Job System

 

The main advancement in this game was obviously the Ability System. And no

it is not called the Job System, that's what Final Fantasy Tactics system

is called. Somehow, some idiot who is obviously not a Final Fantasy fan

got this all confused and it spreaded like a contagious disease so

everybody started calling this system the Job System. So for the last time

its the "Ability System" the Job System is reserved for Final Fantasy

Tactics. This ability system was based upon and also built upon the

first and official "Job System" in Final Fantasy III for the Famicom,

which obviously was not released here. This Ability System allowed Knights

to cast magic or Blue Wizard to wield a weapon in both hands. Not to

mention giving the Dancer the ability to jump. Each job has several

abilities in each besides the Mimic and Suppin. Abilities are acquired

through battles as at the end of each battle you will recieve Ability

Points, while the ability points might seem minute at the beginning of the

game, at the Cleft of Dimension on the last floors however enemies will

give you about 30 ability points each!

NOTE: Ability points must be earned again after you have advanced in a level.

What I mean by this is that say your at level 1 for an Archer. The

next ability is Animals and you must earn 15 ability points for it.

When you earn the Animals ability the next ability is Aim and you will

need to earn 45 ability points instead of 30 ability points. See what

I mean?

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Suppin

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Abilities: None

NOTE: Suppins can quite possibly be the strongest class in the game. Its the

class that the party starts with. Each time you acquire an ability

or master a job, those abilities and yes even stats gets transferred

over to the Suppin. However the Suppin cannot use all commands,

however it can use all abilities like Pitfalls, Dash, Passages, etc.

But it cannot use all commands at the same time, you can pick any

two commands(optional) and put them in your command box. For a further

explanation, go to the town of Tule in World 3, and talk to the lady

in the beginner's house and answer "No" and she will give you a

detailed explanation of how Suppins actually work. Also note that

a Suppin can equip any weapon, armor, or accessory depending on which

class that you have mastered. However a Suppin cannot earn ability

points, nor can other classes earn ability points when you are in

a Suppin status.

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Archer/Hunter

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Abilities:

1. Animals/Critt(AP: 15)

This allows you to call upon the animals of the forest that has a random

effect. The animals will either attack the opponents or heal your party

members. The higher your levels the more effective and powerful this

command becomes.

2. Aim(AP: 45)

This will aloow the Archer or anybody else with the ability to equip a

bow to always have a 100% hit ratio against opponents, possibly even

against Ninjas. Also it raises the damage of your attack as well.

Basically there are no disadvantages to using this.

3. Equip Bow/EqBow(AP: 135)

This is pretty self explanatory. Use this if you wish on any other class

that cannot equip a Bow.

4. X-Fight/SShot(AP: 405)

Very powerful. Even though your attacks are half strengthed, if you have

the 2-Handed abiltiy from the Ninja you can attack for a total of 8 times!

 

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Bard

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Abilities:

1. Hide(AP: 25)

Remember Edward(Gilbert)? Well this command allows you to hide during

battle, avoiding all attacks no matter what. However you cannot attack

as well and you can also Show yourself, but this is pretty much useless

unless you are really weak and wounded.

2. Equip Harp/EqHarp(AP: 50)

This is basically pretty self explanatory. Use this if you wish on any

other classes that cannot equip a Harp.

3. Sing(AP: 100)

This will allow the person in another class to use Sing a random song

which either paralyzes, puts to sleep, or even kill an opponent.

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Berserker

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Abilities:

1. Berserk(AP: 100)

This allows you to always be ready to attack and you will always be on

Wolverine(r) fury, but as you can expect you cannot control the party

member with the Berserker ability.

2. Equip Axe/EqAxe(AP: 400)

This is basically pretty self explanatory. Use this if you wish on any

other classes that cannot equip an Axe.

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Black Wizard/Black Wizard

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Abilities:

1. Black! Lvl 1(AP: 10)

Allows another class to use level 1 Black magic.

