 4 spaces starting from user / Damage is multiplied by 1.5 / User cannot move next turn
Target | Dromaeo | 250 AP | A | Range – 4 – one target / Select a target within range. On next turn, user has a 100% chance to hit that target (Unless the unit has an item or ability equipped that prevents the attack) and deals 1.5 damage.
Potion Shell | Hand Cannon | 300 AP | A | Range – Varies by weapon – one target / 100% chance to hit / restore 60 HP to target
Ether Shell | Brevis | 500 AP | A | Range – Varies by Weapon – one target / 100% chance to hit / restore 60 MP to target
Blur | Fortune Ring | 150 AP | R | Must be equipped to R-Reaction / All abilities and attacks using a Gun or Hand-Cannon automatically have a 0% chance to hit

TRICKSTER
~~~~~~~~~~~~~~
Available to: Bangaa Only
Requirements: Mission clear, 2 Master Monk A-Abilities
Ability Type: Physical

Card
=======
Snigger | Eight of Hearts | 150 AP | 8 MP | A | Range – 4 – one target / No damage / If successful, target is dealt Berserk status
Suggestion | Six of Diamonds | 450 AP | 32 MP | A | Range – 4 – one target / No damage / If successful, target is dealt Toad status
Hypochondria | Four of Spades | 150 AP | 12 MP | A | Range – 4 – one target / No damage / If successful, target is dealt Poison status
Shadow of Doubt | Jack of Diamonds | 250 AP | 12 MP | A | Range – 4 – one target / No damage / If successful, target is dealt Immobilize status
Charisma | Two of Clubs | 400 AP | 24 MP | A | Range – 4 – one target / No damage / If successful, target is dealt Charm status
Agitate | Queen of Clubs | 400 AP | 8 MP | A | Range – 4 / Can only be used with unit has taken damage and has at least 1 HP missing from Total HP / If successful, deal damage equivalent to HP missing from total HP (Total HP – Current HP = damage)
Traumatize | King of Hearts | 300 AP | 8 MP | A | Range – 4 / If successful, deal damage based on target’s debuffs. If target has no debuffs, attack does 5 damage; 1 debuff = 10 damage; 2 separate debuffs = 20 damage; 3 separate debuffs = 40 damage; 4 separate debuffs = 80 damage; 5 separate debuffs = 160 damage; 6 separate debuffs = 320 damage; 7 separate debuffs = 640 damage; 8 separate debuffs = 999 damage.
Mug | Ace of Spades | 250 AP | A | Roll two separate chance of hitting dice, the first for damage the second for gil theft. Gil stolen is equivalent to target level X 50
Absorb Damage | Thief’s Cap | 250 AP | R | Must be equipped to R-Reaction / When taking damage, 10% of that damage (take damage result and multiply by .1) is added to HP.
Ribbon-bearer | Orb of Minwu | 300 AP | S | Must be equipped to S-Support / Allows the unit to equip the “Ribbon” helmet.

LORD
~~~~~~~~~~~~~~
Available to: Bangaa
Requirements: Mission Clear
Ability Type: Physical

Leadership
==========
Keep The Peace | Javelin | 100 AP | A | Range – Variant by Weapon – one target / 100% chance of hitting / Damage is halved (After normal halving)
Order | Dream Claws | 150 AP | A | Range – 3 – one target / No damage / If successful, target is dealt Charm debuff
Miracle | Survivor | 200 AP | 14 MP | A | Range – Self and all adjacent units / 100% chance of hitting all non-undead units / Element – Holy / Restore HP equivalent to User Magic POW – [Target Magic RES / 2 ] and remove debuffs
Call to Arms | Kain’s Lance | 300 AP | 32 MP | A | Range – All allied units / Usable only once per battle / Multiply total weapon ATK by 1.5 for three turns
Justice | Godhand | 350 AP | 12 MP | A | Range – Variant by weapon – one target / No damage / If successful, KO target
In Favor | Partisan | 300 AP | 4 MP | A | Range – self / 100% chance of hitting / Double Current MP (After consuming the 4 MP)
Dragon Dance | Dragon Whisker | 500 AP | Range – All adjacent units / Element – Fire / Roll two chance of hitting dice: the first for damage and the second for Confusion debuff  
PostPosted: Sun Apr 12, 2009 8:58 pm


NU MOU JOBS

TIME MAGE
~~~~~~~~~~~~~~
Available to: Nu Mou and Moogles
Requirements: 5 Black Mage A-abilities
Ability Type: Magick

Time Magick
==========
Haste | Firewheel Rod | 200 AP | 8 MP | A | Range – 3 – one target / 100% chance of hitting / Target is given Haste buff for three turns
Hastega | Flame Rod | 400 AP | 16 MP | A | Range – 3 / Area / 100% chance of hitting / all units in target area are given Haste buff
Quicken | Thor Rod | 300 AP | 12 MP | A | Range – 3 – one target / 100 % chance of hitting / Immediately after this unit ends their turn, the unit the spell was cast on takes their turn regardless of positioning in Initiative queue. Once that unit has taken their turn, they return to their normal initiative position after the queue resets when the last person takes their turn.
Slow | Terre Rod | 200 AP | 8 MP | A | Range – 3 / Area / If successful target/s are dealt Slow debuff
Reflect | Thunder Rod | 300 AP | A | Range – 3 / Area / 100% chance of hitting / target/s are given Reflect Buff
Stop | Chill Rod | 300 AP | 12 MP | A | Range – 3 – one target / If successful, target cannot take their next three turns.
Extend | Stardust Rod | 150 AP | 8 MP | A | Range – 3 / Area / If successful, target/s buffs and debuffs last for six turns instead of three
Undo | Crown Scepter | 300 AP | 14 MP | A | Range – 3 – one target / If successful, turn target HP and MP to what they were the turn before that unit took their turn
Critical: Quicken | Magus Robe | 300 AP | R | When current HP reaches 2/10ths of total HP, that unit takes their turn unless the unit took damage during their own turn or because of a reaction ability.

ALCHEMIST
~~~~~~~~~~~~~~
Available to: Nu Mou only
Requirements: 2 Illusionist A-Ability
Ability Type: Magick

Alchemy
=============
Astra | Sage Crosier | 200 AP | 8 MP | A | Range – 4 / Area / 100% chance of hitting / unit/s within target area are given Astra buff
Transmute | Zeus Mage | 350 AP | 8 MP | A | If successful, KO target and turn them into Gil (Gil Amount is equivalent to target level X 100 – Gil not taken from target). Target can be revived.
Protometeor | Scorpion Tail | 300 AP | 8 MP | A | Range – 3 / Area
Rasp | Energy Mace | 100 AP | 8 MP | A | Range – 3 / Area / Damage is applied to MP instead of HP
Flare | Lotus Mace | 300 AP | 16 MP | A | Range – 3 – one target / Damage result is doubled
Poison | Druid Mace | 100 AP | 8 MP | A | Range – 4 / Area / No damage / Roll separate chance of hitting die for each target for Poison debuff
Toad | Mandragora | 200 AP | 32 MP | A | Range – 3 – one target / No damage / If successful, deal Toad debuff to target
Magic POW Up | Life Crosier | 150 AP | S | Must be equipped to S-Support / Unit total Magic POW is multiplied by 1.5
Safeguard | Adamant Vest | 300 AP | S | Must be equipped to S-Support / Unit equipment cannot be broken or stolen. All “Steal” abilities will automatically fail
Item Lore | Wizard’s Hat | 400 AP | S | Must be equipped to S-Support / Unit can use the “Item” command even if they have two A-Abilities equipped.

