Bravely Default Job Guide
Table of Contents
- Document Information
- Job System Explanation
- Freelancer
- Monk
- White Mage
- Black Mage
- Knight
- Thief
- Merchant
- Spell Fencer
- Time Mage
- Ranger
- Summoner
- Valkyrie
- Red Mage
- Salve-Maker
- Performer
- Pirate
- Ninja
- Swordmaster
- Arcanist
- Spiritmaster
- Templar
- Dark Knight
- Vampire
- Conjurer
- Team Building and Setups
- Physical Attackers
- Magic Attackers
- Healers
- Support
- Utility
- Your 3 Slot Ability
- BP Management
- Special Setups and Rush Builds
- Endgame Continuous Boss Rush
- General Team Advice
- Important Contact Information
Document Information
This document was written based on the Australian/European version of Bravely Default.
It is designed to give detailed information about the job system, general job advice and sample setups to help you design your in game team and strategy. It is designed to be descriptive instead of prescriptive, as there are multiple ways to build a successful team. You are encouraged to experiment with the job system as in my view, you will get much more out of the game if you have a go yourself at designing and modifying your team's abilities, but this may give you a few ideas if you're a bit stuck.
File History
Current version: 1.30 (12 Oct 2015, editor updates), initially published 18 Feb 2014
This upload is mainly a maintenance update to work with some new editor features, as well as a few minor additions.
Copyright Information
Copyright (C) 2014-2015 Benjamin Lee
This guide may be not be reproduced or modified under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other unauthorised web site or as a part of any public display is strictly prohibited, and a violation of copyright.
This particular guide may only be hosted on the following sites (as of October 2015).
- GameFAQs (gamefaqs.com)
- Neoseeker (neoseeker.com)
All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
Credits
- Square Enix / Silicon Studio: For making the game
- SBAllen and Devin Morgan: For running GameFAQs and providing the tools used to make the guide
- Bravely Default Message Board community: Suggesting strategies I may have missed.
- kupomogli: Giving me tips on how to use BP Recovery effectively.
- Mark Jhon: For some ideas about more sturdy and effective support builds.
Job System Explanation
Bravely Default has 24 unique jobs, each with their own advantages and disadvantages. You gain jobs through the game by defeating certain bosses.
The job your character chooses affects what stats are boosted/reduced and how well characters can use various equipment. The job you are in does not influence what stats go up as your character level goes up, so you are free to choose whatever jobs you like and switch at any time. Characters are not limited to certain jobs: their base stats only differ by about 1-3 points.
As you increase in job level, you get a slight boost to your base stats (1% per job level), you learn new abilities and you do more damage through higher hit counts for normal attacks and magic.
Here's what the various stats are and what they mean:
- HP ~ Affects maximum HP
- MP ~ Affects maximum MP
- STR ~ Increases physical attack damage
- VIT ~ Reduces physical attack damage taken
- INT ~ Increases magic damage (both spells and sword magic), increases chance to inflict status effects
- MND ~ Increases healing, also decreases magic damage taken, decreases chance to be inflicted with status effects.
- DEX ~ Affects accuracy of attacks
- AGI ~ Affects number of hits, turn order and evasion
Abilink allows you to obtain abilities that a friend has unlocked, even if you don't have them yet. You can assign one friend to each party member. This reduces the need to grind out job levels if you want certain abilities and one of your friends has obtained it.
Each job has 14 abilities, which are gained by increasing in job level. Ability cost is explained through the following:
- N/A: Does not have a cost.
- 0: Costs no MP or BP in battle
- ??? HP: Costs HP
- ??? MP: Costs MP
- ? BP: Costs extra BP
- ? SP: Costs Support Points (not to be confused with Sleep Points)
All starting abilities are automatically equipped for a character in that job.
This FAQ analyses the jobs in general, and how useful they are throughout the game.
The effectiveness of equipment is determined by the following grades that you see on the equipment screen. The boost affects the original stats of the item. For example, armor with a P. Def of +45 would raise P. Def by 90 on a character with rank S in armor, while only 45 for a character with rank E.
Equipment without an armor rating (such as robes and hats, as well as certain accessories) are considered Rank A for this purpose. The equipment rank only affects the main stats boosted (P. Atk for weapons, P. Def for shields, armor and helmets).
- E ~ No boost
- D ~ 20% boost
- C ~ 40% boost
- B ~ 60% boost
- A ~ 80% boost
- S ~ 100% boost
When wielding weapons in both hands, if Dual Wield is not equipped, the stat modifier for the weapon is halved. If Two-Handed is equipped with a one handed weapon in one hand and the other hand is empty, the stat modifier for the weapon is doubled.
Here's the JP required to reach a particular level in a job:
Level | JP (cumulative) |
---|---|
Lv. 1 | 0 |
Lv. 2 | 30 |
Lv. 3 | 100 |
Lv. 4 | 250 |
Lv. 5 | 450 |
Lv. 6 | 700 |
Lv. 7 | 1100 |
Lv. 8 | 1700 |
Lv. 9 | 2500 |
Lv. 10 | 6000 |
Lv. 11 | 10000 |
Lv. 12 | 14000 |
Lv. 13 | 19000 |
Other Lv. 14 | 24000 |
Freelancer Lv. 14 | 28999 |
Freelancer
Freelancer - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% |
Freelancer - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
B | B | B | B | B | B | B | B | B | B | B | B |
Freelancer - Job Summary
The freelancer is a "jack of all trades", a profession which can do most things with average ability. It's the starting job of the game. Its potential is only seen in the endgame, where it can have the highest stats due to the stat bonuses given to it.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Late Bloomer | N/A | HP, MP, P. Atk, P. Def, M. Atk & M. Def increase by 1% per job mastered. | Only becomes useful near the end of the game, where you can easily level up all of the jobs. This ability allows the Freelancer to have some of the highest stats in the game. |
1 | Examine | 0 | Display information on selected enemy. | Useful for identifying weaknesses, family, stats and HP of an enemy. |
2 | Treat | 0 | Heal target for 20% of their maximum HP. | Useful for early game healing, but becomes near useless later on. |
3 | Divining Rod | 1 SP | Displays the number of remaining chests in a dungeon. | Useful when looking for hidden passages in dungeons. |
4 | Dungeon Master | 1 SP | Prevents damage/status effects from dungeon traps. | Useful in dungeons with hazards, such as Harena Ruins, Florem Gardens, Miasma Woods and The Underflow. |
5 | Mislead | 0 | Enemies will target you less frequently. | Could be useful to draw attention away from vulnerable characters. |
6 | Prayer | 8 MP | Chance based abilities are 50% more likely to succeed for 10 turns. Does not affect support abilities. | Useful for getting thievery, Squeaky Wheel or other such abilities to work, requires a Freelancer secondary through. |
7 | MP 10% Up | 1 SP | Max MP is increased by 10%. | Extra MP is nice for your magic casting classes. |
8 | Endure | 0 | P. Def and M.Def increases by 25% for 4 turns. | Useful for highly defensive jobs, such as the Knight. |
9 | Poison Immunity | 1 SP | Character is immune to poison. | As some bosses use Poison, this becomes very useful so you don't have to waste a turn later. |
10 | JP Up | 1 SP | Increases JP for the character by 20%. | Helps leveling up your jobs a bit faster. |
11 | Flee | 0 | Flee the battle with 100% success. Doesn't work in boss battles, or Dimension's Hasp | Good for getting out of surprise battles. |
12 | Lure Enemy | 1 SP | Doubles enemy encounter rate. | Useful when grinding, otherwise, it hinders your progress. |
13 | Stand Ground | 3 SP | 75% chance to survive damage that would cause a KO, unless character is at 1 HP. | Useful in case you get attacked by surprise. |
14 | Mimic | 0 | Repeats last action of an ally. (Fails on certain moves). | The basis of many BP/MP saving strategies using other jobs. |
Freelancer - Ability Notes
- JP Up increases JP gain by 20%, rounded down, to a maximum of 999.
- Mimic will fail on special moves, as well as the following moves: Rage, Experiment, Mass Attack, Shield Strike, Salesman
Freelancer - Analysis at a Glance
Advantages
- Has Examine, a very useful ability to find enemy HP and weaknesses
- Has a number of useful field abilities: Dungeon Master helps get through dungeon traps, and Divining Rod helps for finding treasure chests.
- JP Up and Lure Enemy is useful for quickly leveling up jobs. Flee and Stand Ground can save your party from unexpected attacks.
- Mimic is the basis for many strategies that cost lots of BP, money or MP
Disadvantages
- Doesn't offer many choices by itself. It will usually be run as a secondary job command until the endgame.
- Only becomes a bit more useful in the endgame, where you've mastered several jobs and get a slight boost to your stats.
- Takes a long time to level up to get the really useful abilities.
Monk
Monk - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
+30% | -30% | +30% | +20% | -40% | -20% | 0% | +20% |
Monk - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
E | E | E | E | S | E | E | E | S | E | E | E |
Monk - Job Summary
The monk specializes in physical attacks, armed or unarmed.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Knuckle Lore | N/A | Knuckles become Rank S weapons. Increases P. Atk by 2 times your level if no weapons are equipped. | Allows the Monk to be useful even without weapons, especially late game. |
1 | Strong Strike | 0 | Attack with double power, but 50% success rate. | Outclassed by other attacks later on. |
2 | Invigorate | 0 | Increases P. Atk by 25% for two turns with 75% chance of success. If it fails, user takes 20% HP in damage. | Sort of reliable, but many options later are far better. |
3 | Inner Alchemy | 5 MP | Removes poison, blind, silence, dread and confuse status from yourself. | Useful for self removal of common status conditions so your healer doesn't need to spend an extra turn. |
4 | HP 10% Up | 1 SP | Increases maximum HP by 10%. | Useful early on, HP boost is generally useful. |
5 | Knuckle Lore | 1 SP | Knuckles become Rank S weapons. Increases P. Atk by 2 times your level if no weapons are equipped. | Outside of the Monk job, this can be used to provide decent attack power without weapons. |
6 | Hidden Dragon | 0 | Attack last, but with 25% more damage. | Very useful if enemies have negative BP, as there is no disadvantage to going last if they can't act. |
7 | Qigong Wave | 12 MP | Attack with 25% more damage. Default does not reduce damage. | Useful to get through bosses that use Default frequently, such as the Profiteur. |
8 | Blind Immunity | 1 SP | Character is immune to blind. | Convenient for physical attackers that don't have a quick way to remove conditions. |
9 | P. Atk 10% Up | 1 SP | Increases P. Atk by 10% | Generally, higher attack power is better. |
10 | HP 20% Up | 2 SP | Increases HP by 20% | HP boosts are generally useful. |
11 | Pressure Point | 1 BP | Deal 2 times the damage of a normal attack. Ignores opponent's P. Def. | Often useful for bypassing enemies with very high defense, such as Chaugmar. |
12 | HP 30% Up | 3 SP | Increases HP by 30% | HP boosts are generally useful. |
13 | Phoenix Flight | 0 | Reduce your HP to 1. Deal damage equal to amount of HP sacrificed. | Useful for triggering abilties activating at low HP, can be setup with Minus Strike to deal maximum damage. |
14 | Natural Talent | 1 SP | Doubles P. Atk if nothing is equipped. | Most useful for Monks as they already have Knuckle Lore to boost their power. |
Monk - Analysis at a Glance
Advantages
- Don't necessarily need weapons to be successful due to Knuckle Lore
- Have naturally high HP which can be increased further.
- Capable of reaching the highest P. Atk in the game (barring an all job mastered Freelancer) through Natural Talent.
- Capable of self removing status conditions, saving your healers a turn.
Disadvantages
- In the midgame, is outclassed due to knuckles not providing significant attack boosts.
- Not good at attacking multiple enemies at once.
White Mage
White Mage - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
0% | +30% | -30% | -40% | +20% | +30% | -20% | 0% |
White Mage - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
E | E | E | B | S | C | E | E | E | E | E | E |
White Mage - Job Summary
The white mage provides healing and support for other party members.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Self-Healing | N/A | Poison, Blind and Silence are cured at the end of a battle. | Useful for removing status after battle, but less useful in prolonged battles. |
1 | White Magic Lv. 1 | N/A | Use Level 1 White Magic | Provides healing and removes common status conditions. |
2 | M. Def 10% Up | 1 SP | Increases M. Def by 10%. | Only worth it against magic based bosses. |
3 | White Magic Lv. 2 | N/A | Use Level 2 White Magic | Provides basic wind damage and ways to boost defenses. |
4 | Staff Lore | 1 SP | Staves become Rank S weapons. | Since the main reason you would use a staff is for healing, there is no reason you'd want to equip this. |
5 | Self-Healing | 1 SP | Poison, Blind and Silence are cured at the end of a battle. | Generally not worth the slot if you already have someone else who can remove these status conditions. |
6 | White Magic Lv. 3 | N/A | Use Level 3 White Magic | Provides better healing, status removal and revival. |
7 | Abate Water | 1 SP | Halve damage from water attacks. | A number of bosses use water based attacks, such as Othros, making it useful. |
8 | Angelic Ward | 1 SP | 50% chance to halve damage received. | Useful to prevent your healers being spiked, although it's not too reliable. |
9 | White Magic Lv. 4 | N/A | Use Level 4 White Magic | Provides better wind damage, ways to remove status buffs and magic reflection. |
10 | M. Def 30% Up | 3 SP | Increases M. Def by 30% | Good against magic based enemies, otherwise there are better options |
11 | White Magic Lv. 5 | N/A | Use Level 5 White Magic | Provides strong wind damage, good healing and party wide status removal. |
12 | Epic Group-Cast | 3 SP | Magic does not decrease in power when group cast. | Mainly good for healers who want to be more efficient with MP. |
13 | White Magic Lv. 6 | N/A | Use Level 6 White Magic | Provides light damage, full revival and strong healing. |
14 | Conservation of Life | 3 SP | If you are knocked out, all other characters are revived. Works once per character per battle. | It would be better to avoid getting knocked out in the first place, but this could be useful for surprise battles. |
White Magic
White Magic can be used once the appropriate job level is reached and the scroll has been purchased from the magic shop.
All healing spells from the Cure line do damage instead of healing undead enemies.