2. Black! Lvl 2(AP: 20)

Allows another class to use level 2 Black magic.

3. Black! Lvl 3(AP: 30)

Allows another class to use level 3 Black magic.

4. Black! Lvl 4(AP: 50)

Allows another class to use level 4 Black magic.

5. Black! Lvl 5(AP: 70)

Allows another class to use level 5 Black magic.

6. Black! Lvl 6(AP: 100)

Allows another class to use level 6 Black magic.

7. MP 30% UP/MP +30%(AP: 400)

Max MP is boosted up 30% overall, can also be used in the Black Wizard

class also.

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Blue Wizard/Blue Mage

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Abilities:

1. Peep/Check(AP: 10)

This allows you to check an opponent's HP/MP, this is pretty useful just

incase you don't know what your dealing with. Unlike in FFIV, this will

work basically everytime you use it.

2. Learning(AP: 20)

With this ability you can learn the attacks enemies put on you, not the

party. You must actually be hit with the enemies' attack once and you

will learn it.

3. Blue!(AP: 70)

Allows another class to use Blue Magic.

4. Scan/View(AP: 250)

This is a more advanced version of Peep. You will able to see not only

the opponent's HP/MP but also their weakness and level as well. But the

downside is that this rarely works as most of the the party member using

it will just waste a turn, so stick with Peep instead.

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Caller/Summoner

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Abilities:

1. Call! Lvl 1/Summn Lvl 1(AP:15)

Allows another class to use level 1 Summon magic.

2. Call! Lvl 2/Summn Lvl 2(AP:30)

Allows another class to use level 2 Summon magic.

3. Call! Lvl 3/Summn Lvl 3(AP:45)

Allows another class to use level 3 Summon magic.

4. Call! Lvl 4/Summn Lvl 4(AP:60)

Allows another class to use level 4 Summon magic.

5. Call! Lvl 5/Summn Lvl 5(AP:100)

Allows another class to use level 5 Summon magic.

6. Summon/Call(AP: 500)

Allows another Class to use a random summon without using MP.

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Chemist

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Abilities:

1. Medecine(AP: 15)

Doubles the effectiveness of potions like HIOPOTIONs, ETHERs, etc.

2. Mix(AP: 30)

Allows Chemist or another class to mix ingredients, mainly the DRKMATTER,

DRGNFANG, and others along with HIOPTIONs, FENIXDOWNs, etc.

3. Drink(AP: 45)

Allows Chemist or another class to drink potions during battle like

GIANT POTION, SPEED POTION, etc.

4. Health/Recvr(AP: 135)

Allows Chemist or another class to heal any negative status effect besides

Zombie. Note that this does not waste anything at all! No magic or items

whatsoever!

5. Revive/Rvive(AP: 405)

Revives all swoon party members. Even if three members are down they are

still revived! Note that this does not waste anything at all! No magic

or items whatsoever!

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Dancer

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Abilities:

1. Flirt(AP: 25)

Will either confuse enemy or make them very angry!

2. Dance(AP: 50)

Perform any random dance that each dance has a random effect of confusion,

death, drain, etc.

3. Equip Ribbon/EqRibbon(AP: 325)

Gain and allow other classes to equip and wear the strongest helmet in

the game.

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Dragoon/Lancer

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Abilities:

1. Jump(AP:50)

Allows another class to Jump. You do not neccessarily have to have a Spear

equipped to Jump either.

2. Drgnswd/Lance(AP: 150)

Summons dragon to absorb both HP and MP from opponents. Results may vary.

3. Equip Spear/EqSpear(AP: 400)

Have another class the ability to equip spears that normally cannot.

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Elementalist/Geomancer

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Abilities:

1. Terrain/Earth(AP: 25)

Perform a varying elemental attack, this does not cause an MP drain in the

character.

2. Pitfalls/Findhole(AP: 50)

When stepping over a pitfall, the party quickly jumps out of the way and

the pitfall remains there.