BEASTMASTER
~~~~~~~~~~~~~~~~
Available to: Nu Mou only
Requirements: None
Ability Type: Magic

Beast Lore
=======
Magick Hammer | Demon Bell | 150 AP | 4 MP | A | Range – 3 – one target / Damage is applied to MP not HP
White Wind | Faerie Harp | 250 AP | 20 MP | A | Range – 3 / Area / 100% chance of hitting / Restore HP to all units by current HP (Ex. If user has 76 HP, all units are healed 76 HP – user can target self)
Night | Lamia Harp | 450 AP | 22 MP | A | Range – All Units / No Damage / Roll a die for every unit on the board, including self. (Remember, first result is for the top left-hand unit, second result is the next unit moving to the right or on the next row if no units are on the top row. And moving to the right, then down, then right and so on.) Sleep debuff is applied to all successful hits.
Screech | War Trumpet | 200 AP | 8 MP | A | Range – 3 – one target / Roll a second die for Confuse debuff
War Dance | Glass Bell | 200 AP | 12 MP | A | Range – 4 / Area / The Weapon ATK of all units within target area is multiplied by 1.5 for three turns.
Roar | Frigid Viol | 150 AP | 8 MP | A | Range – All Units / 100% chance of hitting / All buffs are removed from all units.
Sandstorm | Earth Bell | 300 AP | 12 MP | A | Range – 4 / Area / Element – Earth / Roll a second die for chance to Blind targets.
Cornered | Faerie Harp | 300 AP | 4 MP | A | Can only be used if own HP is 1 / Range – 3 – one target / 100% chance of hitting / Deal 999 damage to one unit.
Matra Magic | Conch Shell | 150 AP | 22 MP | A | Range – 3 – one target / Swap target current HP with target current MP
Bad Breath | Blood Strings | 250 AP | 8 MP | A | Range – T / Roll three dice per person. First three results are for one target – first result is for Blind, second for Silence and third for Poison. Then the next three results are for the next target in same order. And so on.
Eerie Sound Wave | Shining Lute | 200 AP | 8 MP | A | Range – 4 – one target / 100% chance of hitting / Remove buffs from target
Unction | Lamia Harp | 250 AP | 8 MP | A | Range – 4 – one target / This ability has been removed and replaced with the following: No damage / roll to inflict Addle effect on target
Self-destruct | Black Quena | 300 AP | 8 MP | A | Range – All adjacent units / KO self /multiply damage result by 3
Doom | Black Quena | 450 AP | 8 MP | A | Range – 4 – one target / Doom one target
Roulette | Anoa/Blueleaf Flute | 12 MP | A | This ability has been removed and replaced with the following: Range – All Units / Roll a 100 sided die. If any unit is the same level as the die result, that units is instantly KOed. (If all units on field are KOed, battle may be done over).
Quake | Satyr Flute | 250 AP| 12 MP | A | Range – 3 / Area / Element – Earth
Expose Weakness | Conch Shell | 250 AP | 8 MP | A | Range – 4 – one target / Dive target Weapon DEF and Magic RES in half for three turns
Mighty Guard | Hurdy Gurdy | 300 AP | 8 MP | A | Range – 4 - one target / 100% chance of hitting / Multiply target Weapon DEF and Magic RES by 1.5 turns.
Dragon Force | Brilliant Theorbo | 350 AP | 8 MP | A | Range – 4 - one target / Multiply target Weapon ATK and Magic POW by 1.5 for three turns.
Critical: Haste | Ninja Gear | 300 AP | R | Must be equipped to R-Reaction / When HP reaches Critical (2/10th of total HP), unit receives Haste status for three turns
Immunity | Survival Vest | 300 AP | S | Must be equipped to S-Support / All buffs and debuffs

SAGE
~~~~~~~~~
Available to: Nu Mou only
Requirements: 2 White Mage and 1 Beastmaster A-abilities
Ability Type: Magic

Sagacity
==============
Blind | Druid Mace | 100 AP | 8 MP | A | Range – 4 / If successful, target is dealt Blind debuff
Water | Battle Mace | 200 AP | 14 MP | A | Range – 3 / Area / Element - Water
Aero | Energy Mace | 200 AP | 14 MP |A| Range – 3 / Area / Element – Wind
Scathe | Morning Star | 450 AP | A | Range – 4 / Area
Esunaga | Life Crosier | 300 AP | 24 MP | A | Range – 4 / Area / 100% chance of hitting / Remove all debuffs from target/s (Except Stop and Slow)
Gigaflare | Lotus Mace | 300 AP | 32 MP | A | Range – 3 / Area / Damage is multiplied by 1.5
Bio | Madragora | 300 AP | 18 MP | A | Range – 3 / Area / Roll two chance of hitting dice for each target, the first for damage and the second from Poison debuff
Ultima Blow | Zeus Mace | 999 AP | 32 | A | Range – Variant by weapon - one target Damage is multiplied by 2.5
Reflex | Ever Robe | 300 AP | R | Must be equipped to S-Support / When attacked by a unit using the “Fight” command, unit does not take damage
Weapon DEF Up | Black Garb | 300 AP | S | Must be equipped to S-Support / Unit total DEF is multiplied by 1.5
Shieldbearer | Round Shield | 150 AP | S | Must be equipped to S-Support / Allows any job to equip a Shield

ARCANIST
~~~~~~~~~~~
Available to: Nu Mou only
Requirements: Mission clear; 2 Time Mage A-abilities
Ability Type: Magick

Arcane Magick
==========
Death | Heretic Rod | 450 AP | 16 MP | A | Range – 3 – one target / No damage / If successful, KO target
Drain | Sleet Rod | 250 AP | 14 MP | A | Range – 4 – one target / If successful, damage dealt is added to current HP
Syphon | Terre Rod | 300 AP | 12 MP | A | Range – 4 – one target / If successful, damage is applied to MP, not HP and damage is added to current HP.
Gravity | Force Rod | 250 AP | 12 MP | A | Range – 3 – oen target / If successful, take target’s current HP and multiply by .25, result is damage dealt to target.
Graviga | Stardust Rod | 450 AP | 22 MP | A | Range – 3 – one target / If successful, halve target’s current HP
Lv. 3 Dark | Flame Rod | 250 AP | 8 MP | A | Range – Any unit whose level can evenly be divided by 3 (3, 6, 9, 12, etc…) / Element – Dark
Lv. 5 Haste | Lilith Rod | 250 AP | 8 MP | A | Range – Any unit whose level can evenly be divided by 5 (5, 10, 15, 20, etc…) / Gives Haste buff
Lv. ? Shadowflare | Bomb Arm | 250 AP | A | Range – Any unit who shares the first digit of their level with the caster / Element – Dark
MP Shield | Mirage Vest | 450 AP | R | Must be equipped to R-Reaction / Damage taken is dealt to MP, not HP. If damage is greater than current MP, then the difference is applied to HP
Pierce | Red Robe | 200 AP | S | Must be equipped to S-Support / Reflect buff will not affect spells cast by this unit

SCHOLAR
~~~~~~~~~~~
Available to: Nu Mou
Requirements: Mission clear, 1 Sage A-ability; 1 Time Mage A-ability
Ability Type: Magic

Lore
==========
Study | Battle Folio | 150 AP | A | This ability has been removed and replaced with the following: Range – 4 – one target / Target chance of hitting roll will have 1 added to result (After normal halving) for three turns
Natural Selection | Enavia Chronicles | 300 AP | 18 MP | A | Range – All of the Selected Race
Earth Dragon Tome | Mage Manual | 300 AP | 28 MP | A | Range – All (even self) / Element – Earth
Rime Bolt Tome | Urutan Annals | 300 AP | 28 MP | A | Range – All (even self) / Element – Ice
Thunder Flare Tome | The Arnath Glyphs | 300 AP | 28 MP | A | Range – All (even self) / Element – Lightning
Shadow Shade Tome | Veil of Wiyu | 300 AP | 28 MP | A | Range – All (even self) / Element – Dark
Force | Tome of Ending | 200 AP | 6 MP | A | This ability has been removed and replaced with the following: Range – 4 / Area / Unit/s affected will not receive the next successful status ailment
Mad Scientist | Edaroya Scriptures | 350 AP | 18 MP | A | Range – 4 / 100% chance of hitting / Roll a standard 6-sided die: 1 = Shell; 2 = Protect; 3 = Haste; 4 = Regen; 5 = Reflect; and 6 = Reraise
Spellbound | Tiara | 150 AP | S | Must be equipped to S-Support / All buffs on unit last for six turns instead of three

LORD
~~~~~~~~~~~
Available to: Nu Mou
Requirements: Mission Clear
Ability Type: Plysical

Leadership
==========
Keep The Peace | Sleet Rod | 100 AP | A | Range – Variant by Weapon – one target / 100% chance of hitting / Damage is halved (After normal halving)
Order | Terre Rod | 150 AP | A | Range – Variant by weapon – one target / No damage / If successful, target is dealt Charm debuff
Miracle | Cure Staff | 200 AP | 14 MP | A | Range – Self and all adjacent units / 100% chance of hitting all non-undead units / Element – Holy / Restore HP equivalent to User Magic POW – [Target Magic RES / 2 ] and remove debuffs
Call to Arms | Bless Staff | 300 AP | 32 MP | A | Range – All allied units / Usable only once per battle / Multiply total weapon ATK by 1.5 for three turns
Justice | Stardust Rod | 350 AP | 12 MP | A | Range – Variant by weapon – one target / No damage / If successful, KO target
In Favor | Heretic Rod | 300 AP | 4 MP | A | Range – self / 100% chance of hitting / Double Current MP (After consuming the 4 MP)
Morale | Cheer Staff | 500 AP | 32 MP | Range – All allied units / Usable only once per battle / 100% chance of hitting / Heal HP equivalent to User Magic POW – (target Magic RES / 2) and give Reraise buff to all targets  

Marth-chan
Captain


Marth-chan
Captain

PostPosted: Sun Apr 12, 2009 8:59 pm


VIERA JOBS

FENCER
~~~~~~~~~~~
Available to: Viera only
Requirements: None
Ability Type: Physical