Level 1 | Location: Caldisla, Yulyana Woods, Miasma Woods | Level 4 | Location: Hartschild | ||
---|---|---|---|---|---|
Cure | 4 MP | Small amount of HP recovery (single/group) | Reflect | 16 MP | Causes black, white and time magic to rebound and hit the opposite team (single) |
Poisona | 4 MP | Cures poison (single) | Dispel | 8 MP | Removes all status changes from the target (single) |
Blindna | 4 MP | Cures blind (single) | Aerora | 15 MP | Moderate amount of wind damage (single/group) |
Level 2 | Location: Ancheim | Level 5 | Location: Eternia | ||
Protect | 5 MP | Increases P. Def by 25% for 5 turns (single) | Esunaga | 20 MP | Cures all status ailments except Stop and Doom (group) |
Shell | 5 MP | Increases M. Def by 25% for 5 turns (single) | Curada | 27 MP | Large amount of HP recovery (single/group) |
Aero | 5 MP | Small amount of wind damage (single/group) | Aeroga | 45 MP | Large amount of wind damage (single/group) |
Level 3 | Location: Florem, Grandship | Level 6 | Location: Grandship (Ch 5+) | ||
Esuna | 8 MP | Cures all status ailments except Stop and Doom (single) | Curaga | 60 MP | Very large amount of HP recovery (single/group) |
Raise | 18 MP | Revives a target with a small amount of HP. A base of 70% chance to cause instant death to undead enemies (single) | Arise | 80 MP | Revives a target with full HP. A base of 70% chance to cause instant death to undead enemies (single) |
Cura | 9 MP | Moderate amount of HP recovery (single/group) | Holy | 80 MP | Large amount of light damage (single) |
White Mage - Ability Notes
- Epic Group-Cast works on both offensive and defensive magic.
- Conservation of Life only activates if other party members are knocked out. It does not activate off poison damage, but activates on Doom and other self inflicted knockouts.
White Mage - Analysis at a Glance
Advantages
- Decent healing magic and abilities.
- Automatically cured of common status conditions at the end of a battle.
- Useful abilities, such as Angelic Ward increase your chance to survive, and Epic Group-Cast can be utilised to increase group damage.
Disadvantages
- Fairly fragile. If your White Mage gets hit by physcial attacks, they go down very quickly.
- Outclassed by the Spiritmaster later on.
Black Mage
Black Mage - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
0% | +30% | -40% | -40% | +30% | +20% | -20% | 0% |
Black Mage - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
E | E | E | S | C | C | E | E | E | E | E | E |
Black Mage - Job Summary
The black mage provides damage through offensive magic.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Black Resonance | N/A | Black magic becomes more powerful when more allies have the ability: +10% for 2, +15% for 3 and +20% for 4. | A party of Black Mages could work, but it's a bit too fragile. |
1 | Black Magic Lv. 1 | N/A | Use Level 1 Black Magic | Provides basic elemental damage. |
2 | Rod Lore | 1 SP | Rods become rank S weapons. | Rods are mainly used for magic users, so this is fairly useless. |
3 | Black Magic Lv. 2 | N/A | Use Level 2 Black Magic | Provides basic status conditions |
4 | Abate Fire | 1 SP | Halve damage from fire attacks. | A number of bosses use fire attacks, so this becomes useful. |
5 | Damage Dispersion | 1 SP | You take 55% damage from an attack, while allies take 15% each. | Very useful to prevent your healer from taking excessive damage. Just don't get targeted by Dark Breath or Minus Strike. |
6 | Silence Immunity | 1 SP | Character is immune to silence. | Useful for all casting classes to avoid being shut down. |
7 | Black Magic Lv. 3 | N/A | Use Level 3 Black Magic | Provides decent elemental damage. |
8 | Black Resonance | 1 SP | Boosts black magic (see starting ability for more details) | If you have a free space on 2 or more of your magic attackers, run it for a slight boost in damage. |
9 | Black Magic Lv. 4 | N/A | Use Level 4 Black Magic | Provides one additional status condition, as well as abilities to drain HP and MP. |
10 | M. Atk 20% Up | 2 SP | Increases M. Atk by 20% | Needed on magic attackers to boost damage to a respectable amount. |
11 | Black Magic Lv. 5 | N/A | Use Level 5 Black Magic | Provides strong elemental damage. |
12 | Pierce M. Defense | 3 SP | Magic ignores M. Defense. | Very useful later on, when many enemies have high M. Def. |
13 | Black Magic Lv. 6 | N/A | Use Level 6 Black Magic | Provides dark damage and instant death abilities. |
14 | Group-Cast All | 3 SP | Magic targets an entire party. Doesn't apply to magic that can only be self targeted. | Has a range of uses, most notably to cause partywide status effects, party wide protection and support. |
Black Magic
Black Magic may be used once the appropriate job level is reached and the scroll has been purchased from a magic shop.
When used on an undead enemy, Drain and Aspir cause HP/MP loss instead of gain.
Level 1 | Location: Caldisla, Yulyana Woods, Miasma Woods | Level 4 | Location: Starkfort | ||
---|---|---|---|---|---|
Fire | 5 MP | Small amount of fire damage (single/group) | Fear | 5 MP | Chance to cause dread status, reducing the target's BP if it was above 0 and prevents use of Brave and Default (single) |
Blizzard | 5 MP | Small amount of water damage (single/group) | Aspir | 1 MP | Drain MP from a target (single) |
Thunder | 5 MP | Small amount of lightning damage (single/group) | Drain | 8 MP | Drain HP from a target (single) |
Level 2 | Location: Ancheim | Level 5 | Location: Eternia | ||
Sleep | 5 MP | Chance to cause sleep, preventing target from moving until it wears off, the user is attacked or the status is removed (single) | Firaga | 45 MP | Large amount of fire damage (single/group) |
Poison | 4 MP | Chance to cause poison. Poisoned characters take 10% HP damage per turn (1% for bosses). Cancels effects of Regen (single) | Blizzaga | 45 MP | Large amount of water damage (single/group) |
Silence | 5 MP | Chance to cause silence status, preventing use of spells or songs (single) | Thundaga | 45 MP | Large amount of lightning damage (single/group) |
Level 3 | Location: Florem, Grandship | Level 6 | Location: Grandship (Ch 5+) | ||
Fira | 15 MP | Moderate amount of fire damage (single/group) | Dark | 80 MP | Large amount of dark damage (single) |
Blizzara | 15 MP | Moderate amount of water damage (single/group) | Kill | 16 MP | Instantly knocks out weak enemies (group). No rewards given for beating enemies targeted, even if spell fails. |
Thundara | 15 MP | Moderate amount of lightning damage (single/group) | Death | 15 MP | Chance to cause instant death (single) |
Black Mage - Ability Notes
- Group-Cast All works on the following: All White Magic, All Black Magic, All Time Magic, and Corpse.
Black Mage - Analysis at a Glance
Advantages
- Good ability to damage single and multiple enemies and inflict harmful status conditions.
- Contains good abilites to reduce damage and debuffs to more vulnerable magic classes, such as Damage Dispersion and Silence Immunity.
- Near the end, gets very useful abilities such as Group-Cast All and Pierce M. Defense, which become very useful for other casting classes.
Disadvantages
- Fairly fragile. If your Black Mage gets hit by physcial attacks, they go down very quickly.
- Requires high job levels to have a decent impact.
Knight
Knight - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
+20% | -20% | +20% | +40% | -30% | 0% | -20% | -20% |
Knight - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
S | A | A | E | E | B | D | D | E | S | A | A |
Knight - Job Summary
The knight has high P. Def and decent attack power.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Protect Ally | N/A | Take a single target attack directed at any ally under 20% HP. | Often useful for taking the damage from physical attacks, as the Knight already has high P. Def. |
1 | Stomp | 0 | Attack with 25% more power, but drops P. Def and M. Def by 25%. | Good power early on, but becomes outclassed later. |
2 | Two-Handed | 1 SP | Doubles boost from a one handed weapon when the other hand is empty. | Very useful throughout the game to boost damage from weapons. A shield can be equipped during the defending turns, then removed for the next attack. |
3 | P. Def 10% Up | 1 SP | Increases P. Def by 10%. | Cutting damage done is good. |
4 | Ironclad | 5 MP | Increases P. Def to maximum at the start of the turn. Only applies for that turn. | Useful if you have Buff Up, as due to the way stat boosts work, you keep 150% P. Def. |
5 | Protect Ally | 1 SP | Take a single target attack directed at any ally under 20% HP. | The only class you would use this on is the Templar, as other classes don't have high defenses. |
6 | Shield Strike | 8 MP | Attack with a shield and raise P. Def by 25% for 2 turns. Must have a shield. | An alternative to boosting P. Def, but has low power. |
7 | Shield Lore | 1 SP | Armor ranking for shields goes up to S. | If you need the extra defense provided by a shield and you have rank E, it may be useful. |
8 | Vengeance | 1 BP | Attack against all enemies which is more powerful with more allies knocked out. | You should try not to have your allies knocked out in the first place. |
9 | Sword Lore | 1 SP | Swords become S rank weapons. | Useful for attackers from another class with a low sword rank. |
10 | Full Cover | 0 | Protects an ally from single target physical attacks for 1 turn. Damage you take is halved for these attacks. | Useful for protecting a specific ally, such as a healer. |
11 | Dual Shields | 1 SP | Use 2 shields instead of a weapon. | Allows Knights to have the highest P. Def in the game. However, is limited by attacking until job level 14. |
12 | P. Def 30% Up | 3 SP | Increases P. Def by 30% | Cutting damage down is very useful. |
13 | Chivalrous Spirit | 1 SP | Every time you protect an ally using Protect Ally, Full Cover or White Knight, your P. Def goes up by 25% for 5 turns. | If you have the space, run it, but there's usually better abilities. |
14 | Super Charge | 1 BP | Deal damage according to your P. Def. | Very useful for dual shield wielders. |
Knight - Analysis at a Glance
Advantages
- High defense, can tank physical attacks very well, especially with Dual Shield while still having Super Charge for damage.
- Protects low HP allies from potentially dangerous physical attacks.
- Two-Handed gives a good attack boost throughout the game to physical classes.
Disadvantages
- Quite slow overall.
- Protect Ally can end up being a liability with moves that ignore P. Def, such as Minus Strike.
Thief
Thief - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
0% | 0% | -10% | 0% | -40% | -40% | +50% | +40% |
Thief - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
C | E | E | E | E | S | A | C | C | E | E | E |
Thief - Job Summary
The thief specialises in stealing items, and also has fairly high hit counts.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Master Thief | N/A | Stealing abilities have double the chance of success. | Make stealing items much easier, which means less turns spent trying to steal. |
1 | Steal | 0 | 25% chance of stealing an item from a target. | Some enemies have rare items, especially in Chapter 7. |
2 | Abate Wind | 1 SP | Halves damage from wind attacks. | Wind damage isn't that common, but it has its uses. |
3 | Speed 10% Up | 1 SP | Increases speed by 10%. | Can help you to move before enemies. |
4 | Life Thief | 8 MP | 75% chance to attack and steal HP from an opponent. | Useful for self healing and fairly reliable. |
5 | Speed 20% Up | 2 SP | Increases speed by 20%. | Helps you to move before enemies. |
6 | Mug | 16 MP | Attack, with a 25% chance of stealing an item. | Combines stealing and damage dealing. Just don't knock out the foe too early. |
7 | Raid | 1 SP | Raise BP by 1 on first strike. | Only useful for random battles, and becomes fairly useless later on. |
8 | Dagger Lore | 1 SP | Daggers become S rank weapons. | Daggers deal fairly low damage to start off with compared to other weapons, so often it's not worth the slot. |
9 | Godspeed Strike | 2 BP | Attack based on your speed stat. Ignores P. Def. | A popular choice, as it allows you to boost speed without sacrificing attack. Needs good BP management though. |
10 | Master Thief | 3 SP | Stealing abilities have double the chance of success. | The three slots this takes up are usually not worth it to someone outside the thief job. |
11 | Rob Blind | 2 SP | Steals 2 items instead of one when stealing. | Useful for getting two rare items in Chapter 7. |
12 | Shake Down | 1 BP | Steal from all enemies with a 25% success rate. | Good against groups of enemies as it is more BP efficient. |
13 | Speed 30% Up | 3 SP | Increases speed by 30% | Moving before enemies is good. |
14 | Burgle and Bluff | 1 SP | Boosts P. Atk by 25% each time you steal or use Life Thief successfully. | If you have a spare slot, use it, but there are better abilities. |
Thief - Analysis at a Glance
Advantages
- Good at stealing items from enemies, some of them being unique and limited.
- High hit count due to high agility.
- Godspeed Strike provides high amounts of damage without compromising speed.
- Has very useful abilities to increase speed, which become important for controlling turn order later on.
Disadvantages
- Vulnerable to magic skills.
- Needs decent job levels to hit hard.
Merchant
Merchant - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
0% | 0% | 0% | -20% | +10% | 0% | 0% | 0% |
Merchant - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
D | E | S | E | S | S | C | E | E | E | E | E |
Merchant - Job Summary
The merchant is good for making money, and can also spend money to provide support.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | More Money | N/A | Increases money earned from battles by 50%. Doesn't stack, contrary to the description. | Only really useful for money farming. |
1 | Pay to Play | Money | Spend 50 pg multiplied by your level to raise critical hit rate by 300% for 4 turns. | One of the few methods to raise Critical Hit Rate, but is a bit expensive. |
2 | Salesman | 0 | Sell a recovery item for 2.4 times its sale price. | Useful for selling Debug Elixirs from Mammon. |
3 | White Knight | 1 SP | If you are under 20% HP, the ally with the most HP will defend you from a single target physical attack. | Put this on your healers to protect them from attacks. |
4 | Pharmacy | Money | Pay for a recovery item and use it on a target. | Useful if you've run out of items in a dungeon and the exit is far away. |
5 | Hedge Risk | Money | Halves damage for 5 turns. Every time you take damage, you lose money equal to the damage prevented by this ability. | Somewhat useful for protection, but can end up being costly. |
6 | Takeover | Money | Spend 50 pg multiplied by your level to cause damage equal to the money you spent. | Expensive, and there are better ways to deal damage. |
7 | BP Drink | Money | Pay 1000 pg to boost an ally's BP by 1, 10000 pg for 2 BP and 100000 for 3 BP. | Useful as long as you can earn the money back. |
8 | Speculate | 1 SP | Either deal double damage or none at all, with equal probability. | Risky, but can end up paying off, although if you're at the damage cap this is useless. |
9 | More Money | 2 SP | Increases money earned from battles by 50% | As this doesn't stack and money comes fairly easily later on, it's not worth the 2 ability slots. |
10 | Millionaire | Money | Send 25 pg multiplied by your level to a friend. Need to use the Send command, then update data. | It's a gimmick. It could be useful for early stages, but in later battles you can earn much more. |
11 | Big Pharma | N/A | Heal an enemy with an item. They lose pg equal to the amount of HP recovered. | Used in a money farming auto battle strategy, but that's about it. |
12 | Full Leverage | N/A | Damage and recovery are doubled. HP, MP and BP costs are doubled for everyone in battle. Does not affect item damage. | Useful to make battles go faster and deal more damage, although the same applies to your team. |
13 | Low Leverage | N/A | Damage and recovery are halved. HP, MP and BP costs are halved for everyone in battle. Does not affect item damage. | Useful if you're at the damage cap, also a good way to manage BP. |
14 | Payoff | Money | Spend money to end the battle. Choose how much to spend in 10000 pg increments. Chances of success are higher if you spend more. | Not very useful overall, unless you like burning a hole in your wallet. |
Merchant - Analysis at a Glance
Advantages
- Makes it easier to gain money.