3. DmgFloor/AntiTrap(AP: 100)

Take no damage from spikes, magma, hiryuusou, etc.

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Knight

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Abilities:

1. Cover(AP: 10)

Cover any party member near swoon condition.

2. Protect/Guard(AP: 30)

Block physical attacks completely. Which means take absolutely no damage

from physical attacks at all!

3. BothHand/2-Handed(AP: 50)

Equip one weapon with both hands, allowing double the attack power but

inability to equip shields.

4. Equip Shields/EqShield(AP: 100)

Allow another class the ability to equip shields.

5. Equip Armor/EqArmor(AP: 150)

Allow another class the ability to equip armor.

6. Equip Swords/EqSword(AP: 350)

Allow another class the ability to equip swords.

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Mimic

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Abilities:

1. Mimic(AP: 999)

Directly copies any last attack performed by a party member. This includes

magic, X-Fight, Jump, and ANY other ability. This does not cost magic

nor does it cost any itmes to do so. By far the strongest command!

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Monk

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Abilities:

1. BuildUp/Store(AP: 15)

Takes two turns to double attack power. (Pretty dumb if you ask me since

you hit twice in those two turns anyways!)

2. Brawl/Barefist(AP: 30)

Attack as well as an empty-handed(karate) monk.

3. Chakra/Chkra(AP: 45)

Restore partially loss HP and cure posion and darkness without the use

of items or magic.

4. Counter(AP: 60)

Counter attack when you are attacked.

5. HP: 10%UP/HP +10%(AP: 100)

Maximum HP is up by 10%.

6. HP: 20%UP/HP +20%(AP: 150)

Maximum HP is up by 20%.

7. HP: 30%UP/HP +30%(AP: 300)

Maximum HP is up by 30%.

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Mystic Knight/Sorcerer

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Abilities:

1. Barrier/MagiWall(AP: 10)

When another class is in near swoon condition, a magic barrier will

automatically be set up.

2. Magic Sword lvl 1/Sword Lvl 1(AP: 20)

3. Magic Sword lvl 2/Sword Lvl 2(AP: 30)

4. Magic Sword lvl 4/Sword Lvl 3(AP: 50)

5. Magic Sword lvl 4/Sword Lvl 4(AP: 70)

6. Magic Sword lvl 5/Sword Lvl 5(AP: 100)

7. Magic Sword lvl 6/Sword Lvl 6(AP: 400)

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Ninja

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Abilities:

1. Smoke/Dustb(AP: 10)

Run away with ease, but you still cannot run away from bosses.

2. Image/Twin(AP: 30)

Create a double image of yourself and avoid physical attacks. Gone after

one hit.

3. 1stAttack/Firstatk(AP: 50)

Pre-emptive attack/post-emptive attack ratio up and favors party. You

still can be attacked by the opponent first or backed attack though.

4. Throw(AP: 150)

Gain the Ninja's abiltiy to Throw weapons or items in another class.

5. 2-Handed/2-Swords(AP: 450)

Allows both hands to be equipped with a weapon. So one hand can be

equipped with an IceBrand sword while the other a Flame sword.

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Red Wizard/Red Mage

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Abilities:

1. Wht/Blk lvl 1/Red Lvl 1(AP: 20)

Allows another class to cast both level 1 black and white magics.

2. Wht/Blk lvl 2/Red Lvl 2(AP: 40)

Allows another class to cast both level 2 black and white magics.

3. Wht/Blk lvl 3/Red Lvl 3(AP: 100)

Allows another class to cast both level 3 black and white magics.

4. X-Magic/Redx2(AP: 999)

Allows either the Red Wizard or another class to cast two of the same or

different spells in one round.