Fencing
==========
Swarmstrike | Stinger | 100 AP | A | Range – Variant by weapon – one target / Roll two chance of hitting dice, the first for damage and the second for Poison debuff
Shadowstick | Silver Rapier | 200 AP | A | This ability has been removed and replaced with the following: Rance – 3 – one target / No damage / If successful, lower target AC by 1
Checkmate | Gupti Aga | 300 AP | A | Rance – 3 – one target / No damage / If successful, target is dealt Doom debuff
Featherblow | Estoc | 200 AP | A | Range – Variant by weapon – one target / 100% chance of hitting / Damage is divided by 2
Swallowtail | Djinn Flyssa | 300 AP | A | Range – All adjacent units
Manastrike | Mage Masher | 300 AP | A | Range – Variant by weapon – one target / Damage is dealt to MP instead of HP
Piercing Blow | Flamberge | 200 AP | A | Range – Two spaces out from unit in one direction
Nighthawk | Joyeuse | 200 AP | A | Range – 4 – one target
Reflex | Ever Robe | 300 AP | R | Must be equipped to S-Support / When attacked by a unit using the “Fight” command, unit does not take damage
Shieldbearer | Bronze Shield | 300 AP | S | Must be equipped to S-Support / Allows any job to equip a Shield

Note: Shieldbearer can also be learned from the Round Shield.

ELEMENTALIST
~~~~~~~~~~~~~~~~~
Available to: Viera only
Requirements: 2 White Mage A-abilities
Ability Type: Magic

Elemental Magick
============
Fire Whip | Scarlette | 100 AP | 8 MP | A | Range – 4 – one target / Element – Fire / Roll two chance of hitting dice, one for damage and one for Disable debuff
Earth Heal | Fleuret | 200 AP | 6 MP | A | Range – 4 – one target / Element – Earth / Heal HP equivalent to user Magic POW – Target Magic RES / 2
White Flame | Flamberge | 100 AP | 12 MP | A | Range – 4 – one target / Area / Element – Fire / Heal HP equivalent to user Magic POW – Target Magic RES / 2
Shining Air | Djinn Flyssa | 200 AP | 8 MP | A | Range – 4 – one target / Element – Wind / Roll two chance of hitting dice, one for damage and one for Blind debuff
Evil Gaze | Joyeuse | 300 AP | 8 MP | A | Range – 4 – one target / Element – Dark / Roll two chance of hitting dice, one for damage and one for Confuse debuff
Boulder Crush | Estoc | 200 AP | 8 MP | A | Range – 4 – one target / Element – Earth / Roll two chance of hitting dice, one for damage and one for Immobilize debuff
Sliprain | Silver Rapier | 200 AP | 8 MP | A | Range – 4 – one target / Element – Water / Roll two chance of hitting dice, one for damage and one for Slow debuff
Thunderous Roar | Mage Masher | 200 AP | 8 MP | A | Range – 4 – one target / Element – Lightning / Roll two chance of hitting dice, one for damage and one for Silence debuff

RED MAGE
~~~~~~~~~~~~~
Available to: Viera only
Requirements: 1 Fencer A-ability and 1 Elementalist A-Ability
Ability Type: Magic

Red Magick
=========
Fire | Scarlette | 100 AP | 8 | A | Range – 4 / Area / Element - Fire
Thunder | Stinger | 100 AP | 8 MP | A | Range – 4 / Area / Element - Lightning
Blizzard | Flamberge | 100 AP | 8 MP | A | Range – 4 / Area / Element - Ice
Cure | Fleuret | 100 AP | A | Range – 4 / Area / Element – Holy / Automatically hits all non-undead units in target area / Heal HP equivalent to user Magic POW – Target Magic RES / 2
Protect | Djinn Flyssa | 150 AP | 8 MP | A | Range – 4 / Area / 100% chance of hittingMultiply target/s Weapon DEF by 1.5 for three turns
Shell | Mage Masher | 150 AP | 8 MP | A | Range – 4 / Area / 100% chance of hitting / Multiply target/s Magic RES by 1.5 for three turns
Silence | Silver Rapier | 200 AP | 8 MP | A | Range – 3 / Area / If successful, target/s are dealt Silence debuff
Doublecast | Madu | 999 AP | A | User may use two MP-consuming abilities equipped (Be sure to specify that you are using Doublecast
Sticky Fingers | Brigadine | 300 AP | R | Must be equipped to R-Reaction / When an opponent uses either the “Throw” or “Hurl” abilities and targets this unit, this unit will catch the thrown item and add it to their inventory
Magic POW Up | Colichemarde | 300 AP | S | Must be equipped to S-Support / Unit total Magic POW is multiplied by 1.5

SUMMONER
~~~~~~~~~~~~~
Available to: Viera only
Requirements: 2 Elementalist A-abilities
Remember, all Summon Magic has a range of two spaces each direction
Ability Type: Magic

Summoning
============
Unicorn | Cleansing Staff | 200 AP | 16 MP | A | Range – 4 / 2 by 2 Area / Element – Holy / Automatically hits all non-undead units in target area / Heal HP equivalent to user Magic POW – Target Magic RES / 2 and remove status debuffs
Ifrit | Staff of Protection | 200 AP | 16 MP | A | Range – 4 / 2 by 2 Area / Element - Fire
Ramuh | Judicer’s Staff | 200 AP | 16 MP | A | Range – 4 / 2 by 2 Area / Element - Lightning
Shiva | Serpent Staff | 200 AP | 16 MP | A | Range – 4 / 2 by 2 Area / Element - Ice
Kirin | Healing Staff | 200 AP | 16 MP | A | Range – 4 / 2 by 2 Area / Automatically hits all non-undead units in target area / all units in target area are given Regen Buff
Carbuncle | Garnet Staff | 300 AP | 16 MP | A | Range – 4 / 2 by 2 Area / 100% chance of hitting / all units in target area are given Reflect Buff
Phoenix | Nirvana Staff | 300 AP | 32 MP | A | Range – 4 / 2 by 2 Area / Automatically hits all non-undead units in target area / Heal HP equivalent to user Magic POW – Target Magic RES / 2 and any KOed allies are Revived at 25% HP (Total HP multiplied by .25)
Maduin | Cheer Staff | 300 AP | 32 MP | A | Range – 4 / 2 by 2 Area / Element - Holy
Halve MP | Luminous Robe | 300 AP | S | Must be equipped to S-Support / Any ability that coats MP costs half the amount of MP


ASSASSIN
~~~~~~~~~~~~~
Available to: Viera only
Requirements: Mission Clear; 2 Elementalist A-Ability and 1 Sniper A-ability

Assassination
======
Shadowbind | Elfin Bow | 200 AP | 18 MP | A | Range – Variant by weapon – one target / No damage / If successful, target is dealt Stop debuff for three turns
Last Breath | Adazakura | 300 AP | 18 MP | A | Range – Variant by weapon – one target / Element – Dark / Roll two chance of hitting dice: the first for damage and the second for instant KO
Aphonia | Murasame | 200 AP | 6 MP | A | Range – Variant by weapon – one target / No damage / If successful, target is dealt Silence debuff for three turns
Nightmare | Kiku-ichimonji | 300 AP | 8 MP | A | Range – Variant by weapon – one target / No damage / Roll two chance of hitting dice: The first for Sleep and the second for Doom
Ague | Huntsman’s Bow | 200 AP | 8 MP | A | Range – Variant by weapon – one target / No damage / If successful, target is dealt Slow debuff for three turns
Rockseal | Kotetsu | 300 AP | 22 MP | A | Range – Variant by weapon – one target / No damage / If successful, target is dealt Stone debuff for three turns
Oblivion | Masamune | 300 AP | 12 MP | A | Range – Variant by weapon – one target / No damage / If successful, target is dealt Addle debuff for three turns
Ultima Masher | Zanmato | 999 AP | A | Range – Variant by Weapon – one target / Damage is multiplied by 2.5
Return Fire | Power Sash | 300 AP | R | When a standard attack or ability requires a bow be used on this unit, this unit takes no damage and instead attacks the opponent back with the same arrow (Damage calculated with the stats of the Bow being used)