- Useful for controlling BP or damage dealing.
- Easiest class to farm money with, especially with Big Pharma and Salesman
Disadvantages
- Costs money to use skills. This applies mainly for the early stages where earning money is more difficult.
- Becomes outclassed later on as a primary job.
Spell Fencer
Spell Fencer - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
+10% | +10% | +10% | +10% | +10% | +10% | 0% | 0% |
Spell Fencer - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
S | E | D | E | E | C | E | B | E | A | A | A |
Spell Fencer - Job Summary
The spell fencer uses magic to power up their attacks.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Anti-Magic | N/A | M. Def goes up by 50% when hit by magic for 4 turns. | A nice boost, but nothing too major. |
1 | Sword Magic Lv. 1 | N/A | Use Level 1 Sword Magic | Allows you to change your weapon element. |
2 | Sword Magic Lv. 2 | N/A | Use Level 2 Sword Magic | Allows you to inflict status conditions with attacks. |
3 | Firewall | 1 SP | If you are hit by a physical single target attack, you have a 50% chance to counter with a fire attack. | There are abilities far better then this later on. |
4 | Sword Magic Lv. 3 | N/A | Use Level 3 Sword Magic | Allows you to change your weapon element and deal extra damage. |
5 | Auto-Aspir Blade | 1 SP | You start off with Aspir Sword Magic for 10 turns. | Useful for MP management. |
6 | Magic Armor | 1 SP | When you use sword magic, you take half damage from the element you're using for 4 turns. | Sometimes useful, although most enemies do not use elemental attacksof the same element as their weakness. |
7 | Sword Magic Lv. 4 | N/A | Use Level 4 Sword Magic | Allows you to drain HP or MP and inflict dread. |
8 | Memento | 3 SP | All other allies not knocked out recover 50% MP if you are knocked out. | Could potentially be useful, but requires someone to revive later. |
9 | Sword Magic Lv. 5 | N/A | Use Level 5 Sword Magic | Allows you to change your weapon element and deal more damage. |
10 | Anti-Magic | 2 SP | M. Def goes up by 50% when hit by magic for 4 turns. | There are better abilities than this for other classes. |
11 | Sword Magic Amp | 1 SP | Doubles cost of sword magic, but increases damage by 25% when sword magic is in effect. | Useful for boosting the power of your attacks. Extra MP is usually not an issue. |
12 | Sword Magic Lv. 6 | N/A | Use Level 6 Sword Magic | Allows you to change your weapon element to Light and Dark, and inflict instant death. |
13 | M. Def Specialize | 1 SP | Boosts M. Def by 50% but lowers P. Def by 25%. | Restricted to use against magic bosses or groups. |
14 | Phantom Weapon | 3 SP | All magic attacks have weapon damage added to them. | Makes for interesting casters, for example, Monks can use magic effectively with this ability. |
Sword Magic
When sword magic is used, magic damage with the specified element is added to the weapon. In the case of Aspir and Drain, the weapon damage causes HP/MP drain. When status effects are added, there is a chance to cause that particular status ailment when attacking. Sword Magic, despite the name, works on any weapon (even bare hands) and require the magic scroll to be purchased.
Level | Min. Job Level | Location | Spells |
---|---|---|---|
1 | 1 | Caldisla | Fire (5), Blizzard (5), Thunder (5) |
2 | 2 | Ancheim | Sleep (5), Poison (4), Silence (5) |
3 | 4 | Florem | Fira (15), Blizzara (15), Thundara (15) |
4 | 7 | Hartschild | Fear (5), Aspir (1), Drain (8) |
5 | 9 | Eternia | Firaga (45), Blizzaga (45), Thundaga (45) |
6 | 12 | Grandship (Ch. 5) | Dark (80), Holy (80), Death (15) |
Spell Fencer - Analysis at a Glance
Advantages
- Sword magic allows you to exploit elemental weaknesses.
- Unique ability that allows your physical attackers to do fairly high damage with spells.
- Well balanced in stats overall.
Disadvantages
- There aren't really too many disadvantages, but the class doesn't really specialise in anything stat wise.
Time Mage
Time Mage - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
0% | +30% | -40% | -40% | +30% | +20% | -20% | 0% |
Time Mage - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
D | E | E | D | S | D | E | E | E | E | E | E |
Time Mage - Job Summary
The time mage can provide both offensive and support magic.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Time Slip | N/A | If your party is wiped out, you return to the start of battle. Only happens once a battle. | Useful if your party is taken out by surprise. It's a convenience, but you shouldn't rely on it. |
1 | Time Magic Lv. 1 | N/A | Use Level 1 Time Magic | Allows you to deal minor earth damage, slowly regenerate HP and slow down opponents. |
2 | M. Atk 10% Up | 1 SP | Increase M. Atk by 10% | Useful for boosting magic damage. |
3 | Slow Parry | 1 SP | If you are hit by a physical single target attack, you have a 50% chance to cause Slow on the attacker. | Time Mages shouldn't be getting hit in the first place, and it's not too reliable. |
4 | Time Magic Lv. 2 | N/A | Use Level 2 Time Magic | Provides earth damage, speeds up your party and allows you to escape. |
5 | Time Slip | 3 SP | If your party is wiped out, you return to the start of battle. Only happens once a battle. | More often than not, it's not worth the 3 slots for someone outside of Time Mage. |
6 | Time Magic Lv. 3 | N/A | Use Level 3 Time Magic | Provides damage, increases in evasion and party wide slowdown. |
7 | Stop Immunity | 1 SP | Character is immune to Stop | As Stop is one status condition that is difficult to remove, this is very useful. |
8 | Time Magic Lv. 4 | N/A | Use Level 4 Time Magic | Increases speed, evasion and provides non elemental magic damage. |
9 | Save TM MP | 2 SP | Time magic costs 25% MP less. | Useful for conserving MP. |
10 | Time Magic Lv. 5 | N/A | Use Level 5 Time Magic | Provides earth damage, increases in hitcount and a way to shut down opponents for a few turns. |
11 | Slow World | 2 SP | Everyone in battle loses 1 BP at the end of every second turn. | Useful for messing with the enemy's BP management. |
12 | Time Magic Lv. 6 | N/A | Use Level 6 Time Magic | Interesting range of support and attack magic, notably Reraise and Meteor. |
13 | M. Atk 30% Up | 3 SP | Boosts M. Atk by 30% | Useful for boosting magic damage. |
14 | Hasten World | 2 SP | Everyone in battle gains 1 BP at the end of every turn. | Useful for speeding up your team's battle strategies. |
Time Magic
Time magic can be used once the appropriate job level is reached and the magic scroll for that spell has been obtained.
Level 1 | Location: Ancheim | Level 4 | Location: Starkfort | ||
---|---|---|---|---|---|
Slow | 4 MP | Reduces speed by 25% for 4 turns (single) | Hastega | 32 MP | Increases speed by 50% for 4 turns, not affected by Reflect (group) |
Regen | 5 MP | Restore 3% HP per turn while in effect, cancels poison (single) | Veilga | 24 MP | Increases evasion by 50% for 4 turns, not affected by Reflect (group) |
Quake | 5 MP | Small amount of earth damage (single/group) | Comet | 25 MP | Hits a target up to 4 times with non-elemental attacks. Not affected by Reflect (single) |
Level 2 | Location: Florem, Grandship | Level 5 | Location: Eternia | ||
Haste | 8 MP | Increases speed by 50% for 4 turns (single) | Quick | 20 MP | Raises hit count by 50% for 4 turns (single) |
Teleport | 20 MP | Escape from battles and dungeons. Fails in unescapable battles. | Stop | 10 MP | Chance of inflicting stop on a target, preventing them from moving for several turns (single) |
Quara | 15 MP | Moderate amount of earth damage (single/group) | Quaga | 45 MP | Large amount of earth damage (single/group) |
Level 3 | Location: Hartschild | Level 6 | Location: Grandship (Ch 5+) | ||
Gravity | 12 MP | Chance to deal damage equal to 50% maximum HP of the target. Fails against bosses (single) | Graviga | 25 MP | Chance to deal damage equal to 75% maximum HP of the target. Fails against bosses (single) |
Veil | 8 MP | Increases evasion by 50% for 4 turns (single) | Reraise | 80 MP | If target ally is knocked out, they automatically revive (single) |
Slowga | 15 MP | Decreases speed by 25% for 4 turns, not affected by Reflect (group) | Meteor | 99 MP | Causes 4 random non-elemental attacks on foes. Not affected by Reflect (random) |
Time Mage - Analysis at a Glance
Advantages
- Diverse range of offensive and support magic, notably Reraise, Quick and Meteor.
- Very useful abilities: Time Slip can prevent you from being wiped out by surprise, and importantly has Slow World and Hasten World, which are two useful methods for BP control.
Disadvantages
- More vulnerable to physical attacks.
Ranger
Ranger - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
0% | 0% | +20% | 0% | -20% | -20% | +20% | +20% |
Ranger - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
D | E | D | D | D | S | S | D | D | E | E | E |
Ranger - Job Summary
The ranger specialises in targeting enemy weaknesses.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Hawkeye | N/A | Accuracy increases by 100%. | Useful for triggering Precision. |
1 | Targeting | 12 MP | Deal 25% more damage than a normal attack. Ignores Default. | Generally useful early on, although later on it becomes less useful. |
2 | Bug Slayer | 8 MP | Deals 50% more damage to bug enemies. | Triggers a family weakness that builds up the conditions for Bow Specials. |
3 | Plant Slayer | 8 MP | Deals 50% more damage to plant enemies. | Triggers a family weakness that builds up the conditions for Bow Specials. |
4 | Beast Slayer | 8 MP | Deals 50% more damage to beast enemies. | Triggers a family weakness that builds up the conditions for Bow Specials. |
5 | Paralyze Immunity | 1 SP | Character is immune to paralysis. | Paralysis can be threatening, so this ability can help combat it. |
6 | Aerial Slayer | 8 MP | Deals 50% more damage to aerial enemies. | Triggers a family weakness that builds up the conditions for Bow Specials. |
7 | Aquatic Slayer | 8 MP | Deals 50% more damage to aquatic enemies. | Triggers a family weakness that builds up the conditions for Bow Specials. |
8 | Bow Lore | 1 SP | Bows become Rank S weapons | Fairly interesting, but Two-Handed is a better choice for some other physical calsses. |
9 | Dragon Slayer | 8 MP | Deals 50% more damage to dragon enemies. | Triggers a family weakness that builds up the conditions for Bow Specials. |
10 | Undead Slayer | 8 MP | Deals 50% more damage to undead enemies. | Triggers a family weakness that builds up the conditions for Bow Specials. |
11 | Demon Slayer | 8 MP | Deals 50% more damage to demon enemies. | Triggers a family weakness that builds up the conditions for Bow Specials. |
12 | Hawkeye | 1 SP | Accuracy increases by 100% | Useful for the Ninja class, as well as classes with low accuracy weapons. |
13 | Precision | 2 SP | Boosts damage if all attacks in a turn hit, +3% per hit | Useful in conjunction with Hawkeye and Frenetic Fighting to deal extra damage. |
14 | Multiburst | 1 BP | Deal four random attacks with 60% power | Unpredictable and usually not worth the 1 BP at this point in the game. |
Ranger - Analysis at a Glance
Advantages
- Quick to exploit enemy weaknesses.
- Hawkeye makes it much easier to get all your hits to connect with an opponent, which becomes useful with the ability Precision.
Disadvantages
- Requires lots of time to get the most useful abilities.
- No way to do more damage to humanoids, which is a problem considering many bosses are from the Human family.
Summoner
Summoner - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
0% | +40% | -40% | -30% | +30% | +20% | -10% | -20% |
Summoner - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
D | E | E | S | C | C | E | E | E | E | E | E |
Summoner - Job Summary
The summoner deals party wide damage through summoning monsters.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Convert MP | N/A | Gain MP equal to 1% of damage you take. | A decent passive bonus, but generally you should try to manage MP better. |
1 | Summoning Lv. 1 | 40 MP | Summon Girtablulu to deal earth damage to all enemies. | Useful to deal with groups of enemies with a common earth weakness. |
2 | Abate Lightning | 1 SP | Halves damage from lightning attacks. | Some bosses use lightning attacks, making this useful to reduce damage. |
3 | Summoning Lv. 2 | 40 MP | Summon Hresvelgr to deal wind damage to all enemies. | Useful to deal with groups of enemies with a common wind weakness. |
4 | Summoning Lv. 3 | 40 MP | Summon Ziusudra's Sin to deal water damage to all enemies. | Useful to deal with groups of enemies with a common water weakness. |
5 | Friendship | 1 SP | Affinity increases with friends more. | Useful for players who use Friend Summon often, otherwise it's useless. |
6 | Summoning Amp | 2 SP | Summons cost 25% more MP and do 25% more damage. | Boosts summon damage a bit, but makes it more difficult to manage MP. |
7 | Summoning Lv. 4 | 40 MP | Summon Promethean Fire to deal fire damage to all enemies. | Useful to deal with groups of enemies with a common fire weakness. |
8 | Summoning Lv. 5 | 40 MP | Summon Deus Ex. | Useful to deal with groups of enemies with a common lightning weakness. |
9 | Summon Substitute | 1 SP | On KO, use random summon magic. | A bit of a hit and miss. You do extra damage, but another party member needs to revive you. |
10 | Summoning Lv. 6 | 60 MP | Summon Susano-o to deal non elemental magic damage to all enemies. | Useful to deal with large groups of enemies. |
11 | Convert MP | 3 SP | Gain MP equal to 1% of damage you take. | Manage your MP better, as this ability is not worth the 3 slots. |
12 | Summoning Surge | 3 SP | Summon magic does 10% more damage each time it is used | Useful in prolonged battles, such as boss rush battles. |
13 | Summon in Pinch | 2 SP | When HP falls below 20%, use random summon magic. | Try not to get below 20% HP in the first place. |
14 | Amp Friends | 1 BP | Increases power of Friend summons. | Useful for players using Friend Summons, otherwise totally useless. |
Summons
Summons cost 40 MP except for Susano-o which costs 60 MP.
Summons have the same base damage except for Susano-o which has slightly higher damage. With the exception of Girtablulu, you must survive a single attack from a summon in order to be able to use it. Equipping HP / M. Def boosting abilities or elemental damage reduction can help.