NOTE: If you are a Caller that means you will only be able to cast either

Time lvl 1-3, Black lvl 1-3, or White lvl 1-3 magics. If you are

a Suppin or Mimic and you have X-Magic as your ability and Call

as the other, that goes the same as well. So if your a Time Wizard

you will be able to cast any Jikuu magic but any other magic

you will only be able to cast lvls 1-3 of any other magic. Get it?

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Samurai

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Abilities:

1. SwdSlap/SSlap(AP: 10)

With a successful attack an opponent is paralyzed except for any other

opponent immune to it like most bosses.

2. GP Toss/$Toss(AP: 30)

Very powerful money attack that hits all opponents. The damage done will

determine how much GP you loss with the attack. So the more powerful it

is the more GP you will lose.

3. EvadeSwrdGrab(AP: 60)

Evade attacks more easily and at a higher ratio, this will last throughout

the battle.

4. Equip Katanas/EqKatana(AP: 180)

Allows another class the ability to equip katanas.

5. Slash/Fdraw(AP: 540)

Destroy one target with a single swipe.

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Thief

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Abilities:

1. Passages/Secret(AP: 10)

See hidden passages that normally are not visible.

2. Escape/Flee(AP: 20)

Just like the Ninja's Smoke ability, this allows you to escape more easily

except for bosses of course.

3. Dash(AP: 30)

While holding down the "B" button("X" button for PSX) this allows you to

travel twice as fast through towns and dungeons and caves and so on. This

will not work on the World Map.

4. Steal(AP: 50)

Allows another class other than the Thief to steal items or weapons from

enemies during battle.

5. Caution(AP: 75)

Prevent back attacks prior to random battles.

6. Capture/Mug(AP: 150)

Allows the Thief or another class to attack and steal at the same time.

7. Restless/Footwork(AP: 300)

Become as agile as a thief, meaning your agility points are equal to

those of a theif.

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Time Wizard/Time Mage

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Abilities:

1. Jikuu magic lvl 1/Time lvl 1(AP: 10)

Allows another class to use level 1 Time magic.

2. Jikuu magic lvl 2/Time lvl 2(AP: 20)

Allows another class to use level 2 Time magic.

3. Jikuu magic lvl 3/Time lvl 3(AP: 30)

Allows another class to use level 3 Time magic.

4. Jikuu magic lvl 4/Time lvl 4(AP: 50)

Allows another class to use level 4 Time magic.

5. Jikuu magic lvl 5/Time lvl 5(AP: 70)

Allows another class to use level 5 Time magic.

6. Jikuu magic lvl 6/Time lvl 6(AP: 100)

Allows another class to use level 5 Time magic.

7. Equip Rods/EqRod(AP: 250)

Allows another class to equip Rods.

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Trainer

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Abilities:

1. Tame(AP: 10)

Allows another class to Tame demon and beast type animals. Mainly

paralyzing them.

2. Control/Cntrl (AP: 50)

Allows either the Trainer or another class to control a monster's body.

3. Equip Whips/EqWhip(AP: 100)

Allows another class to equip Whips.

4. Catch(AP: 300)

Capture weaken enemies. Mainly drop them down to a low enough HP so you

can catch them.

4b. Release(afer Catch)

After capturing release the monster you caught against the opponent.

Each captured monster will use a random attack against the opposition.

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White Wizard/White Mage

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Abilities:

1. White magic lvl 1/White lvl 1(AP: 10)

Allows another class to cast level 1 White magic.

2. White magic lvl 2/White lvl 2(AP: 20)

Allows another class to cast level 2 White magic.

3. White magic lvl 3/White lvl 3(AP: 30)

Allows another class to cast level 3 White magic.

4. White magic lvl 4/White Lvl 4(AP: 50)

Allows another class to cast level 4 White magic.

5. White Magic lvl 5/White Lvl 5(AP: 70)

Allows another class to cast level 5 White magic.

6. White magic lvl 6/White Lvl 6(AP: 100)

Allows another class to cast level 6 White magic.

7. MP 10%UP/MP +10%(AP: 300)

Raises maximum HP by 10%.

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