SNIPER
~~~~~~~~~~~
Available to: Viera only
Requirements: 2 Archer A-abilities
Range of abilities is determined by the range of the Bow equipped.
Ability Type: Physical

Sharpshooting
==========
Doubleshot | Twin Bow | 300 AP | A | Range – Variant by Weapon – one target / After damage is calculated, deal it twice to target.
Beso Toxico | Cranequin | 200 AP | A | Range – Variant by Weapon – one target / Roll two chance of hitting dice: The first for damage and the second for Poison debuff
Death Sickle | Hades Bow | 300 AP | A | Range – Variant by Weapon – one target / No damage / If successful, target is dealt Doom debuff
Vanish | Windslash Bow | 100 AP | A | Range – self / 100% chance of hitting / Unit cannot be attacked until their next turn
Marksman’s Spite | Max's Oathbow | 300 AP | A | Range – Variant by Weapon – one target / Cannot be used if user’s HP is full / Deal damage equivalent to User Total HP – User Current HP
Armor Shot | Elfin Bow | 300 AP | A | Range – Variant by Weapon – one target / No damage / Chance of hitting result is halved (After normal halving), if successful, target Equipped Body Armor is destroyed and removed from their inventory
Weapon Shot | Master Bow | 300 AP | A | Range – Variant by Weapon – one target / No damage / Chance of hitting result is halved (After normal halving), if successful, target Equipped Weapon (the first one equipped) is destroyed and removed from their inventory
Wallet Shot | Hunting Bow | 200 AP | A | Range – Variant by Weapon – one target / No damage / After rolling chance of hit (And dividing in half), divide result in half again / Gil stolen is equivalent to this equation: target level X 50 (Gil is added to inventory after battle)
Regenerate | Gaia Gear | 300 AP | R | Must be equipped to R-Reaction / After being dealt damage for the first time during battle, unit is given Regenerate buff for the rest of battle (Can be removed by abilities)

SPELLBLADE
~~~~~~~~~~~~
Available to: Viera only
Requirements: Mission Clear; 2 Red Mage A-abilities
Ability Type: Physical

Blade Arts
===========
Poison Blade | Blood Sword | 200 AP | 8 MP | A | Range – Variant by Weapon – one target / Roll two chance of hitting dice: The first for damage and the second for Poison Debuff
Oil Blade | Broadsword | 300 AP | 8 MP | A | Range – Variant by Weapon – one target / Roll two chance of hitting dice: The first for damage and the second for Oil Debuff
Sleep Blade | Gale Sword | 250 AP | 8 MP | A | Range – Variant by Weapon – one target / Roll two chance of hitting dice: The first for damage and the second for Sleep Debuff
Slow Blade | Silver Sword | 300 AP | 8 MP | A | Range – Variant by Weapon – one target / Roll two chance of hitting dice: The first for damage and the second for Slow Debuff
Confusion Blade | Onion Sword | 300 AP | 8 MP | A | Range – Variant by Weapon – one target / Roll two chance of hitting dice: The first for damage and the second for Confusion Debuff
Stun Blade | Burglar Sword | 200 AP | 8 MP | A | Range – Variant by Weapon – one target / Roll two chance of hitting dice: The first for damage and the second for Immobilize Debuff
Maim Blade | Restorer | 350 AP | 8 MP | A | Range – Variant by Weapon – one target / Roll two chance of hitting dice: The first for damage and the second for Disable Debuff
Doom Blade | Vitanova | 400 AP | 8 MP | A | Range – Variant by Weapon – one target / Roll two chance of hitting dice: The first for damage and the second for Doom Debuff
Critical: Evasion Up | Cachusha | 200 AP | R | When HP reaches 2/10ths of Total HP (Total HP multiplied by .9), unit AC is increased by 5
Blood Price | Buster Sword | 150 AP | S | Must be equipped to S-Support / MP consuming abilities cost twice as much, but are taken from HP instead of MP

GREEN MAGE
~~~~~~~~~~~~
Available to: Viera only
Requirements: Mission Clear; 1 White Mage A-ability
Ability Type: Magick

Green Magick
===========
Protect | Iron Hammer | 150 AP | 8 AP | A | Range – 4 / Area / 100% chance of hitting / Multiply target total Weapon DEF by 1.5
Shell | War Hammer | 150 AP | 8 MP | A | Range – 4 / Area / 100% chance of hitting / Multiply target total Magic POW by 1.5
Tranq | Sage Crosier | 200 AP | 8 MP | A | Range – 4 / Area / 100% chance of hitting / When selected target rolls their chance of hitting die, they add 4 to it. This effect lasts for three turns
Leap | Mandragora | 400 AP | 18 AP | A | Range – 4 / Area / 100% chance of hitting / Unit may move an extra space and jump one unit higher.
Blind | Druid Mace | 150 AP | 8 MP | A | Range – 4 / Area / No damage / If successful, target is dealt Blind debuff
Oil | Sledgehammer | 250 AP | 8 MP | A | Range – 4 / Area / No damage / If successful, target is dealt Oil debuff
Silence | Energy Mace | 200 AP | 8 MP | A | Range – 3 / Area / No damage / If successful, target/s are dealt Silence debuff
Sleep | Battle Mace | 200 AP | 8 MP | A | Range – 4 / Area / No damage / If successful, target/s are dealt Sleep debuff
Evade Magick | Magick Robe | 250 | R | Must be equipped to R-Reaction / When attacked with a Magick-type ability, the ability has a 0% chance to hit
Halve MP | Lordly Robe | 250 AP | R | Must be equipped to R-Reaction / Any ability that costs MP when used, costs only half the MP cost
Spellbound | Tiara | 150 AP | S | Must be equipped to S-Support / All buffs on unit last for six turns instead of three

LADY
~~~~~~~~~~~~
Available to: Viera
Requirements: Mission clear
Ability Type: Physical

Leadership
===========
Keep The Peace | Estoc | 100 AP | A | Range – Variant by Weapon – one target / 100% chance of hitting / Damage is halved (After normal halving)
Order | Artemis Bow | 150 AP | A | Range – Variant by weapon / No damage / If successful, target is dealt Charm debuff
Miracle | Crescent Bow | 200 AP | 14 MP | A | Range – Self and all adjacent units / 100% chance of hitting all non-undead units / Element – Holy / Restore HP equivalent to User Magic POW – [Target Magic RES / 2 ] and remove debuffs
Call to Arms | Silver Rapier | 300 AP | 32 MP | A | Range – All opposing units / Usable only once per battle / Multiply total weapon ATK by 1.5 for three turns
Justice | Target Bow | 350 AP | 12 MP | A | Range – Variant by weapon – one target / No damage / If successful, KO target
In Favor | Perseus Bow | 300 AP | 4 MP | A | Range – self / 100% chance of hitting / Double Current MP (After consuming the 4 MP)
Star Shower | Windsong Rapier | 500 AP | A | Range – All opposing Units / Element – Holy / Damage is multiplied by 1.5

Magitek Knight
============
Available to: Viera only
Requirements: Complete “Magitek Infusions” Mission
Ability Type: Magick

Magitek
~~~~~~~~~~~
Runic | Defender | 200 AP | A | Range – self / 100% chance of hitting / “Primes” the user which allows for use of other Magitek A-abilities – effect lasts for three turns / any MP consuming magick attack is absorbed along with any area affects (A.K.A. No damage) – effect lasts until hit by magick
Thread Magick | Apocalypse | 200 AP | A | Must be Runicked to use this ability / Range – Self / 100% chance of hitting / When hit with an MP-consuming element magick ability, the user gains the “Absorb” resistance to that element. If the attack does not have an element, this ability does nothing / Effect lasts until user is hit with a magickal ability or until their next turn
Forge Magick | Lohengrin | 200 AP | A | Must be Runicked to use this ability / Range – self / 100% chance of hitting / When hit with an MP-consuming magickal ability, user weapon will deal additional element damage equivalent to [damage X .2]. Element damade is applied after regular damage.
Delay Magick | Arch Sword | 300 AP | A | Must be Runicked to use this ability / Range – self / 100% chance of hitting / When unit is caught in an MP-consuming magick attack with an area effect, the spell does not go off until the end of unit’s next turn
Fire Bolt | Scarlet Rapier | 200 AP | 8 MP | A | Range – 4 – one target / element – fire
Blizzard Shield | Flamberge | 200 AP | 8 MP | A | Element – Ice / 100% chance of hitting / When hit with a Physical attack/ability from an adjacent unit that does damage, the attacker takes ice elemental damage equivalent to [Damage X .1] (Be sure to roll for chance to hit on the opponent)
Bolt Crash | Stinger | 200 AP | 8 MP | A | Range – all adjacent units / element – lightning
Esper Bless | Windsong Rapier | 500 AP | 24 MP | A | Range – self / 100% chance of hitting / Unit is given the Shell, Protect and Haste buffs
Magitek Overoad | Sequencer | 500 AP | 28 MP | A | Must be Runicked to use this ability / Range – self / 100% chance of hitting / If hit by an MP-consuming Magick attack, user self-destructs / Range of Self-destruct – Two spaces from user in all directions. Damage dealt is multiplied by 2.5 / element of self-destruct is the element of the ability that hit the character.
Raze MP | Golden Armor | 250 AP | R | Must be equipped to R-Reaction / Range – self / 100% chance of hitting / When hit with an MP-consuming Magick ability that does not give a buff or heal HP, the caster must pay an MP cost of [Normal MP cost X 1.5] instead of normal MP cost
Geomancy | Sage’s Robe | 300 AP | S | Must be equipped to S-Support / When dealing elemental damage, target Resistance is lowered by one level (Resistance cannot go below “Weak”)  
PostPosted: Sun Apr 12, 2009 9:01 pm


MOOGLE JOBS

ANIMIST
~~~~~~~~~~~~
Available to: Moogles only
Requirements: None
Ability Type: Physical