Summon Level | Min. Job Level | Location | Name | Element |
---|---|---|---|---|
1 | 1 | Florem Gardens | Girtablulu | Earth |
2 | 3 | Wind Temple | Hresvelgr | Wind |
3 | 4 | Mount Fragmentum | Ziusudra's Sin | Water |
4 | 7 | Fire Temple | Promethean Fire | Fire |
5 | 8 | Everlast Tower | Deus Ex | Lightning |
6 | 10 | Crescent Island | Susano-o | None |
Summoner - Analysis at a Glance
Advantages
- Deals party wide damage which is unaffected by magic reflection.
- Boosts damage from friend summons.
Disadvantages
- Quite slow.
- More vulnerable to physical attacks.
- Hard to manage MP until late game.
Valkyrie
Valkyrie - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
+10% | -10% | +20% | +10% | -30% | -30% | 0% | +10% |
Valkyrie - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
C | E | S | E | C | D | D | E | E | A | A | A |
Valkyrie - Job Summary
The valkyrie uses BP based attacks to do large amounts of damage.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Soul Mates | N/A | P. Atk and M. Atk increase by 25% for five turns every time an ally is knocked out. | It's a decent bonus, but generally you shouldn't let characters get knocked out. |
1 | Crescent Moon | 1 BP | Deal an attack to all enemies. | Good at dealing with random mobs. |
2 | Jump | 1 BP | Go offscreen at the end of the turn, then hit next turn for double damage (triple if spear is equipped) | Only worth it if you have a spear equipped for extra damage and/or you are slower than the opponent. If you are slower, you can't get hit on the second turn. Otherwise, you're vulnerable on both turns. |
3 | Spear Lore | 1 SP | Spears become S Ranked weapons. | Good for party members outside the Valkyrie class with a low spear rank using Valkyrie abilities. |
4 | Judgment | 2 BP | Does triple damage to an opponent. | A bit lacking, but needs other abilities to be effective. |
5 | Spirit Barrier | 10 MP | For up to ten turns, whenever you take damage, you lose 10% of that attack's damage as MP. Ends if MP drops to 0. | Can protect against otherwise fatal attacks at the cost of your MP. |
6 | Soul Crush | 16 MP | Causes one enemy to lose MP equal to 10% of the damage that would be caused by a physical attack. | Most enemies and bosses have a large supply of MP, with the exception of a few bosses. |
7 | BP Skill Amp | 3 SP | Skills costing BP cost 1 more BP, but do 50% more damage. | Useful if you can manage your BP well. |
8 | Decimate | 0 | Everyone in battle with 10% or less HP takes damage equivalent to their current HP. | Useful for dealing with low health enemies. |
9 | High Jump | 2 BP | Go offscreen. On the next turn, hit enemy for triple damage. (4.5 times if a spear is equipped) | Provides invulnerablity for a turn. |
10 | Pierce Default | 2 SP | Your attacks will not be affected by Default. | Prevents bosses that like using Default ruining your high damage setup. |
11 | Soul Mates | 1 SP | P. Atk and M. Atk increase by 25% for five turns every time an ally is knocked out. | Try to avoid having characters knocked out in the first place: there are other methods. |
12 | Aerials | 1 SP | Jump attacks last for 1 more turn, do 50% more damage and cost +1BP. | Good for strategies relying on jumps, just remember to manage your BP well. |
13 | Sky High | 2 SP | Start offscreen. On the first turn, you attack an opponent for double damage (triple if spear is equipped). Fails if the enemy gets the first strike. | Useful for entering the battle with a slight BP advantage. |
14 | Super Jump | 3 BP | Go offscreen. 2 turns later, hit all enemies for double damage. (triple if a spear is equipped) | Good if you can manage your BP well. |
Valkyrie - Ability Notes
- Spirit Barrier doesn't get applied at 0 MP (in the case of MP cost being reduced to 0). When MP reaches 0, it is removed immediately, so if there are two attacks and the first depletes MP, the second one will cause HP damage.
- Jumps: If all members of the party have used a jump skill in the same turn before the enemy, the enemy will not be able to use attacks that target party member(s). Also, on the turn when the jumps occur, the enemy won't be able to attack because they can't select a party member as a target. However, if one or more party members are on the ground, the attacks will change targets to them. Because Jump activates at the end of the turn, and High Jump and Super Jump cost 1 more BP than the number of turns it takes, there needs to be some form of BP managment. The most common is Hasten World, while Convert BP with MP Free in a Pinch at critical HP is another viable setup, provided you always move faster than the enemy and they have no way to counter or make priority attacks. Low Leverage can also cut BP costs at the cost of damage.
Valkyrie - Analysis at a Glance
Advantages
- Deals party wide damage.
- Useful skills that allow for invlunerabiity for 1 or more turns.
- Has an ability that bypasses Default state's damage reduction.
Disadvantages
- Requires a good way to manage BP.
Red Mage
Red Mage - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
+10% | +20% | 0% | -10% | +20% | +20% | 0% | +10% |
Red Mage - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
A | B | B | B | B | B | C | B | D | C | C | C |
Red Mage - Job Summary
The red mage can use offensive and defensive magic, as well as attacks, but doesn't specialize in anything.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Revenge | N/A | 25% chance to increase BP by 1 when taking damage. | Sort of useful for getting BP, although not to reliable. |
1 | B/W Magic Lv. 1 | N/A | Use Level 1 Black Magic and White Magic. | Provides basic elemental damage and healing. |
2 | MP 20% Up | 2 SP | Increases MP by 20% | More MP is usually useful to prevent casters for running out. |
3 | B/W Magic Lv. 2 | N/A | Use Level 2 Black Magic and White Magic. | Provides basic status conditions and protection. |
4 | Turn Tables | 1 SP | BP increases by 1 when evading an enemy attack. | Very useful when combined with Utsusemi from the Ninja Class. |
5 | MP Free in a Pinch | 2 SP | MP cost is 0 if you are below 20% HP | Allows you to use high cost abilities such as Amped Strike and Meteor, provided you can protect them. |
6 | B/W Magic Lv. 3 | N/A | Use Level 3 Black Magic and White Magic. | Provides elemental damage, healing and revival. |
7 | Adrenaline | 1 SP | BP rises by 1 each time your attack defeats an enemy. | Useful in random encounters to get a slight BP advantage as the battle goes on. |
8 | Save Magic MP | 3 SP | Cost of all black, white, time and summon magic is reduced by 25%. | Useful for conserving MP, but there are better 3 slot abilities. |
9 | BP Recovery | 1 SP | BP increases by 2 every time you are hit with a status condition. | Has a range of uses, including activating on having elemental weaknesses inflicted. |
10 | B/W Magic Lv. 4 | N/A | Use Level 4 Black Magic and White Magic. | Provides HP/MP drain, dread, reflection and dispel. |
11 | Revenge | 2 SP | 25% chance to increase BP by 1 when taking damage. | For 2 slots, this is not viable enough to manage BP. |
12 | Revival | 2 SP | BP increases by 2 if your HP falls below 20% with a 75% success rate. Sacrifice moves do not trigger this ability. | Has some merits, but is usually not worth the 2 slots. |
13 | An Eye for an Eye | 1 SP | Increases critical hit rate by 900% for 5 turns when HP drops below 20%. | Allows you to gain critical hits much more easily, but requires you to take significant damage first. |
14 | In the Red | 1 SP | Power of attacks goes up when your BP is below 0. | Be careful with this. If you can manage your BP well, you can go into negative BP, but don't overdo it. |
Red Mage - Ability Notes
- BP Recovery triggers on any status element/elemental weakness application except for instant death and Dread. Triggers even if the status ailment is already inflicted.
Red Mage - Analysis at a Glance
Advantages
- Good at managing BP due to BP gain abilties such as Turn Tables and BP Recovery.
- Good at managing MP.
Disadvantages
- Doesn't really specialise in anything.
- Limited to level 4 black/white magic without a secondary job.
Salve-Maker
Salve-Maker - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
0% | 0% | 0% | -10% | +10% | +20% | 0% | 0% |
Salve-Maker - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
D | E | D | D | S | S | B | E | B | E | E | E |
Salve-Maker - Job Summary
The salve-maker uses items to attack, heal and support the team.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Healing Lore | N/A | All healing from any ability is doubled. | Allows the Salve-Maker to use healing effectively and efficiently. |
1 | Compounding | 0 | Combine 2 items to use in battle. Results vary depending on the items you use. | Provides many different items to deal damage, heal or change the flow of battle. |
2 | First Aid | 0 | The ally with lowest HP is healed at the end of the turn. | Decent healing, but leaves your team vulnerable for the entire turn. |
3 | Experiment | 0 | Make an attack item from a consumable item. | Mainly used on Antidotes to generate useful attack items for a low cost. |
4 | Attack Item Amp | 1 SP | Attack items do 50% more damage. | A must have on any item user. |
5 | Inoculate | 0 | Use a status removing item to give immunity to that status for 6 turns. | Useful to control status effects if you can't fit status prevention on the rest of your team. |
6 | Auto-Potion | 1 SP | Use a potion on yourself if you take damage. Consumes a potion. | Useful early on to recover from minor damage, however, it loses utility later on. |
7 | Shorten Ailment | 1 SP | Sleep, paralyze, dread, confuse, charm and stop have a +50% chance of being cured. | Useful to prevent your team being plagued by harmful status effects. |
8 | Widen Area | 1 BP | Use an item which will affect all targets. | Allows you to restore HP/MP party wide more efficiently. |
9 | Healing Lore | 2 SP | All healing from any ability is doubled. | Boosts healing for other classes, although Holy One increases it more at the cost of attack. |
10 | Turn Toxic | 0 | Use a healing item that deals damage instead and causes poison. | Fairly good, although your damage is limited without consuming Elixirs. |
11 | Auto-Phoenix | 2 SP | At the end of your turn, use a Phoenix Down if an ally is knocked out. Consumes a Phoenix Down. | Very useful for reviving allies without having to spend an extra turn. |
12 | Collect | 0 | Get an item, depending on your location | If you're short on money or items, this may help, but you should have enough money by the point you get it. |
13 | Resurrect | 0 | Revive all knocked out allies with 25% maximum HP | A strong party wide revival for no MP. |
14 | Feel No Pain | 3 SP | Damage to your character is delayed for the first 2 turns. | Useful for rush strategies, where you can beat some bosses in 2 turns. |
Compounding List
This covers the combinations that can be used to produce various items/effects in battle using the Compounding ability.
This list does not have every possible combination, but it will have the most efficient combinations.
Result | Item 1 | Item 2 | Effect |
---|---|---|---|
Potion | Potion | Potion | Restores 300 HP |
Ether | Ether | Ether | Restores 80 MP |
Antidote | Antidote | Antidote | Cures poison |
Phoenix Down | Phoenix Down | Phoenix Down | Revives an ally with 200 HP |
Remedy | Remedy | Potion | Cures a range of common status effects |
Eye Drops | Eye Drops | Eye Drops | Cures blind |
Echo Herbs | Echo Herbs | Echo Herbs | Cures silence |
Wakeup Bell | Wakeup Bell | Wakeup Bell | Cures sleep |
Balsam | Balsam | Balsam | Cures dread |
Hi-Potion | Hi-Potion | Hi-Potion | Restores 1000 HP |
X-Potion | Potion | Ether | Restores 3000 HP |
Turbo Ether | Turbo Ether | Turbo Ether | Restores 300 MP |
Elixir | Elixir | Potion | Restores all HP and MP |
Megalixir | Megalixir | Potion | Restores all HP and MP for party |
Cure Poison | Potion | Antidote | Restores 150 HP and cures poison |
Resurrect | Potion | Phoenix Down | Revives an ally with 5000 HP. |
Reincarnate | Ether | Phoenix Down | Revives an ally. Restores a small amount of HP and MP. |
Cure Blind | Potion | Eye Drops | Restores 150 HP and cures blind |
Cure Silence | Potion | Echo Herbs | Restores 150 HP and cures silence |
Cure Sleep | Potion | Wakeup Bell | Restores 150 HP and cures sleep |
Cure Dread | Potion | Balsam | Restores 150 HP and cures dread |
Water of Life | Potion | Hi-Potion | Causes the regen effect |
Font of Life | Hi-Potion | X-Potion | Causes the reraise effect |
Resist Poison | Ether | Antidote | Provides immunity to poison for 10 turns |
Resist Blind | Ether | Eye Drops | Provides immunity to blind for 10 turns |
Resist Silence | Ether | Echo Herbs | Provides immunity to silence for 10 turns |
Resist Sleep | Ether | Wakeup Bell | Provides immunity to sleep for 10 turns |
Resist Dread | Ether | Balsam | Provides immunity to dread for 10 turns |
Quarter Elixir | Ether | Hi-Potion | Restores 2500 HP and 250 MP |
Half Elixir | X-Potion | Turbo Ether | Restores 5000 HP and 500 MP |
Dry Ether | Ether | Turbo Ether | Restores 500 MP |
Smelling Salts | Antidote | Eye Drops | Cures common status effects |
Beast Vim | Beast Liver | Beast Liver | Increases P. Atk by 30% for 4 turns |
Aqua Vim | Hard Scale | Beast Liver | Increases P. Atk by 10% for 4 turns |
Bug Vim | Insect Antenna | Beast Liver | Increases P. Atk by 20% for 4 turns |
Plant Vim | Monster Fiber | Beast Liver | Increases P. Atk by 10% for 4 turns |
Ghost Vim | Spirit Bone | Beast Liver | Increases P. Atk by 10% for 4 turns |
Demon Vim | Demon Tail | Beast Liver | Increases P. Atk by 10% for 4 turns |
Dragon Vim | Dragon Fang | Beast Liver | Increases P. Atk by 50% for 6 turns |
Beast Aura | Beast Liver | Spirit Bone | Increases M. Atk by 10% for 4 turns |
Aqua Aura | Hard Scale | Spirit Bone | Increases M. Atk by 10% for 4 turns |
Bug Aura | Insect Antenna | Spirit Bone | Increases M. Atk by 10% for 4 turns |
Plant Aura | Monster Fiber | Spirit Bone | Increases M. Atk by 20% for 4 turns |
Ghost Aura | Spirit Bone | Spirit Bone | Increases M. Atk by 10% for 4 turns |
Demon Aura | Demon Tail | Spirit Bone | Increases M. Atk by 30% for 4 turns |
Dragon Aura | Dragon Fang | Spirit Bone | Increases M. Atk by 50% for 6 turns |
Beast Coat | Beast Liver | Hard Scale | Increases P. Def by 10% for 4 turns |
Aqua Coat | Hard Scale | Hard Scale | Increases P. Def by 10% for 4 turns |
Bug Coat | Insect Antenna | Hard Scale | Increases P. Def by 10% for 4 turns |
Plant Coat | Monster Fiber | Hard Scale | Increases P. Def by 10% for 4 turns |
Ghost Coat | Spirit Bone | Hard Scale | Increases P. Def by 30% for 4 turns |
Demon Coat | Demon Tail | Hard Scale | Increases P. Def by 10% for 4 turns |
Dragon Coat | Dragon Fang | Hard Scale | Increases P. Def by 50% for 6 turns |
Beast Soul | Beast Liver | Demon Tail | Increases M. Def by 10% for 4 turns |
Aqua Soul | Hard Scale | Demon Tail | Increases M. Def by 20% for 4 turns |
Bug Soul | Insect Antenna | Demon Tail | Increases M. Def by 10% for 4 turns |
Plant Soul | Monster Fiber | Demon Tail | Increases M. Def by 10% for 4 turns |
Ghost Soul | Spirit Bone | Demon Tail | Increases M. Def by 10% for 4 turns |
Demon Soul | Demon Tail | Demon Tail | Increases M. Def by 30% for 4 turns |
Dragon Soul | Dragon Fang | Demon Tail | Increases M. Def by 50% for 6 turns |
Fire Bane | Phlogiston | Insect Antenna | Makes target weak to fire attacks for 4 turns |
Water Bane | Permacrystal | Insect Antenna | Makes target weak to water attacks for 4 turns |
Wind Bane | Fairy Wing | Insect Antenna | Makes target weak to wind attacks for 4 turns |
Lightning Bane | Fulmen Shard | Insect Antenna | Makes target weak to lightning attacks for 4 turns |
Earth Bane | Desert Rose | Insect Antenna | Makes target weak to earth attacks for 4 turns |
Light Bane | Glitterbug | Insect Antenna | Makes target weak to light attacks for 4 turns |
Dark Bane | Dark Matter | Insect Antenna | Makes target weak to dark attacks for 4 turns |
Resist Fire | Phlogiston | Monster Fiber | Makes target immune to fire attacks for 4 turns |
Resist Water | Permacrystal | Monster Fiber | Makes target immune to water attacks for 4 turns |
Resist Wind | Fairy Wing | Monster Fiber | Makes target immune to wind attacks for 4 turns |
Resist Lightning | Fulmen Shard | Monster Fiber | Makes target immune to lightning attacks for 4 turns |
Resist Earth | Desert Rose | Monster Fiber | Makes target immune to earth attacks for 4 turns |
Resist Light | Glitterbug | Monster Fiber | Makes target immune to light attacks for 4 turns |
Resist Dark | Dark Matter | Monster Fiber | Makes target immune to dark attacks for 4 turns |
Giant's Draft | Beast Liver | Dragon Fang | Doubles HP on target and restores all HP |
Turtle Split | Hard Scale | Dragon Fang | Reduces P. Def for 4 turns |
Haste Brew | Insect Antenna | Dragon Fang | Increases speed for 4 turns |
Element Boost | Monster Fiber | Dragon Fang | Boosts all elemental attacks for 5 turns |
Dark Breath | Spirit Bone | Dragon Fang | Causes damage equal to amount of HP user has lost |
Shadowflare | Demon Tail | Dragon Fang | Deals 5000 dark damage |
Dragon Breath | Dragon Fang | Dragon Fang | Deals damage equal to user's current HP |
Divine Rain | Glitterbug | Glitterbug | Deals 1500 light damage to entire party |
Dark Sigh | Dark Matter | Dark Matter | Deals 1500 dark damage to entire party |
Bomb Arm | Phlogiston | Phlogiston | Deals 1500 fire damage to entire party |
Arctic Wind | Permacrystal | Permacrystal | Deals 1500 water damage to entire party |
Pantheon's Wrath | Fulmen Shard | Fulmen Shard | Deals 1500 lightning damage to entire party |
Tengu Sneeze | Fairy Wing | Fairy Wing | Deals 1500 wind damage to entire party |
Earth Mallet | Desert Rose | Desert Rose | Deals 1500 earth damage to entire party |
Rage Orb | Any combination not producing another item | Deals 1 damage, causes the user to be targeted more. |
Salve-Maker - Ability Notes
Experiment
Item | Results |
---|---|
Potion | Bomb Fragment, Earth Drum, Tengu Yawn |
Hi-Potion | Bomb Fragment, Antaractic Wind, Earth Drum |
X-Potion | Bomb Arm, Earth Mallet, Tengu Sneeze |
Phoenix Down | Zeus's Wrath, Tengu Yawn, Antaractic Wind |
Ether | Antarctic Wind, Earth Drum, Bomb Fragment |
Turbo Ether | Bomb Arm, Pantheon's Wrath, Arctic Wind |
Elixir | Bomb Arm, Arctic Wind, Pantheon's Wrath |
Megalixir | Pantheon's Wrath, Tengu Sneeze, Earth Mallet |
Antidote | Zeus's Wrath, Antaractic Wind, Bomb Fragment |
Eye Drops | Bomb Fragment, Antarctic Wind, Zeus's Wrath |
Echo Herbs | Zeus's Wrath, Antaractic Wind, Tengu Yawn |
Wakeup Bell | Zeus's Wrath, Tengu Yawn,, Earth Drum |
Balsam | Tengu Yawn, Earth Drum, Bomb Fragment |
Remedy | Earth Drum, Zeus's Wrath, Tengu Yawn |
Bomb Fragment | Bomb Arm, Bomb Fragment, Tengu Yawn |
Bomb Arm | Bomb Fragment, Antarctic Wind, Arctic Wind |
Antarctic Wind | Arctic Wind, Antaractic Wind, Bomb Fragment |
Arctic Wind | Antaractic Wind, Zeus's Wrath, Pantheon's Wrath |
Zeus's Wrath | Zeus's Wrath, Antarctic Wind, Pantheon's Wrath |
Pantheon's Wrath | Zeus's Wrath, Earth Drum, Earth Mallet |
Tengu Yawn | Earth Drum, Tengu Yawn, Tengu Sneeze |
Tengu Sneeze | Tengu Yawn, Bomb Fragment, Bomb Arm |
Earth Drum | Zeus's Wrath, Earth Drum, Earth Mallet |
Earth Mallet | Earth Drum, Tengu Yawn, Tengu Sneeze |
Gold Hourglass | Arctic Wind, Tengu Sneeze, Earth Mallet |
Stardust | Bomb Arm, Tengu Sneeze, Pantheon's Wrath |
Light Curtain | Tengu Sneeze, Earth Mallet, Bomb Arm |
Lilith's Kiss | Arctic Wind, Earth Mallet, Pantheon's Wrath |
Bacchus's Wine | Bomb Arm, Arctic Wind, Earth Mallet |
Beast Liver | Tengu Yawn, Earth Drum, Bomb Fragment |
Hard Scale | Antarctic Wind, Bomb Fragment, Earth Drum |
Insect Antenna | Antarctic Wind, Bomb Fragment, Zeus's Wind |
Monster Fiber | Zeus's Wrath, Antarctic Wind, Tengu Yawn |
Spirit Bone | Zeus's Wrath, Earth Drum, Tengu Yawn |
Demon Tail | Antarctic Wind, Zeus's Wrath, Bomb Fragment |
Dragon Fang | Pantheon's Wrath, Arctic Wind, Tengu Sneeze |
Phlogiston | Bomb Fragment, Tengu Yawn, Bomb Arm |
Permacrystal | Bomb Fragment, Antarctic Wind, Arctic Wind |
Fairy Wing | Earth Drum, Tengu Yawn, Tengu Sneeze |
Fulmen Shard | Antarctic Wind, Zeus's Wrath, Pantheon's Wrath |
Desert Rose | Zeus's Wrath, Earth Drum, Earth Mallet |
Glitterbug | Earth Drum, Bomb Fragment, Zeus's Wrath |
Dark Matter | Zeus's Wrath, Tengu Yawn, Antarctic Wind |
Salve-Maker - Analysis at a Glance
Advantages
- Highly versatile, with healing, support and damage available, providing you know what you're doing.
- Damage from attack items ignores defenses.
- Has a party wide revive for no MP.
Disadvantages
- Requires items to actually work. Mainly a problem for players who don't have access to the Compound or Item shops in Norende Village.
Performer
Performer - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
0% | 0% | -20% | -20% | +10% | 0% | 0% | +20% |
Performer - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
A | E | E | S | S | S | E | E | C | D | D | D |
Performer - Job Summary
The performer uses singing to support all allies.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Save Singing MP | N/A | Singing costs half MP. | Useful for managing singing costs early on. |
1 | Love Power | 30 MP | Raises all allies' P. Atk by 25% for 4 turns. | A convenient way to boost damage for 2 or more physical attackers. |
2 | Love Rush | 24 MP | Raises all allies' Speed by 25% for 4 turns. | A convenient way to allow your team to move more quickly. |
3 | One More for You | 26 MP | Increases target's BP by 1. | Good for managing others' BP, although outclassed later on. |
4 | Got Your Back | 24 MP | Raises all allies' P. Def by 25% for 4 turns. | Useful to cut damage from physical attacks. |
5 | Key to Your Heart | 24 MP | Raises all allies' M. Def by 25% for 4 turns. | Useful to cut damage from magic attacks. |
6 | Support Amp | 1 SP | When your stats are raised or lowered, an additional 10% is added to the stat change (10% is taken off for stat reduction). | Somewhat useful to give a small bonus, although it's not useful in the long term. Usually useful with Buff Up to improve its effect. |
7 | Little Devil | 24 MP | Raises all allies' M. Atk by 25% for 4 turns. | A convenient way to boost damage for 2 or more magic attackers. |
8 | Catch Me | 12 MP | You are more likely to be targeted by enemies. | Performers shouldn't typically be targeted, but with the Knight or another defensive class, it has some use. |
9 | Buff Up | 2 SP | P. Atk, M. Atk, P. Def and M. Def increase by 5% each turn. | Very useful, as due to the way stat boosts work, the stats will eventually reach maximum and stay there. |
10 | Prolong Support | 1 SP | Stat raising effects last twice as long | Useful for other classes which may have buffs that last for a shorter time. |
11 | Charm Immunity | 1 SP | Character is immune to Charm. | Useful to avoid your characters wiping your party out with your own attacks. |
12 | Save Singing MP | 2 SP | Singing costs half MP. | Outside of the Performer, this is not too useful, as MP can be managed well by then. |
13 | Zero Sum | 30 MP | Reduces all enemies' BP to 0 if they have 1 or more BP. | Cuts down on excess BP generated through Default or Hasten World |
14 | My Hero | 2 BP | All allies' BP is increased by 1. | The best way to raise an entire party's BP, especially with Mimic. |
Performer - Analysis at a Glance
Advantages
- Provides party wide support.
- At maximum level, can control BP very effectively.
- Has passive abilities that boost stats.
Disadvantages
- While there are no real disadvantages, it is limited to support in the majority of cases and is shut down by Silence.
Pirate
Pirate - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
+20% | -20% | +50% | +20% | -40% | -40% | -40% | 0% |
Pirate - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
A | S | C | E | E | D | E | E | D | A | D | D |
Pirate - Job Summary
The pirate uses attacks that lower stats.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Adrenaline Rush | N/A | P. Atk and P. Def increase by 50% when HP falls below 20% | A useful addition that allows you to finish off an opponent faster in a pinch. |
1 | Double Damage | 25% MP | Does double damage of a normal attack. | Provided you can deal with the MP cost, it's useful to deal high amounts of damage. |
2 | Provoke | 0 | Makes you more likely to be targeted. | Cheaper version of Catch Me, and more efficient at doing what it does. |
3 | Shell Split | 9 MP | Attack and lower P. Def of target by 25% for 4 turns. | A good way to deal with enemies that raise their defense a lot. |
4 | Scale Strip | 9 MP | Attack and lower M. Def of target by 25% for 4 turns. | Supports your magic attackers. |
5 | Shin Smash | 9 MP | Attack and lower Speed of target by 25% for 4 turns. | Reduces the chance of the enemy outspeeding and attacking first. |
6 | Mass Attack | 1 BP | You attack, along with other party members below 20% HP | Risky, but if set up right, can deal fairly high damage. |
7 | Berserk | 0 | Your P. Atk is increased by 50%, but you are forced to attack for 6 turns. | Random and uncontrollable, epecially against multiple enemies. |
8 | Adrenaline Rush | 2 SP | P. Atk and P. Def increase by 50% when HP falls below 20% | Generally, this is not worth the 2 ability slots, as there are easier ways to boost stats. |
9 | P. Atk 20% Up | 2 SP | Increases P. Atk by 20% | Dealing more damage is always good. |
10 | Defang | 9 MP | Attack and lower P. Atk of target by 25% for 4 turns. | Can cut down physical damage by a lot, especially later on. |
11 | Skull Bash | 9 MP | Attack and lower M. Atk of target by 25% for 4 turns. | Can cut down magic damage by a lot, especially later on. |
12 | Axe Lore | 1 SP | Axes become S Ranked weapons. | Typically, axes are not as useful due to lower accuracy, so this isn't too useful. |
13 | Torrent | 2 BP | Deal up to 16 consecutive water attacks to a target, each at 30% of their normal power. | Expensive, but can deal high amounts of damage. |
14 | Amped Strike | 50% MP | Does 4 times the damage of a normal attack. | If you can find a way to manage the MP cost, this becomes very effective. |
Pirate - Analysis at a Glance
Advantages
- Highest damaging class overall with single attacks.
- Easy way to lower stats and deal damage at the same time.
Disadvantages
- Vulnerable to magic.
- Lower accuracy.
Ninja
Ninja - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
0% | 0% | +10% | -20% | -10% | -10% | +30% | +40% |
Ninja - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
C | E | D | E | D | S | D | B | D | E | E | E |
Ninja - Job Summary
The Ninja focuses on evading attack and is good at using two weapons at once.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Dual Wield | N/A | Weapons do not decrease in power when weapons are held in both hands. | This is the reason it's viable to use 2 weapons on a ninja instead of Two-Handed. |
1 | Shippujinrai | 16 MP | Attack first during a turn. | Useful to quickly finish off weak enemies. |
2 | Transience | 1 SP | Counterattack when evading a single target attack. | Useful with Utsusemi, as the damage quickly adds up. |
3 | Evade 10% Up | 1 SP | Increases evasion by 10% | Not as useful, but can drop damage a little from normal attacks. |
4 | Utsusemi | 0 | Evade the next physical attack. | Very useful, especially with Turn Tables. |
5 | Comeback Kid | 1 SP | P. Atk and M. Atk increase by 25% for 3 turns when a physical attack is evaded. | Use with Utsusemi to quickly raise your stats. |
6 | Ikkikasei | 1 BP | Doubles number of attacks for the turn it is used. | Mainly useful with Frenetic Fighting to deal high amounts of damage. |
7 | Cleave | 1 SP | May attack again after defeating an enemy with a normal attack. | Somewhat useful in random battles, fairly useless in boss battles. |
8 | Evade 20% Up | 2 SP | Increases evasion by 20% | Not as useful, but can drop damage from normal attacks. |
9 | Shunshin | 0 | Increases evasion to maximum for 6 turns. | Can cut down damage a bit, but generally there are better choices. |
10 | Kairai | 0 | Causes all enemies to target the ally selected. | Very useful for redirecting attacks at a specific party member. |
11 | Dual Wield | 2 SP | Weapons do not decrease in power when weapons are held in both hands. | Outside of the Ninja, Two-Handed is generally more useful. |
12 | Kakuremi | 0 | Chance of you being targeted is reduced for 5 turns | Good for more fragile party members if another option isn't available. |
13 | Evade 30% Up | 3 SP | Increases evasion by 30% | Not as useful, but can drop damage from normal attacks. |
14 | Frenetic Fighting | 2 SP | Attack limit is increased from 16 hits to 32 hits. | Allows you to potentially double your damage output. |
Ninja - Analysis at a Glance
Advantages
- Dual Wield mitigates the attack penalty from using two weapons, allowing you to deal more damage.