Call
======
Sheep Count | Hurdy-Gurdy | 100 AP | 12 MP | A | Range – straight line either vertically or horizontally / N0 damage / Roll a separate die for each unit, deal Sleep debuff to target/s
100% Wool | Glass Bell | 200 AP | 8 MP | A | Range – Self / 100% chance of hitting / Unit total Weapon DEF and Magic RES are multiplied by 1.5
Cuisine | Heal Chime | 300 AP | 22 MP | A | Range – One adjacent unit / 100% chance of hitting / Fully restore target HP
Tail Wag | Frigid Viol | 200 AP | 12 MP | A | Range – One adjacent unit / No damage / If successful, target is dealt Charm debuff
Chocobo Rush | Satyr Flute | 300 AP | 8 MP | A | Range – Straight line either horizontally or vertically (user must be on this line somewhere, but is not hit) / Non-elemental Magic attack
Toadsong | Glass Flute | 200 AP | 22 MP | A | Range – 4 – one target / No damage / Chance of hitting roll is halved (After normal halving) / If successful, target is dealt Toad debuff
Friend | Shining Lute | 300 AP | 4 MP | A | This ability has been removed and replaced with the following: Range – 4 / Area / Damage is multiplied by 1.5
Catnip | War Trumpet | 100 AP | 8 MP | A | Range – One adjacent unit / No damage / If successful, target is dealt Berserk debuff
Block Arrows | Green Beret | 300 AP | R | Must be equipped to R-Reaction / When unit is targeted by an ability that requires an arrow, ability will automatically miss.


MOOGLE KNIGHT
~~~~~~~~~~~~~~~
Available to: Moogles only
Requirements: 1 Animist A-ability
Ability Type: Physical

Charge
======
Moogle Attack | Flametongue | 100 AP | A | Range – Dependant on Weapon – one target / After applying damage move target back one space from original position
Moogle Guard | Kwigon Blade | 200 AP | A | Range – Self / 100% chance of hitting / Multiply Defense and resistance by 1.5
Moogle Lance | Atmos Blade | 200 AP | A | Range – 3 – one target
Moogle Rush | Shadow Blade | 200 AP | A | Range – Variant by Weapon – one target /
Moogle Shield | Pearl Blade | 300 AP | A | Range – Self / 100% chance of hitting / Unit is given Astra buff
Moogle Aid | Icebrand | 300 AP | A | Range – Self / 100% chance of hitting / Restore HP equivalent to Unit Total Weapon ATK – [Unit Total Weapon DEF / 2] and remove some debuffs*
Moogle Disarm | Paraiba Blade | 300 AP | A | This ability has been removed and replaced with the following: Range – 4 – one target / Select an opposing unit within range, when that unit tries to attack user with any ability on their turn, their chance of hitting is divided by 1.5
Ultima Charge | Materia Blade | 999 AP | A | Range – Variant on Weapon – one target / Damage is multiplied by 2.5
Critical: Haste | Golden Armor | 300 AP | R | Must be equipped to R-Reaction / When Current HP reaches 2/10ths of Total HP / Unit is given Haste buff
Shieldbearer | Round Shield | 300 AP | S | Must be equipped to S-Support / Unit may equip a Shield no matter what job they have taken

*Debuffs removed are: Immobilize, Poison, Blind and Silence*

GUNNER / FUSILIER
~~~~~~~~~~~
Available to: Moogles only
Requirements: Mission clear; 1 Animist A-ability
***All Ability range is equivalent to the range of their equipped weapon***
Ability Type: Physical

Gunmanship
==========
Fireshot | Aiot Gun | 100 AP | A | Element – Fire
Boltshot | Riot Gun | 100 AP | A | Element – Thunder
Iceshot | Giot Gun | 100 AP | A | Element – Ice
Confushot | Chaos Rifle | 200 AP | A | Roll two chance of hitting dice: the first for damage and the second for Confuse debuff
Charmshot | Peacemaker | 300 AP | A | Roll two chance of hitting dice: the first for damage and the second for Charm debuff
Blindshot | Silver Cannon | 100 AP | A | Roll two chance of hitting dice: the first for damage and the second for Blind debuff
Silenceshot | Lost Gun | 200 AP | A | Roll two chance of hitting dice: the first for damage and the second for Silence debuff
Stopshot | Outsider | 300 AP | A | Roll two chance of hitting dice: the first for damage and the second for Stop debuff
Concentrate | Longbarrel | 300 AP | S | Must be equipped to S-Support / When rolling for chance of hitting, add 1 to result (after normal halving)

JUGGLER
~~~~~~~~~~~~
Available to: Moogle only
Requirements: 2 Thief A-abilities
Ability Type: Physical

Acrobatics
=====
Hurl | Kris Knife | 100 AP | A | Range – 4 – one target / Throw Weapon from inventory / Damage is equivalent to Weapon’s Attack
Ring Toss | Cinquedea | 200 AP | A | Range – 4 – one target / No damage / If successful, target is dealt Stop debuff
Molotov Cocktail | Khukuri | 300 AP | A | Range – 4 – one target / Element - Fire / Roll two chance of hitting dice: the first for damage and the second for Berserk debuff
Ball Toss | Scramasax | 200 AP | A | Range – 4 – one target / No damage / If successful, target is dealt Confuse debuff
Dagger Toss | Sword Breaker | 300 AP | A | Range – 4 – one target / Roll two chance of hitting dice: the first for damage and the second for Disable debuff
Smile Toss | Orichalcum Dirk | 300 AP | A | Range – 4 – one target / 100% chance of hitting / Target takes their turn immediately after this unit ends theirs. Target does not go again after queue resets when last unit takes their turn
Gil Toss | JackKnife | 100 AP | A | Range – 4 – one target / Throw anywhere from 100 to 1000 personal (Not Clan Gil) gil at target. Select a gil number between 100 and 1000 and divide by 10. That number is the damage to your target, chance of hitting is calculated normally. Hit or Miss, the gil is removed from your inventory
Return Fire | Power Sash | 300 AP | R | Must be equipped to R-Reaction / When a Bow User attacks the unit with an ability that requires firing their weapon, user catches the arrow and throws it back. Chance of hitting and damage are calculated normally.
Sticky Fingers | Brigandine | 250 AP | R | Must be equipped to R-Reaction / When an opponent uses either “Throw” or “Hurl” and targets this unit, this unit takes no damage and adds the item thrown to their own inventory.

GADGETEER / TINKER
~~~~~~~~~~~~~~
Available to: Moogle only
Requirements: 2 Thief A-abilities
For all A-abilities: When determining who will be targeted, roll a six sided die. If the result is even, the ability targets user’s side. If the result is odd, the ability targets the opponent’s side. After the roll, make a second post and calculate chance of hitting (Exceptions are: Red Spring, Blue Screw, Gold Battery, and Gold Moogletron) for each target: Remember start in the top left and work your way to the bottom right!
Ability Type: Physical

Clockwork
=======
Red Spring | Rising Sun | 200 AP | A | 100% chance of hitting / Grants Haste buff to all units on targeted side
Blue Screw | White Fangs | 200 AP | A | 100% chance of hitting / All buff on units on targeted side are removed
Green Gear | Poison Knuckles | 200 AP | A | If successful, target/s are dealt Poison debuff
Silver Disc | Metal Knuckles | 200 AP | A | If successful, target/s are dealt Blind debuff
Gold Battery | Cat Claws | 200 AP | A | 100% chance of hitting / Restore all HP to all units oh targeted side
Black Ingot | Death Claws | 200 AP | A | If successful, target/s are dealt Doom debuff
Chroma Gem | Dream Claws | 200 AP | A | If successful, target/s are dealt Sleep debuff
Gold Moogletron | Survivor | 200 AP | A | 100% chance of hitting / Grants Protect and Shell buffs to all units on targeted side
MP Shield | Mirage Vest | 450 AP | R | Must be equipped to R-Reaction / Damage taken is dealt to MP, not HP. If damage is greater than current MP, then the difference is applied to HP
Regenerate | Gaia Gear | 300 AP | R | Must be equipped to R-Reaction / When this unit is dealt damage, this unit is given Regenerate buff
Ribbon-bearer | Orb of Minwu | 300 AP | S | Must be equipped to S-Support / Unit may equip a Ribbon no matter Gender or Job