- Utsusemi is gained at a fairly low level and provides very easy ways to evade physical attacks.
- Can break the hit count limit with Frenetic Fighting, allowing for up to double damage.
- Kairai can redirect attacks at certain party members.
- Very high speed.
Disadvantages
- No real disadvantages, but they go down fairly quickly if they get hit.
Swordmaster
Swordmaster - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
+10% | -10% | +20% | +20% | -30% | -20% | +20% | 0% |
Swordmaster - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
B | D | D | E | D | B | E | S | D | A | A | A |
Swordmaster - Job Summary
The Swordmaster uses counterattacks.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Counter | N/A | 60% chance to counterattack when hit by a single target physical attack. | It provides a way to get some additional damage, as long as you can withstand attacks. |
1 | Nothing Ventured | 0 | Counter any physical attack with an attack that does double damage, halves damage from physical attacks. | Good for defending and dealing damage at the same time, provided your predict right. |
2 | Abate Earth | 1 SP | Halve damage from earth attacks. | A few bosses use earth attacks, so this can end up being useful. |
3 | Katana Lore | 1 SP | Katanas become S Ranked weapons. | Somewhat useful for physical classes with a low katana rank, as the special is triggered using Default. |
4 | Squeaky Wheel | 1 BP | Lowers target's BP by 1. Lower success rate on bosses and special enemies. | With some luck, can be used to deny BP. |
5 | Multitask | 2 SP | 25% chance to attack again after a normal attack. | Deals some extra damage if you get lucky. |
6 | Counter | 2 SP | 60% chance to counterattack when hit by a single target physical attack. | Generally for 2 slots, there are better abilities to use. |
7 | Confuse Immunity | 1 SP | Character is immune to confusion. | Confusion isn't generally threatening, but having resistance usually helps. |
8 | Before Swine | 0 | Counter any magic attack with an attack that does triple damage, halves damage from magic attacks. | Good for defending and dealing damage at the same time, provided your predict right. |
9 | Counter Amp | 1 SP | Increases counterattack damage by 50%. | Boosts a swordmaster's damage output fairly well. |
10 | Know Thine Enemy | 0 | Counter any single target attack from the enemy selected with 4 times the power of a normal attack. | Requires good prediction, but can pay off. |
11 | Redoubled Effort | 2 SP | Physical attacks are more powerful with more BP. | As the Swordmaster will use Default often and usually has positive BP, this can increase damage output slightly. |
12 | The Worm Turns | 0 | Counter any attack from an enemy with 7.5 times the power of a normal attack if your HP is below 20%. | Requires good prediction, but can pay off. |
13 | Slow and Steady | 1 SP | Speed increases to maximum for 2 turns when using Default. | Good for ensuring that you move faster next turn after protecting. |
14 | Free Lunch | 0 | MP cost is zero for 2 turns. | Allows you to abuse high cost MP skills. |
Swordmaster - Analysis at a Glance
Advantages
- Fairly powerful counter attacks, especially with a tanking build.
- Free Lunch is very useful for classes that consume lots of MP.
Disadvantages
- Requires good knowledge of an enemy to be able to deal decent damage with counterattacks.
Arcanist
Arcanist - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
0% | +40% | -50% | -50% | +50% | +30% | 0% | +10% |
Arcanist - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
E | E | E | S | C | E | E | E | E | E | E | E |
Arcanist - Job Summary
The Arcanist uses strong black magic that can take advantage of status conditions.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Absorb M. Damage | N/A | Whenever you are hit by magic damage, you restore HP equal to 25% of that damage | Has some usefulness, but shouldn't be relied on. |
1 | Corpse | 4 MP | 75% chance to cause the doom state. Success rate depends on your M. Atk and opponent's MND stat. | Takes a long time and most random battles can be finished much earlier. |
2 | Black Magic Amp | 1 SP | Damage from black magic increases by 25%, but it costs 50% more MP. | Useful for a decent damage boost if you have the MP. |
3 | Exterminate | 4 MP | Deals high amounts of dark damage to anyone who is poisoned. | If you can poison opponents, this allows you to quickly get rid of them. |
4 | Absorb M. Damage | 1 SP | Whenever you are hit by magic damage, you restore HP equal to 25% of that damage | Generally, there are better abilities to use to reduce damage. |
5 | Twilight | 9 MP | Causes all sleeping allies and enemies to be knocked out (except bosses). Success rate depends on your M. Atk and the target's MND. | Good for dealing with most random encounters, but some enemies are immune to instant death. |
6 | Save BM MP | 2 SP | Black magic costs 25% less. | Useful for conserving MP for high cost spells. |
7 | Sacrifice | 25% HP | Raises your M. Atk by 50% for 3 turns. | A quick boost and usually worth it as long as you can recover the HP. |
8 | Zero | 1 SP | Magic damage is 50% more powerful when the last digit of your MP is 0. | Most useful with Free Lunch and MP ending in 0 (which will often be 0). |
9 | Convergence | 3 SP | Magic that can only be group cast does 50% more damage, but only targets one target. | Somewhat limited to summons, and generally is not worth the 3 slots. |
10 | Annihilation | 4 MP | Deals dark damage to everyone with less than 0 BP. Power increases when the target's BP is lower. | If you can deny the enemy of BP and provide dark immunity to your team, this becomes very effective. |
11 | Status Ailment Amp | 1 SP | You are more likely to inflict status ailments. | It is hard to inflict status ailments on most enemies, especially bosses, but this makes it much easier. |
12 | Iniquity | 4 MP | Deals dark damage to everyone with more than 0 BP. Power increases when the target's BP is higher. | If you can give the enemy excess BP and provide dark immunity to your team, this becomes very effective. |
13 | Max Black Magic | 3 SP | Black magic costs double MP, but does 50% more damage. | If you can afford the MP cost, this provides a strong boost to black magic. |
14 | Interment | 25% MP | Deal dark damage to all enemies | Useful if you can deal with the MP cost. |
Arcanist - Ability Notes
- Convergence: Affects the following magic: Esunaga, Kill, Slowga, Hastega, Meteor, All Summons, Interment, Firaja, Blizzaja, Thundaja, Aeroja
Arcanist - Analysis at a Glance
Advantages
- Has strong party wide dark magic.
- Makes it easier to inflict and take advantage of status conditions.
Disadvantages
- Requires good methods to control BP or immunity to dark damage, as most of the magic attacks target both enemies and allies.
- Needs high job levels to have decent damage.
Spiritmaster
Spiritmaster - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
0% | +40% | -40% | -40% | +30% | +50% | 0% | +10% |
Spiritmaster - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
E | E | E | C | S | E | E | E | E | E | E | E |
Spiritmaster - Job Summary
The Spiritmaster has moves that prevent or reduce damage.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Save WM MP | N/A | White Magic costs 25% less MP | Allows for more MP efficient healing. |
1 | Spirit Ward | 16 MP | Target is immune to elemental damage for 4 turns. | Very useful for nullifying elemental damage from party members and foes. |
2 | Auto-Shell | 1 SP | Shell is in effect for 10 turns at the start of the battle. | Useful if you have a free slot, otherwise, boosting normally is fine. |
3 | M. Def 20% Up | 2 SP | Increases M. Def by 20% | Dropping damage from magic is useful late game. |
4 | Fairy's Aid | 1 BP | Target does 50% more damage with elemental attacks for 5 turns. | Useful for boosting elemental damage output, although 1 BP is a bit expensive. |
5 | Convert BP | 25% MP | Increases BP of the user by 2. (This results in a net gain of 1 BP) | If you can deal with the MP cost, this can allow you to gain BP quickly. |
6 | Save WM MP | 2 SP | White magic costs 25% less. | Allows for more MP efficient healing. |
7 | Adaptation | 32 MP | Target absorbs all elemental damage for 4 turns. | Very useful for nullifying elemental damage from party members and foes and converting it to HP gain. |
8 | Stillness | 2 BP | All allies and enemies take no damage from attacks for 2 turns. | Very useful for damage control. |
9 | Holy One | 2 SP | Healing spells are 150% more effective, but P. Atk is reduced by 25%. | Useful for anyone having healing spells and not using physical attacks. |
10 | Greater Spirit Ward | 2 BP | Elemental damage is halved for all allies for 4 turns. | Not as efficient as Adaptation, but provides decent elemental damage reduction. |
11 | Fairy Ward | 2 BP | All allies are immune to status conditions for 5 turns | With the large number of status conditions in boss battles and regular encounters, this becomes very useful. |
12 | Moderation | 2 BP | Increases BP by 1 for everyone with negative BP. Decreases BP by 1 for everyone with positive BP. | Limited utility and is expensive. |
13 | Enigma | 3 BP | All allies are immune to elemental damage for 4 turns. | A convenient way to shut down elemental damage with 1 move. |
14 | Maximize HP | 3 SP | Doubles maximum HP in battle. | If you can get your HP over 10000, this prevents your character being knocked out by a single attack (barring instant death). |
Spiritmaster - Analysis at a Glance
Advantages
- Strong and efficient healing in combination with White Magic due to lowered MP cost and Holy One.
- Many abilities which change resistances and immunities and provide protection.
Disadvantages
- Requires good methods to manage BP.
Templar
Templar - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
+20% | -20% | +20% | +30% | -40% | +20% | 0% | -30% |
Templar - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
S | B | A | E | E | E | E | C | E | A | A | S |
Templar - Job Summary
The Templar has fairly high defense, and can also utilise critical hit attacks and skills.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | BP Limit Up | N/A | Maximum BP during battle is 4 instead of 3. | As the Templar has moves with high BP costs, the extra BP is worth it. |
1 | Heart Strike | 1 BP | An attack that is always a critical hit. | Good for triggering the knuckle special. |
2 | Abate Light | 1 SP | Halves damage from light attacks | Not a lot of enemies use light damage, so this isn't as useful. |
3 | P. Def 20% Up | 2 SP | Increases P. Def by 20% | More defense is always good. |
4 | Giant Slayer | 16 MP | Physical attack that does 50% more damage when target has more HP than you. | Cheap and efficient against bosses, but becomes outclassed later on. |
5 | Magic Critical | 1 SP | Magic has a 15% chance to be a critical hit. | Good if you can increase critical hit rate for your casters. |
6 | Default Guard | 1 SP | Default reduces damage by 75% instead of 50% | Very useful to reduce overall damage, especially with BP Limit Up. |
7 | Rampart | 2 BP | All allies block the next physical attack that targets them. | A good party wide block against physical attacks, though it is a bit expensive. |
8 | Item Critical | 1 SP | Items have 15% chance to be a critical hit. | Good if you can increase critical hit rate for your item users. |
9 | Radiant Blast | 40 MP | A physical light attack that does 50% more damage and ignores Default. | Expensive, but effective against light weak bosses. |
10 | Critical Amp | 2 SP | Critical hits do 150% more damage instead of 100% more. | If you can reliably land critical hits, the extra damage can help. |
11 | BP Limit Up | 1 SP | Maximum BP during battle is 4 instead of 3. | Useful for party members with abilities with high BP costs, such as Spiritmaster and Valkyrie. |
12 | Desperation | 0 | Attack with your P. Def added to the value of your P. Atk. P. Def is reduced to minimum (75%) | Good for dealing damage, but reduces your potential to take hits. |
13 | Armor Lore | 1 SP | Armor ranking for torso armor is increased to S. | Generally, it's limited to classes with a low armor rank, as the boost can help a lot. |
14 | Heaven's Gate | 3 BP | Light attacks that hit random enemies. The higher your BP, the more hits are made. | If you can build up BP and use Mimic to deal with the BP cost, it can potentially deal high damage. |
Templar - Analysis at a Glance
Advantages
- Good defense and defensive abilities such as Rampart.
- Has abilities that allow for critical hits to occur more often.
- Can decrease damage by a lot with Default Guard, and has an additional 1 BP to store up.
Disadvantages
- Damage is lacking a bit.
- Requires good ways to manage BP in the short term.
Dark Knight
Dark Knight - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
+10% | -10% | +30% | 0% | -20% | -40% | 0% | +10% |
Dark Knight - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
S | C | A | E | E | D | E | S | E | A | S | A |
Dark Knight - Job Summary
The Dark Knight uses physical attacks that sacrifice HP in order to do damage.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Adversity | N/A | P.Atk, P. Def, M. Atk and M. Def increase by 10% for 3 turns each time you take damage equal to 25% of your HP (damage from sacrifice attacks counts) | Considering you'll be using HP sacrifice moves a lot, this becomes useful. |
1 | Dark Bane | 20% HP | Dark attack that does 25% more damage. | Decent attack, but outclassed later on. |
2 | Abate Dark | 1 SP | Halves damage from dark attacks | A few bosses use dark based attacks, so this may become useful. |
3 | Adversity | 1 SP | P. Atk, P. Def, M. Atk and M. Def increase by 10% for 3 turns each time you take damage equal to 25% of your HP | Generally not as useful on other jobs due to the fact that they don't sacrifice HP as often. |
4 | Demon Master | 6 MP | Charms a member of the demon family | Potentially interesting, but generally you'll focus on damage. |
5 | See You in Hell | 1 SP | When knocked out, causes an attack which deals 4 times regular damage to all opponents. Does not work with Reraise or poison damage. | Good if you can find a way to revive your character quickly. |
6 | Minus Strike | 16 MP | Deals damage equal to the amount of HP you have lost | Very effective with high HP. In excess of 10000 Max HP is preferred. |
7 | Helm Lore | 1 SP | Armor ranking for helmets increases to S. | Most classes will get more value out of the Armor or Shield Lore abilities. |
8 | Black Bane | 30% HP | Attack all enemies with a dark attack that deals 50% more damage. | A strong party wide attack if you can recover the HP cost. |
9 | Gloom | 1 SP | Increases dark damage by 25% | Very good for Dark Knight and Arcanist classes, as most of their attacks are dark based. |
10 | Absorb Magic | 0 | All magic damage (except reflected magic damage) is absorbed. Gain MP equal to the MP cost of the spell. | The only way to specifically nullify magic damage, and can also manage MP. |
11 | Dark Nebula | 20% HP | Attack everyone with a dark physical attack with 4 times the power of a normal attack. | Very useful if you can get dark immunity or absorption onto your entire party. Otherwise, it's a liability. |
12 | P. Atk 30% Up | 3 SP | Increases P. Atk by 30%. | More power is always good. |
13 | Life or Death | 0 | P. Atk, M. Atk, P. Def and M. Def increase by 50% for 4 turns, but you inflict the Doom status on yourself which causes KO in 4 turns*. | Have Fairy Ward up to get a 4 turn stat boost for free. |
14 | Rage | 2 BP | Dark Bane is used on a random target up to 5 times or until your HP reaches 1. | Use with Drain Sword Magic to cover the HP cost. |
- If Fairy Ward is active, Doom isn't applied.