FLINTLOCK
~~~~~~~~~~~~
Available to: Moogles only
Requirements: Mission Clear; 2 Tinker A-abilities and 2 Fusilier A-Abilities
Ability Type: Magick

Ballistics
========
Prime | Hand Cannon | 100 AP | 10 MP | A | Range – Self / Can only be used while equipped with a hand cannon weapon / Permits use of other Ballistic A-Abilities / Fade after use of one other Ballistic A-Abilities
Cure Cannon | Omnis Cannon | 250 AP | A | Range – 7 – one target / Can only be used when equipped with a hand cannon weapon / Can only be used while Primed / 100% chance of hitting / Heal HP equivalent to User total Weapon ATK – [Target total Weapon DEF / 2] and remove debuffs
Protect Cannon | Diklum | 250 AP | A | Range – 7 – one target / Can only be used when equipped with a hand cannon weapon / Can only be used while Primed / 100% chance of hitting / target is given Regenerate and Protect buff
Shell Cannon | Ligatur | 250 AP | A | Range – 7 – one target / Can only be used when equipped with a hand cannon weapon / Can only be used while Primed / 100% chance of hitting / target is given Regenerate and Shell buff
Ether Cannon | Brevis | 500 AP | A | Range – 7 – one target / Can only be used when equipped with a hand cannon weapon / Can only be used while Primed / 100% chance of hitting / target current MP has 40 added to it
Teleport Cannon | Guang Cannon | 450 AP | A | This ability has been altered / Range – self / Can only be used when equipped with a hand cannon weapon / Can only be used while Primed / 100% chance of hitting / User may pick a space within 7 spaces away and move to that spot so long as there is no other unit or object in that space
Ether Boost | Massive Bazooka | 350 AP | A | Range – 7 – one target / Can only be used when equipped with a hand cannon weapon / Can only be used while Primed / Magickal attack
Blowback | Dromaeo | 400 AP | A | Range – 7 – one target / Can only be used when equipped with a hand cannon weapon / Can only be used while Primed / Damage is multiplied by 2.5 / User takes damage equivalent to Total HP X .2 = damage
Blur | Fortune Ring | 150 AP | R | Must be equipped to R-Reaction / Any ability or standard attack that uses a Gun or Hand Cannon will automatically have a 0% chance of hitting.
Charged Attacks | Supernal Ray | 150 AP | S | Must be equipped to S-Support / When using a standard attack, it consumes 10 MP (if available) and damage result is multiplied by 1.5 / This is not optional, if user has at least 10 MP and goes to use a standard attack, they MUST subtract 10 MP from their MP – No exceptions!

CHOCOBO KNIGHT
~~~~~~~~~~~~~~
Available to: Moogle only
Requirements: Mission clear; 2 Animist A-abilties
Ability Type: Physical

There are six Chocobos with different abilities:

Chocobo Wiles
==========

Chocobo
==========
Choco Cure | 8 MP | A | Range – Self and all adjacent units / 100% chance of hitting / Restore HP equivalent to User total WpnATK – [Target total WpnDEF / 2]
Choco Beak | A | Range – One adjacent unit
ChocoBarrier | 8 MP | A | Range – Self and all adjacent units / 100% chance of hitting / Multiply target Weapon DEF and Magic RES by 1.5 for three turns

Red Chocobo
==========
Choco Cure | 8 MP | A | Range – Self and all adjacent units / 100% chance of hitting / Restore HP equivalent to User total WpnATK – [Target total WpnDEF / 2]
Choco Meteor | 18 MP | A | Range – 4 / Area / Magicak attack
Choco beak | A | Range – One adjacent unit
Choco Barrier | 8 MP | A | Range – Self and all adjacent units / 100% chance of hitting / Multiply target Weapon DEF and Magic RES by 1.5 for three turns

Black Chocobo
==========
Choco Cure | 8 MP | A | Range – Self and all adjacent units / 100% chance of hitting / Restore HP equivalent to User total WpnATK – [Target total WpnDEF / 2]
Choco Flame | 18 MP | A | Range – 4 – one target / Ignore Resistance / Element – Fire
Choco Beak | A | Range – One adjacent unit
Choco Barrier | 8 MP | A | Range – Self and all adjacent units / 100% chance of hitting / Multiply target Weapon DEF and Magic RES by 1.5 for three turns

Green Chocobo
==========
Choco Cure | 8 MP | A | Range – Self and all adjacent units / 100% chance of hitting / Restore HP equivalent to User total WpnATK – [Target total WpnDEF / 2]
Choco Esuna | 8 MP | A | Range – Self and all adjacent units / 100% chance of hitting / Removes all debuffs (Except debuffs like Doom, Defense Down or Speed Down)
Choco Beak | A | Range – One adjacent unit
Choco Barrier | 8 MP | A | Range – Self and all adjacent units / 100% chance of hitting / Multiply target Weapon DEF and Magic RES by 1.5 for three turns

Brown Chocobo
==========
Choco Cure | 8 MP | A | Range – Self and all adjacent units / 100% chance of hitting / Restore HP equivalent to User total WpnATK – [Target total WpnDEF / 2]
Choco Beak | A | Range – One adjacent unit
Choco Guard | 10 MP | A | Range – Self and all adjacent units / 100% chance of hitting / Grant Regen buff to all targets and increase both WpnDEF and MagRES by 1.5 for three turns
Choco Barrier | 8 MP | A | Range – Self and all adjacent units / 100% chance of hitting / Multiply target Weapon DEF and Magic RES by 1.5 for three turns

White Chocobo
==========
Choco Cure | 8 MP | A | Range – Self and all adjacent units / 100% chance of hitting / Restore HP equivalent to User total WpnATK – [Target total WpnDEF / 2]
Choco Beak | A | Range – One adjacent unit
Choco Recharge | 4 MP | A | Range – One adjacent unit / Restore 34 MP to target
Choco Barrier | 8 MP | A | Range – Self and all adjacent units / 100% chance of hitting / Multiply target Weapon DEF and Magic RES by 1.5 for three turns

LORD
~~~~~~~~~~~~~~
Available to: Moogle
Requirements: Mission clear
Ability Type: Physical

Leadership
===========
Keep The Peace | Peacemaker | 100 AP | A | Range – Variant by Weapon – one target / 100% chance of hitting / Damage is halved (After normal halving)
Order | Dream Claws | 150 AP | A | Range – Variant by weapon – one target / No damage / If successful, target is dealt Charm debuff
Miracle | Survivor | 200 AP | 14 MP | A | Range – Self and all adjacent units / 100% chance of hitting all non-undead units / Element – Holy / Restore HP equivalent to User Magic POW – [Target Magic RES / 2 ] and remove debuffs
Call to Arms | Calling Gun | 300 AP | 32 MP | A | Range – All opposing units / Usable only once per battle / Multiply total weapon ATK by 1.5 for three turns
Justice | Godhand | 350 AP | 12 MP | A | Range – Variant by weapon – one target / No damage / If successful, KO target
In Favor | Chaos Rifle | 300 AP | 4 MP | A | Range – self / 100% chance of hitting / Double Current MP (After consuming the 4 MP)
Assassination | Outsider | 500AP | 22 MP | A | Useable only once per battle / Range – Variant by weapon – one target / Roll three chance of hitting dice for target: the first for damage, the second for Doom debuff and the third for Poison Debuff / If successful, damage is multiplied by 2  

Marth-chan
Captain


Marth-chan
Captain

PostPosted: Sun Apr 12, 2009 9:02 pm


SEEQ JOBS

BERSERKER
~~~~~~~~~~~~~~
Available to: Seeq only
Requirements: Available automatically
Savagery
========
Scream | Poison Knuckles | 300 AP | A | Range – All adjacent units / 100% chance of hitting / No damage / Remove all buffs
Hone Senses | Survivor | 200 AP | A | This ability has been removed and replaced with the following: Range – Self / 100% chance of hitting / On next turn any ability will have a 100% chance of hitting, however, if target has a piece of equipment or ability set that prevents either the damage/effect or otherwise, the attack will not be successful.
Furore | Kaiser Knuckles | 200 AP | A | Range – One adjacent unit / Physical attack with knockback (Chance of hitting and damage is calculated normally, target is moved one space away in the direction opposite their attacker)
Ground Shaker | Death Claws | 350 AP | A | Element – Earth / Range - 4 – one target
Smite of Rage | Cat Claws | 350 AP | A | Range – One adjacent unit / When rolling chance to hit, also roll a 6-sided die. Result: 1 = Berserk; 2 = Nothing; 3 = Confuse; 4 = Nothing; 5 = Immobilize and finally 6 = Nothing
Inner Calm | Metal Knuckles | 250 AP | A | This ability has been removed and replaced with the following: Range – self / 100% chance of hitting / Increase AC by 1 for three turns
Helm Smash | Godhand | 400 AP | A | Range – One adjacent unit / No damage / After rolling chance of hitting and halving normally, halve it again. If successful, target’s equipped Helmet is removed and destroyed (Not returned to inventory)
Smash | Tiger Fangs | 300 AP | A | Range – One adjacent unit / After rolling chance of hitting and halving normally, halve it again. If successful, target’s equipped Accessory is removed and destroyed (Not returned to inventory). Accessory destroyed is the first in the equipment listing.
Counter | Headband | 150 AP | R | Must be equipped to R-Reaction / When attacked (hit or miss), unit attacks back with a standard attack with equipped weapon
Critical: Berserk | Gauntlets | 300 AP | R | Must be equipped to R-Reaction. When HP falls below 2/10th of their total HP, they are immediately inflicted with Berserker status.
Attack Up | Leather Knuckles | 150 AP | S | Must be equipped to S-Support. Multiply total Weapon ATK by 1.1
Death Strike | Bracers | 150 AP | S | Must be equipped to S-Support. (This ability has been removed and replaced with the following: Raises AC by 1 at half total HP and by 2 when unit is at 1/8th of his/her total HP.

RANGER
~~~~~~~~~~~~
Available to: Seeq only
Requirements: Available initially
Note: When traps are set, the location must be revealed, there is no other way to have traps in the game. Other players will have to keep track of the trap locations themselves.
Ability Type: Physical

========
Sten Needle | Zwillblade | 150 AP | A| Range – 2 / No need to roll chance of hitting die / Sets a trap, that when stepped on, will trigger the unit’s current HP to be halved
Silence Gas | Kard | 200 AP | A | Range – 2 / No need to roll chance of hitting die / Sets a trap that, when stepped on, will trigger the unit to be inflicted with the Silence status
Leech | Dondel Dagger | 250 AP | A | Range – 2 / No need to roll chance of hitting die / Sets a trap that, when stepped on, will cause unit to lose half their current MP
Love Potion | Tonberrian | 300 AP | A | Range – 2 / No need to roll chance of hitting die / Sets a trap that, when stepped on, will cause unit to be inflicted with charm status
Life Band | Thorn Bow | 250 AP | A | Range – 2 / 100% chance of hitting / Damage to self is equivalent to Unit WpnATK – (Unit WpnDEF / 2) / Damage done to self is added to target HP.
Mirror Items | Nail Bow | 300 AP | A | Range – 3 – one target / Use consumable item with opposite effect (A.K.A when an item is used, the opposite happens. Example. User uses bandage on target, instead of being healed immobilize and/or disable, they are given that status. Chance of hitting is calculated normally)
Camouflage | Khukuri | 300 AP | A | Range – self / 100% chance of hitting / Renders self invisible (After using ability, target may not be attacked – period – until 3 turns are up or they use another command aside from wait)
Awareness | Target Bow | 250 AP | A | This ability has been removed and replaced with the following: Range – self / 100% chance of hitting / Target will be able to stand on a trap without triggering it for one use.
Critical: Vanish | Jambiya | 400 AP | R | Must be equipped to R-Reaction / When HP drops below 2/10th, target will be given invisible status until 3 turns are up or they use a command other than wait.
Item Lore | Wizards Hat | 150 AP | S | This ability has been removed and replaced with the following: Must be equipped to S-Support / User will have access to the Item Command even if two A-Abilities have been equipped
Avoid Traps | Spiked Boots | 150 AP | S | Must be equipped to S-Support, when unit stands on traps, they will not be triggered be the traps set by the unit or another.

LANISTA
~~~~~~~~~~~~~~~
Available to: Seeq only
Requirements: Quest clear – To Be Announced
Ability Type: Physical

========
Souleater | Xankbras | 150 AP | A | Range – Varaint by weapon – one target / Element – Dark / If successful, damage is equivalent to 1/10th of target Total HP.
Sword of Darkness | Ancient Sword | 350 AP | A | Range – Variant by weapon – one target / Element – Dark / If successful, damage is added to user HP.
Sword of Light | Ogrenix | 350 AP | A | Range – Variant by weapon – one target / Element – Holy / Drain MP – Damage is calculated normally but applied to MP not HP
Haunting Vision | Dagriohm | 300 AP | A | Range – 4 / Area / Non-elemental magick attack / roll a separate chance of hitting die for Blind debuff
Block! | Diamond Sword | 250 AP | A | Range – 4 / Area / 100% chance of hitting / Multiply target Weapon DEF by 1.5 for three turns
Strike! | Luabreaker | 250 AP | A | Range – One adjacent unit / Area / This ability has been removed and replaced with the following: 100% chance of hitting / Multiply Weapon ATK by 1.5 for three turns
Charge! | Hardedge | 350 AP | A | Range – 4 / If successful, also knock back target / Roll a separate die for chance to destroy armor, result of die is halved again (After normal halving)
Razzle-Dazzle | Vigilante | 450 AP | A | Range – One adjacent unit / Element – None / magick / Range - all adjacent units / Restore HP by 2/10th of Total HP (multiply Total HP by .8 and add the result to current HP
Dragonheart | Touresol | 500 AP | R | Must be equipped to R-Reaction / Reraise once during battle.
Blink Counter | Bone Armlets | 250 AP | R | Must be equipped to R-Reaction / Counter plus knock-back when attacked with the Fight command
Monkey Grip | Oblige | 250 AP | S | Must be equipped to S-Support / Allows two-handed (With the exception of Bows, Great Bows, and Cannons) weapons be held in one hand for a Shield to be equipped.
Tank | Platinum Armor | 200 AP | S | Must be equipped to S-Support / Allows any job to equip Heavy Helmets and Armor

VIKING
~~~~~~~~~~~~~~~~~~
Available to: Seeq only
Requirements: Quest clear – To Be Announced

==========
Thunder | Broadaxe | 100 AP | A | Range – 4 / Area / Element - Lightning
Thundara | Slasher | 250 AP | A | Range – 4 / Element – Lightning / Area / Damage equivalent to User Magic POW – (Target Magic RES / 3)
Thundaga | Golden Axe | 350 AP | A | Range – 4 / Element – Lightning / Area / Damage equivalent to User Magic POW – (Target Magic RES / 4)
Tsunami | Hammerhead | 350 AP | A | Range – 6 / Area / Can only be used while standing in water / Element – Water / Damage to both HP and MP (one chance of hitting)
Pickpocket | Iron Hammer | 250 AP | A | Range – One adjacent unit / Calculate Damage normally, then roll a second chance of hitting die, if successful, apply damage result to gil. Add gil amount to own gil after the battle.
Strong-arm | War Hammer | 250 AP | A | This ability has been removed and replaced with the following: Range – One adjacent unit / Calculate damage normally then multiply by 2.
Pillage | Sledgehammer | 350 AP | A | Range – One adjacent unit / Calculate damage normally. Roll a second die for armor theft. If successful, armor is added to inventory after battle.
War Cry | Francisca | 300 AP | A | Range – Self and all Adjacent units / 100% chance of hitting / Multiply Magic RES of self and all adjacent units by 1.5
Absorb Damage | Thief’s Cap | 300 AP | R | Must be equipped to R-Reaction / When damage is taken, multiply damage by .1 and add the result to current HP after damage is taken.
Gil Snapper | Chocobo Shield | 300 AP | R | This ability has been removed and replaced with the following: Must be equipped to R-Reaction / Every time unit takes damage, unit also gains damage as gil (not stolen)
Doublehand | Great axe | 250 AP | S | Must be equipped to S-Support / Hold one-handed weapon in two hands. Total Weapon ATK is multiplied by .2 and result is added to total Weapon ATK.
Maintenance | Iron Armor | 150 AP | S | Must be equipped to S-Support / Equipment cannot be stolen or broken, any Thief targeting this unit for theft has 0% chance of hitting.
Shieldbearer | Platinum Shield | 150 AP | S | Allows any job to equip a shield.

LORD
~~~~~~~~~~
Available to: Seeq only
Requirements: Mission Clear
Ability Type: Physical

Leadership
=========
Keep The Peace | TipTapTwo | 100 AP | A | Range – Variant by Weapon – one target / 100% chance of hitting / Damage is halved (After normal halving)
Order | Golden Axe | 150 AP | A | Range – Variant by weapon – one target / No damage / If successful, target is dealt Charm debuff
Miracle | Hammerhead | 200 AP | 14 MP | A | Range – Self and all adjacent units / 100% chance of hitting all non-undead units / Element – Holy / Restore HP equivalent to User Magic POW – [Target Magic RES / 2 ] and remove debuffs
Call to Arms | Francisca | 300 AP | 32 MP | A | Range – All alied units / Usable only once per battle / Multiply total weapon ATK by 1.5 for three turns
Justice | Tonberrian | 350 AP | 12 MP | A | Range – Variant by weapon – one target / No damage / If successful, KO target
In Favor Cinquedea | 300 AP | 4 MP | A | Range – Self / 100% chance of hitting / Double Current MP (After consuming the 4 MP)
Power Abuse | Greataxe | 500 AP | 22 MP | A | Range – 2 spaces from user / Element – Fire / Useable only once per battle / Roll two dice for each target: The first for damage and the second for Berserk debuff / If successful, damage is multiplied by 1.5  
PostPosted: Sun Apr 12, 2009 9:03 pm