Dark Knight - Analysis at a Glance
Advantages
- Has strong, physical dark attacks, both single and multiple targets.
- Gets more powerful at lower HP.
- Rage gives the Dark Knight capabilities to do the highest damage in a single attack with the right setup.
Disadvantages
- Your party can easily wipe out if you're not careful.
- Low HP boosts your power, but is risky at the same time.
Vampire
Vampire - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
+20% | +10% | +10% | 0% | +20% | 0% | 0% | +20% |
Vampire - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
A | B | B | S | S | S | D | E | C | A | E | E |
Vampire - Job Summary
The Vampire can learn abilities of various monsters.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Genome Drain | N/A | Character can learn certain monster abilities when targeted by them. | Needed to capture the monster skills (obviously) |
1 | Genome Ability | N/A | Use a monster's ability that you've learnt. | A good range of status inducing abilities are available, as well as healing and pure damage. |
2 | Absorb P. Damage | 1 SP | Whenever you take physical damage, you restore HP equal to 30% of that damage. | Good for mitigating some physical damage, but don't rely on it. |
3 | Blood Thirst | 0 | Attack an enemy and absorb HP equal to the damage dealt. | A good way to self heal. Don't try it on undead enemies. |
4 | Bloodlust | 1 SP | P. Atk, M. Atk, P. Def and M. Def increase by 25% for 5 turns each time you defeat an enemy with an attack. | Useful to make random encounters finish faster. |
5 | Charm | 0 | Has a chance to inflict the charm status on an enemy. | The only reliable way to inflict the powerful status charm, which can be used to take adavantage of your opponent's abilities. |
6 | Magic Thirst | 0 | Drains MP by 10% of the damage of a normal attack. | A good way to manage MP. Don't try it on undead enemies. |
7 | Monster Ability Up | 1 SP | Genome abilities do 25% more damage. | Very useful to boost damage from Genome abilities. |
8 | Battle Thirst | 16 MP | Steals 1 BP from the target. Success rate depends on the enemy. | A good way to manage BP. Don't try it on undead enemies. |
9 | Subvert | 20 MP | Chance to charm all enemies. | Somewhat useful, but if charmed enemies hit each other with physical attacks, they are no longer charmed. |
10 | Self-Restore | 1 SP | Restores all HP when a battle ends. | Good for random battles. |
11 | Absorb Stats | 20 MP | Increase one of your stats by 25% and decrease the target's by 25%. | Has some use and is potentially interesting to weaken the enemy and strengthen yourself. |
12 | Drain Attack Up | 1 SP | Draining attacks do 50% more damage. | Good for restoring more HP/MP/BP, but don't try using drain moves on undead enemies. |
13 | Genome Drain | 1 SP | Character can learn certain monster abilities when targeted by them. | Only useful for capturing abilities outside of the Vampire Class, useless when you have all of them. |
14 | Rise from Dead | 1 SP | 50% chance to revive with 25% max HP if knocked out at the end of a turn. | A decent ability to recover from surprise KO, but it's not too reliable. |
Genome Abilities
Genome abilities are unique to the Vampire job. A Genome Ability can be acquired by being targeted by it while having the support ability Genome Drain (naturally in the Vampire job, or as a support ability at Vampire Level 13). It cannot be acquired if the character gets knocked out, put to sleep, gets confused or gets paralysed, so status prevention or attack evasion can be used to avoid this.
Ability | Effect | Cost | Enemies | Location(s) (Intro - Ch.4) | Location(s) (Ch.5 - End) |
---|---|---|---|---|---|
Curse | Lowers P. Atk and P. Def by 25% each for 4 turns. | 12 MP | Wraith, Ghost, Specter, Nightmare, Magician | Caldis Region (North) (night). | Caldis Region (night) |
Spray | Water based attack ignoring Default | 5 MP | Deathfish, Marine Devil | Luxendarc Sea | Luxendarc Sea |
Venom | Attack with 75% chance to cause Poison | 6 MP | Red Flan | Underflow | Dimension's Hasp B8 |
Wing Scales | Attack with 75% to cause confusion | 8 MP | Great Moth | Miasma Woods | Dimension's Hasp B6 |
Firestorm | Fire attack, hits all enemies and lowes P. Def by 25% for 3 turns. | 24 MP | Flame Moth | N/A | Temple of Fire |
Tornado | Wind attack against all foes. | 16 MP | Rukh | N/A | Florem Region |
Blizzard Blast | Water attack against all foes. | 16 MP | Ice Golem | Eternia (boss)* | Eternia |
Dual Attack | Attack 2 times at 65% power of a regular attack. Strikes random enemies. | 15 MP | Catamount | Witherwood | Dimension's Hasp B6 |
Chomp | 50% chance to reduce target's HP to 1. Deals a maximum of 9999 damage, fails against bosses. | 10 MP | Valtora | Eisen Region | Crescent Island, Dimension's Hasp B5 |
Blaster | 50% chance to inflict paralysis on each enemy. | 20 MP | Zwart | N/A | Twilight Ruins |
Paralyzing Pollen | Attack with 75% chance to cause paralysis. | 12 MP | Alraune | Florem Region, Florem Gardens | Dimension's Hasp B6 |
Fireball | Fire attack that ignores P. Def. | 16 MP | D'gon | Witherwood | Dimension's Hasp B7 |
Bone Crush | Deals damage to all enemies equal to amount of damage they have taken (max 9999). Fails against bosses. | 2 BP | Skull Lancer | N/A | Eisen Region |
Withering Silence | Attack with 75% chance to cause silence. | 8 MP | Kobold | N/A | Caldis Region |
Earthquake | Earth attack against all enemies, 20% more powerful then a normal attack. | 30 MP | Soil Eater | Eisen Region | Dimension's Hasp B5 |
Sandstorm | Earth attack against all enemies, 50% chance to cause blind. | 20 MP | Sand Worm | Harena Region | Dimension's Hasp B2 |
Gastric Juices | Attack that hits all enemies and lowes P. Def by 25% for 3 turns. | 20 MP | Gastric Worm | Everlast Tower | Dimension's Hasp B8 |
Rock Storm | Earth attack against all enemies | 16 MP | Megascolides | N/A | Everlast Tower |
Toxic Whirl | Attack against all enemies with 75% power of a normal attack that has a 50% chance to cause poison. | 12 MP | Kaiser Cobra | N/A | Everlast Tower |
White Wind | Restores all allies' HP by your current HP. Use Charm on the Aero Lantern to get it. | 40 MP | Aero Lantern | Temple of Wind | Dimension's Hasp B7 |
Lullaby | 50% chance to put each foe to sleep. | 12 MP | Treant, Hamadryad | Miasma Woods | Florem Region (Hamadryad), Dimension's Hasp B5 (Treant) |
Hellfire | Fire attack against all enemies, does 25% more damage than a normal attack. | 30 MP | Othros, Cerberus | Temple of Wind (Othros)*, Vampire Castle (Cerberus) | Temple of Wind (Orthros), Vampire Castle (Cerberus) |
Deep Freeze | Water attack against all enemies, does 25% more damage than a normal attack. | 30 MP | Othros | Temple of Wind* | Temple of Wind |
Aqua Regia | Attack with 75% power of a normal attack, lowers P. Def to 75% for 4 turns. | 24 MP | Rusalka | Temple of Water* | Temple of Water |
Energy Burst | Attack all enemies. 50% more powerful then a normal attack. | 1 BP | Chaugmar | Temple of Fire* | Temple of Fire |
Firaja | A fire based magic attack on all enemies. | 99 MP | Belphegor [-], Belphegor | Norende Village | Norende Village |
Blizzaja | A water based magic attack on all enemies. | 99 MP | Mammon, Belphegor | Norende Village | Norende Village |
Thundaja | A lightning based magic attack on all enemies. | 99 MP | Asmodeus, Belphegor | Norende Village | Norende Village |
Aeroja | A wind based magic attack on all enemies. | 99 MP | Lucifer | Norende Village | Norende Village |
Locations marked with an asterisk (*) mean that it is impossible to get it at that point except in New Game+
Vampire - Analysis at a Glance
Advantages
- Good range of elemental and status causing effects.
- Has well balanced stats overall.
- One of the few classes that can inflict a range of status effects, notably Charm
Disadvantages
- Obtained quite late in game.
- Sourcing all the abilities may get tedious, especially from Chapter 5 onwards.
Conjurer
Conjurer - Job Stats
HP | MP | STR | VIT | INT | MND | DEX | AGI |
---|---|---|---|---|---|---|---|
0% | +50% | 0% | 0% | +50% | +20% | 0% | 0% |
Conjurer - Equipment Modifiers
Sword | Axe | Spear | Rod | Staff | Dagger | Bow | Katana | Knuckles | Shields | Helmets | Armor |
---|---|---|---|---|---|---|---|---|---|---|---|
A | A | A | A | A | A | A | A | A | E | E | E |
Conjurer - Job Summary
The conjurer uses summons to boost their stats.
Job Level | Ability | Cost | Mechanics | Comments |
---|---|---|---|---|
Start | Post-Battle MP | N/A | Gain 25% max MP at the end of a battle. | Very good for MP management in random encounters. |
1 | Invocation Lv. 1 | 90 MP | Raises P. Def to maximum for 10 turns | Convenient to reduce physical damage. |
2 | Steady MP Recover | 1 SP | Restore 30 MP every turn. | A good way to manage MP passively. |
3 | Invocation Lv. 2 | 90 MP | Raises Speed and Evasion to maximum for 10 turns | Convenient to quickly increase speed. |
4 | Critical MP Recover | 1 SP | Restore 200 MP if HP falls below 20% | The extra MP may help in a pinch, but it's risky. |
5 | Invocation Lv. 3 | 90 MP | Raises M. Def to maximum for 10 turns | Convenient to reduce magic damage. |
6 | Save SM MP | 2 SP | Summoning magic costs 25% MP less. | Useful to conserve MP with summoning. |
7 | Post-Battle MP | 2 SP | Gain 25% max MP at the end of a battle. | Very good for MP management in random encounters, even outside the class. |
8 | Invocation Lv. 4 | 90 MP | Raises P. Atk to maximum for 10 turns. | Convenient to quickly increase physical damage. |
9 | Obliterate | 4 SP | Knocks out all targets 20 levels or more lower than you at the start of battle (except bosses and special enemies). Fails if the enemy gets the first stike. | Very useful for end game grinding. |
10 | Invocation Lv. 5 | 90 MP | Raises M. Atk to maximum for 10 turns. | Convenient to quickly increase magic damage. |
11 | Max Summoning | 3 SP | Summon magic costs double MP but does 50% more damage. | Useful if you can manage the MP cost. |
12 | MP 30% Up | 3 SP | MP increases by 30% | More MP is fairly useful. |
13 | Invocation Lv. 6 | 90 MP | Critical rate is increased by 500% for 10 turns | Nearly always allows you to land critical hits, effectively doubling your damage output. |
14 | Experience Up | 1 SP | Increases experience gained by 50% | By the time you have this, you'll likely be at a very high level anyway, so this is fairly useless. |
Conjurer - Analysis at a Glance
Advantages
- Restores MP after every battle.
- Obliterate makes random encounters a non-issue at high enough levels. (Use with Alarm Earrings)
- Reliable way of boosting stats.
Disadvantages
- Obtained very late in game.
- Can't do much damage on its own.
Team Building and Setups
Your success in Bravely Default depends on how well you can set your entire team up for success, not just one party member, as well as the enemies you face. Here's some information on the typical roles you might find.
Physical Attackers
Physial attackers are your primary damage dealers in the game. They are useful at dealing with single enemies, and later on, multiple enemies at once. Typically, you'd want to utilise the following primary jobs as pure physical attackers:
Job | Comments |
---|---|
Monk | Overall high physical attack, works without weapons due to Knuckle Lore, interesting range of attack and support abilities such as Pressure Point (ignoring defense) and Natural Talent (doubling P. Atk if nothing is equipped). Most useful at the beginning of the game, and eventually at the endgame. |
Knight | Useful for decently powered attacks. Especially useful early on due to Two-Handed, which greatly increases damage outpot at the cost of defense. Later on, they become more useful defenders (although they still have an attack option in Super Charge). |
Ranger | Usually, all attacks will hit due to Hawkeye, which can be taken advantage of with Precision, which boosts damage when all hits of an attack connect. Also specialise in hunting specific weaknesses through the various Slayer abilities. |
Valkyrie | Valkyrie becomes very useful with dealing with multiple enemies due to party wide attacks such as Crescent Moon. They also are the only class that can jump, allowing them to become invincible temporaily, then hit the next turn for greater damage. |
Pirate | Specialises in lowering stats, making battles easier by reducing enemies' damage output or making them easier to knock out. Also has powerful attacks in the form of Amped Strike and Double Damage, which can end up being useful with MP reduction costs (such as Free Lunch). |
Ninja | Due to duel wielding, they don't get as much of an attack penalty when using two weapons. With enough boosts to hit count and P. Atk, they can be formidable due to attacking twice in a single turn. Also has the ability to evade attacks to reduce damage, or even to counter. |
Dark Knight | Has fairly high dark damage output. Because most of the attacks are of the dark element, this property can be exploited. For example, Dark Nebula hits all enemies and allies, but if your party has Dark immunity, it means the entire enemy party will take high amounts of damage while you stay safe. While some attacks cost HP, this can be mitigated in various ways. |
Here's some examples of what you can choose for your secondary job:
Secondary Job | Comments |
---|---|
Freelancer | Mimic is the main reason you'd want to choose Freelancer as a secondary job. This means you can Mimic Valkyrie abilities or other abilities that cost high amounts of BP or MP while not depleting your BP/MP pool as much. |
Monk | Has the ability to self remove conditions (especially Blind) with Inner Alchemy. Pressure Point is a good way of handling bosses with high P. Def, such as Chaugmar. |
Thief | Allows you to steal items and attack. Life Thief is good for self recovery if needed. |
Spell Fencer | Useful for exploiting the enemy's elemental weaknesses and gives a decent power boost. Drain is a good way to self heal, especially for Dark Knights. |
Ranger | Useful to exploit family weaknesses, if you're from another physical job |
Pirate | Useful for lowering stats if you're from another physical job. |
Ninja | More for utility, but allows you to evade attacks (and counter). |
Swordmaster | Mainly useful for Free Lunch, which brings the MP cost of the Pirate's abilities to 0. |
Spiritmaster | Fairly useful for a Dark Knight to protect their team from dark attacks, if there is no room left for it. |
Templar | Useful for gaining critical hits and has other defensive abilities such as Rampart and Default Guard. |
Dark Knight | Useful for high powered attacks, especially with the Monk job. |
Vampire | Provided you have collected the Genome abilties, they can output decent elemental damage, especially through Hellfire, Deep Freeze and Energy Burst. |
Conjurer | Useful for boosting your own stats. The most useful ones are Promethean Fire and Susano-o. |
Here's a few useful setups that you can use.