GRIA JOBS

RAPTOR
~~~~~~~~~~~~~~~
Available to: Gria only
Requirements: Mission Clear, one hunter A-Ability
Ability type – Physical

Devastation
=========
Power Crush | Samson Sword | 250 AP | A | Range – Variant by weapon – one target / Roll a second die for chance to reduce Defense. If successful, multiply target total DEF by .9, the result is the new DEF for three turns.
Mind Crush | Falchion | 250 AP | A | Range – Variant by weapon – one target / Roll a second die for chance to reduce Resistance. If successful, multiply target total RES by .9, result is the new RES for three turns.
Speed Crush | Predator | 350 AP | A | Range – Variant by weapon – one target / Roll a second die for a chance to decrease initiative. If successful, move target down in the turn initiative for three turns.
Soul Crush | Rhomphaia | 350 AP | A | Range – Variant by weapon – one target / Roll a second die for chance to reduce MP. If successful, apply damage to MP also.
Cyclone | El-Cid | 300 AP | 16 MP | A | Element – Wind / Range – 5 / Area / magic attack
Bulwark | Vajra | 300 AP | A | This ability has been removed and replaced with the following: Range – Self / 100% chance of hitting / Prevent all damage until unit’s next turn. All status effects automatically have a 100% chance of hitting unless unit has an active ability or equipment that prevents the effect.
Shield Bash | Beastsword | 400 AP | A | Range – One adjacent unit / Can only be used if a shield is equipped. Roll two chance to hit dice: One for damage and knockback and one to Disable for three turns.
Whirlwind | Claymore | 300 AP | 8 MP | A | Element – Wind – one target / magick attack / Roll a second die to Confuse for three turns
Reflex | Genji Armor | 350 AP | R | Must be equipped to R-Reaction / Unit does not take damage from Fight Command.
Counter | Headband | 150 AP | R | Must be equipped to R-Reaction / After being attacked by physical attacks, unit counters with a standard attack
Monkey Grip | Stribog | 250 AP | S | Must be equipped to S-Support / Unit may hold two-handed weapons (except Bows, Greatbows and Cannons) in one hand to allow for a shield to be equipped.
Safeguard | Iron Armor | 150 AP | S | Must be equipped to S-Support / Unit’s equipment cannot be stolen or broken, all “Steal” abilities will automatically fail
Shieldbearer | Platinum Shield | 150 AP | S | Must be equipped to S-Support / Allows any job to equip a Shield

RAVAGER
~~~~~~~~~~~~~~~~~~
Available to: Gria Only
Requirements: Mission clear, one Hunter A-ability
Ability Type: Physical

Feralism
=======
En Garde | Xankbras | 100 AP | A | Range – Self / 100% chance of hitting self / Unit will counter all Fight commands until next turn.
Battle Cry | Ancient Sword | 200 AP | A | Range – Self / Unit total DEF is multiplied by .9, result is total DEF for three turns, Unit total ATK is multiplied by 1.1, result is total ATK for three turns.
Overpower | Vigilante | 300 AP | A | Range – One adjacent unit / Standard attack with out triggering R-Reaction abilities
Tenacity | Hardedge | 300 AP | A | Range – One adjacent unit / Count how many de-buffs target has. Damage is calculated as such: 0 Debuff = 10 Damage; 1 Debuff = 20 damage; 2 Debuffs = 30 damage and so on up.
Full Assault | Ogrenix | 350 AP | A | | Range – One adjacent unit / When calculating damage, multiply damage result by 2.5, user gains Sleep ailment (regardless of equipment) for three turns
Sneak Attack | Daghriohm | 300 AP | A | This ability has been removed and replaced with the following: | Range – One adjacent unit / Roll a second die for Confuse status.
Sweeping Spin | Diamond Sword | 250 AP | A | Range – All adjacent units
Blast Wave | Zweihander | 350 AP | A | Range – 4 / Area
Strike Back | Bone Plate | 250 AP | R | Must be Equipped to R-Reaction / Opponent using Fight command will automatically miss, unit will counter attack
Bonecrusher | Dragon Mail | 250 AP | R | Must be equipped to R-Reaction / When attacked with a physical attack, unit counters at 1.5 the damage
Weapon DEF Up | Diamond Armor | 150 AP | S | Must be equipped to S-Support / Unit total DEF is multiplied by 1.5
Unscarred | Judicer’s Coat | 150 AP | S | Must be equipped to S- Support / When unit HP is full, Weapon ATK and DEF and Magic POW and RES are multiplied by 2. When unit is dealt damage, this ability become ineffective until HP becomes full again
Tank | Platinum Armor | 200 AP | S | Must be equipped to S-Support | Allows any job to equip Heavy Helmets and Armor

GEOMANCER
~~~~~~~~~~~~~~~~~~
Available to: Gria Only
Requirements: Mission clear, one Hunter A-ability
Ability Type: Magick

========
Shining Flare | Auto | 12 MP | A | Range – 6 / Area / Element – Fire / Can only be used if weather is Sunny
Venom Squall | Zephyr Pole | 250 AP | 12 MP | A | Range – 6 / Area / Element – Water / Can only be used if weather is Rainy / Roll a second die for each target for a chance to Poison targets
Avalanche | Eight-fluted Pole | 250 AP | 12 MP | A | Range – 6 / Area / Element – Ice / Can only be used when Weather is Snowy / Roll a second die for each target for a chance to Sleep targets
Mist Storm | Fanatic | 250 AP | 24 MP | A | Range – 6 / Area / Element – Dark / Can only be used if weather is Mist / Damage applies to both HP and MP
Nature’s Embrace | Auto | 8 MP | A | Range – 6 / Area / This ability has been modified: Can only be used on boards set in natural areas, no buildings
Artifice’s Embrace | Gokuu Pole | 250 AP | 8 MP | Range – 6 / Area / This ability has been modified: Can only be used on boards set in artificial areas (buildings) / Roll a second die for each target for a chance to Slow targets
Life’s Embrace | Iron Pole | 250 AP | 8 MP | A | Range – 6 / Area / Can only be used on organic spaces such as grass or trees (Not water or dirt) / Roll a second die for each chance to Immobilize targets
Earth’s Embrace | Ivory Pole | 250 AP | 8 MP | A | Range – 6 / Area / Can only be used on inorganic spaces (water or dirt) / Roll a second die for each unit for a chance to Disable targets
Magic Counter | Samite Coat | 400 AP | R | Must be equipped to R-Reaction | This ability has been modified: Range – Self / 100% chance of hitting self / When attacked by a magic Spell (MP consuming), counter Spell with out MP cost (Spellblade abilities do not count)
Critical: Evasion Up | Cachusa | 200 AP | R | Must be equipped to R-Reaction | When unit reaches critical HP (2/10th of total HP), AC is increased by 2 for three turns
Weapon DEF Up | Magus Robe | 150 AP | S | Must be equipped to S-Support / Unit total DEF is multiplied by 1.5
Avoid Traps | Spiked Boots | 150 AP | S | Must be equipped to S-Support, when unit stands on traps, they will not be triggered by any means

LADY
~~~~~~~~~~~
Available to: Gria
Requirements: Mission Clear
Ability Type: Physical

Leadership
============
Keep The Peace | Zephyr Pole | 100 AP | A | Range – Variant by Weapon – one target / 100% chance of hitting / Damage is halved (After normal halving)
Order | Shamshir | 150 AP | A | No damage / Range – Variant by weapon – one target / If successful, target is dealt Charm debuff
Miracle | Talwar | 200 AP | 14 MP | A | Range – Self and all adjacent units / 100% chance of hitting all non-undead units / Element – Holy / Restore HP equivalent to User Magic POW – [Target Magic RES / 2 ] and remove debuffs
Call to Arms | Gokuu Pole | 300 AP | 32 MP | A | Range – All opposing units / Usable only once per battle / Multiply total weapon ATK by 1.5 for three turns
Justice | Soulsaber | 350 AP | 12 MP | A | Range – Variant by weapon – one target / No damage / If successful, KO target
In Favor | Fanatic | 300 AP | 4 MP | A | Range – Self / 100% chance of hitting / Double Current MP (After consuming the 4 MP)
Over Power | Whale Whisker | 500 AP | 22 MP | A | Range – all opposing units / Useable only once per battle / Roll two chance of hitting dice: the first for damage and the second for Immobilize debuff / If successful, damage is multiplied by 1.5  

Marth-chan
Captain

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