Natural Talent Monk
Aspect | Description |
---|---|
Job Combination | Monk/Any |
Abilities Required | Natural Talent, P. Atk 30% Up, P. Atk 10% Up |
Job Levels Required | Max Monk, Pirate Lv. 9. Preferably your character should be level 99. |
Equipment | Nothing |
Usage | The exact usage is up to you. Mainly use attacks from your physical jobs. |
Minus Striker
Aspect | Description |
---|---|
Job Combination | Monk/Dark Knight |
Abilities Required | Maximize HP, HP 20% Up |
Job Levels Required | Max Spiritmaster, Dark Knight Lv. 6, Monk Lv. 10. Preferably your character should be level 99. |
Equipment | Max speed/HP. Weapon choice is irrelevant. |
Usage | Aim for over 10000 HP before Maximize HP takes effect. Use Minus Strike to do a consistent 9999 damage every time. If you have lost less then 9999 HP, use Dark Knight moves to sacrifice HP so you are constantly doing 9999 with Minus Strike. |
Free Lunch Strike
Aspect | Description |
---|---|
Job Combination | Pirate/Swordmaster |
Abilities Required | P. Atk 30% Up, P. Atk 20% Up |
Job Levels Required | Max Pirate, Max Swordmaster, Dark Knight Lv. 12. |
Equipment | Max attack. |
Usage | Use Free Lunch followed by Amped Strike (multiple times if you want) to deal high amounts of damage without actually spending much MP. |
Wide Attacker
Aspect | Description |
---|---|
Job Combination | Valkyrie/Any |
Abilities Required | Your choice, but it is recommended to choose P. Atk Up abilities. Pierce Default can also become useful. |
Job Levels Required | Max Valkyrie. If you want to increase P. Atk, get Dark Knight to Lv. 12. If you're using Freelancer as your secondary job, get it to level 14. If you're using Spell Fencer, get it to level 12. |
Equipment | Max attack. 1 spear with the Two-Handed abilitiy is the best way to go. |
Usage | Mainly deals with random encounters, although some boss battles have multiple enemies. Crescent Moon is the move you will use the most. Sword Magic can be added to these attacks, or Mimic can be used to repeat Crescent Moon without its additional 1 BP cost. |
Precision Fighter
Aspect | Description |
---|---|
Job Combination | Ninja/Any |
Abilities Required | Precision, Frenetic Fighting, Hawkeye |
Job Levels Required | Max Ninja, Ranger Lv. 13 |
Equipment | 2 weapons and equipment that gives maximum speed. |
Usage | Capable of dealing 9999 damage twice with a single attack with the right setup. For additional support, use Quick to increase hit count and raise P. Atk. |
Jump Abuse Team
Aspect | Description |
---|---|
Job Combination | Ninja/Valkyrie x 4 |
Abilities Required | Spear Lore, Hasten World (on one party member), P. Atk Up or Speed Up abilities |
Job Levels Required | Max Ninja (preferably), Max Valkyrie |
Equipment | 2 spears, equipment that boosts P. Atk/Speed |
Usage | Use Super Jump or High Jump with all 4 party members, then rinse and repeat. Enemies will not be able to target you and therefore are unable to attack as long as your team is faster. Has problems dealing with priority attacks or counterattacks though. Hasten World covers the BP cost. |
Rage Drain
Aspect | Description |
---|---|
Job Combination | Dark Knight/Spell Fencer (Dark Knight/Any works as well). |
Abilities Required | Go for maximum P. Atk. P. Atk 30% Up is recommended and comes from the Dark Knight. Knuckle Lore and Natural Talent work well for maximum attack. Gloom is also an option. |
Job Levels Required | Max Dark Knight, Max Monk, and Spell Fencer Lv. 7 |
Equipment | Max attack (nothing if you have Natural Talent). You can use the Blood Blade as an item to trigger drain sword magic if you don't have the Spell Fencer's Sword Magic Drain abilitiy. |
Usage | Use Sword Magic Drain (or Blood Blade) followed by Rage. Capable of dealing up to 49995 damage in a single move if used correctly. Don't try this on undead enemies though for obvious reasons. You'll also need a good way to manage the BP cost of this. Black Bane is an alternate move for targeting large parties of non-undead enemies, and the HP sacrifice is mitigated by Drain. |
Magic Attackers
Some people may feel that magic is a bit of a hit and miss in this game, but with good strategies to manage your MP, they can easily do high amounts of damage to multiple enemies.
Typically, you'd want to utilise the following primary jobs as pure magic attackers:
Job | Comments |
---|---|
Black Mage | Allows access to black magic which gets more powerful as you progress. Near the end, they have two very useful abilities: Group Cast All and Pierce M. Defense. |
Time Mage | Has a good balance of offensive and defensive magic. Most notably has Meteor, a 4 hit magic attack doing high amounts of damage and has Slow World and Hasten World for BP control. |
Summoner | Useful for dealing with multiple enemies with summoning attacks. You need to find a way to manage their MP though. |
Arcanist | Have a strong range of dark based magic attacks based on BP and status conditions. |
Conjurer | Has high M. Atk, recovers MP during/after battle and able to boost stats. It needs a secondary job to take advantage of its abilties through and it is only available from Chapter 6 onwards. |
Here's some examples of what you can choose for your secondary job:
Secondary Job | Comments |
---|---|
Freelancer | Mimic is the main reason you'd want to choose Freelancer as a secondary job. This means you can Mimic magic spells while not depleting your MP pool as much. |
Black Mage | If you're using attack magic and you're outside the Black Mage job, this is necessary. |
White Mage | Has healing available if needed, as well as damaging spells such as Aeroga and Holy. |
Time Mage | Good range of spells to compliment your other spell choice. |
Summoner | If you're using summons and you're outside the Summoner job, this is necessary. |
Red Mage | Useful for saving secondary ability slots for other party members by providing a mix of damage, healing and protection. More effective with Group Cast All. |
Ninja | As most magic attackers can't stand physical attacks, Utsusemi combined with Turn Tables can help you avoid attacks and build up BP. |
Swordmaster | Mainly useful for Free Lunch, which brings the MP cost of your magic to 0. |
Spiritmaster | Fairly useful for an Arcanist to protect their team from dark attacks, if there is no room left for it. You'll need to manage your team carefully tthough to take advantage of this. |
Templar | Useful for gaining critical hits and has other defensive abilities such as Rampart and Default Guard. |
Arcanist | Gives access to powerful dark magic that takes advantage of status conditions, such as Exterminate and Twilight. |
Vampire | Provided you have collected the Genome abilties, gives you a decent range of status inducing abilities, and if you have access to Nemeses, you can copy high power magic spells. |
Conjurer | Useful for boosting your own stats. Deus Ex is the one that it the most useful. |
Here's a few useful setups that you can use.
Infinite Summoner
Aspect | Description |
---|---|
Job Combination | Conjurer/Summoner |
Abilities Required | Abilities that boost power of summons, boost M. Atk or alternatively, Pierce M. Defense |
Job Levels Required | Max Conjurer, Lv. 10 Summoner, Lv. 12 Black Mage |
Equipment | Maximum M. Atk |
Usage | Use summons to beat random encounters. However, this becomes obsolete once you have access to Obliterate and are of a high enough level. |
Status Effects
Aspect | Description |
---|---|
Job Combination | Arcanist/Red Mage or Arcanist/Black Mage |
Abilities Required | Group-Cast All or Pierce M. Defense, Status Ailment Amp, Steady MP Recover or BP Recovery |
Job Levels Required | Max Arcanist, Max Black Mage, Lv. 10 Red Mage if using it, Lv. 2 Conjurer |
Equipment | Maximum M. Atk |
Usage | Using Group-Cast All for groups or Pierce M. Defense for single enemies, use status effects to deliberate all members of the opposing party. Notable combos include Exterminate and Poison, or Twilight and Sleep. In areas with undead, using Red Mage as a secondary works to group cast Raise which has a high chance of knocking them out. Pierce M. Defense is mainly for the extra damage from Exterminate if there is only one enemy. Withering Ripple (the Lv. 2 Rod Special) can inflict weakness to a particular element if the enemies have high resistance. BP Recovery on your entire team also provides a way to manage BP: cast Poison three times on your team and then use Poisona (this requires using Red Mage as the secondary job command). |
Free Lunch Caster
Aspect | Description |
---|---|
Job Combination | Black Mage or Time Mage or Arcanist or Summoner with Swordmaster as the secondary job |
Abilities Required | Abilities that boost power of summons, boost M. Atk or alternatively, Pierce M. Defense |
Job Levels Required | Max Swordmaster (for Free Lunch), Max level in your casting job. |
Equipment | Maximum M. Atk |
Usage | Use Free Lunch followed by your magic skills. Notably useful with Interment and Meteor due to the high MP cost. |
Physical Caster
Aspect | Description |
---|---|
Job Combination | Monk/Time Mage or Monk/Black Mage or Monk/Vampire |
Abilities Required | Phantom Weapon, Natural Talent, 1 ability of your choice. |
Job Levels Required | Max Monk, Max Spell Fencer, Time Mage Lv. 12 or Black Magic Lv. 13 or Vampire Lv. 6 |
Equipment | Nothing |
Usage | While a physical caster can seem like an oxymoron, due to Phantom Weapon and the Monk's high P. Atk with Natural Talent, you can do very high amounts of damage with spells, notably Meteor, but even Quake can deal high amounts of damage against a single target. If using Monk/ Vampire, you can use Firaja (or an equivalent) to deal maximum damage a majority of the time. This works even with Low Leverage and has the advantage of being able to manage MP with Magic Thirst. |
Healers
Healers usually end up being an important part of a team, being able to remove status conditions and heal HP, as well as perform other tasks. It's fairly important to manage their BP and MP well, as you don't want your healer to be killed because you used too much BP, or MP.
Typically, you'd want to utilise the following primary jobs as healers:
Job | Comments |
---|---|
White Mage | Gives you access to healing magic straight away. Also provides useful abilities to reduce damage from magic. |
Time Mage | Has a range of support skills such as Reraise, Regen and Hastega. |
Red Mage | While they don't have access to high level white magic, they can still support well and have an ability to output decent damage. Their abilities are also useful for managing BP. |
Salve-Maker | Have an inherent ability that doubles HP gain from healing and can do a variety of other things. |
Spiritmaster | Easily has the best range of support abilities in the game, and saves on MP when healing with white magic |
Templar | While they are not traditional healers in sense, they have high defense and a high MND stat, allowing them to heal effectively using White Magic as a secondary ability. |
Vampire | One Genome ability (White Wind) becomes useful for party wide healing, regardless of the mind stat. Use it on a character with high HP for the best results. |
Here's some examples of what you can choose for your secondary job:
Secondary Job | Comments |
---|---|
Freelancer | Mimic is the main reason you'd want to choose Freelancer as a secondary job. This means you can Mimic magic spells while not depleting your MP pool as much. |
White Mage | Necessary for actually healing with spells. |
Black Mage | Can output decent damage with magic and has Aspir, as well as two useful abilities: Pierce M. Defense and Group-Cast All. Watch your MP though. |
Merchant | Gives a good range of support skills, as well as damage reduction, if you have the money. |
Time Mage | Good range of support spells to compliment your other spell choice. |
Salve-Maker | Has multiple ways to heal and has a full party revive that costs no MP. |
Swordmaster | Mainly useful for Free Lunch, which brings the MP cost of your magic to 0. |
Performer | Useful to support your team while you're not healing. |
Ninja | Utsusemi allows for evading physical attacks, which can be dangerous to healers. |
Spiritmaster | Range of good support abilities, especially Holy One which increases healing by 150%. |
Vampire | Provided you have collected the Genome abilties, gives you a decent range of status inducing abilities, and if you have access to Nemeses, you can copy high power magic spells. Also has access to White Wind for healing. |
Here's a few useful setups that you can use.
Traditional Healer
Aspect | Description |
---|---|
Job Combination | Spiritmaster/White Mage |
Abilities Required | Holy One, 3 ability slots of your choice |
Job Levels Required | Spiritmaster Lv. 13, White Mage Lv. 13 |
Equipment | Staff with highest MND, Aegis Shield, White Robe, Holy Miter, Magic Armlets |
Usage | Support through healing and your Spiritmaster Abilities. On the turns where you don't need healing, use Default to save BP for the Spiritmaster abilities. |
Bulky Healer
Aspect | Description |
---|---|
Job Combination | Templar/White Mage |
Abilities Required | Holy One, Healing Lore, Steady MP Recover |
Job Levels Required | Max Templar, Lv. 13 White Mage, Lv. 9 Salve-Master, Lv. 2 Conjurer |
Equipment | Staff with highest MND, Aegis Shield, Crystal Helm, Crystal Mail, Heike Gloves |
Usage | Support through healing and Rampart while not being as vulnerable to physical attacks. |
Bulky Healer Version 2
This set was contributed by Mark Jhon. It is quite useful against bosses with strong group attacks.
Aspect | Description |
---|---|
Job Combination | Knight/Vampire or Templar/Vampire |
Abilities Required | Dual Shields, Buff Up, P. Def 20% Up or Angelic Ward + Rise From Dead (other combinations are possible) |
Job Levels Required | Obtained White Wind as a genome ability, high levels in Knight/Templar |
Equipment | 2 Bloody Shields, Crystal Mail, Crystal Helm, Heike Gloves |
Usage | Support through healing with White Wind and attack using Super Charge if you have spare BP. |
Support Healer
Aspect | Description |
---|---|
Job Combination | Time Mage/White Mage |
Abilities Required | Holy One, Group-Cast All |
Job Levels Required | Max Black Mage, Lv. 12 Time Mage, Lv. 13 White Mage, Lv. 9 Spiritmaster |
Equipment | Staff with highest MND, Aegis Shield, White Robe, Holy Miter, Magic Armlets |
Usage | Support through group healing. Also has a range of other options such as Reraise, Meteor and Haste. |
Item Healer
Aspect | Description |
---|---|
Job Combination | Salve-Maker/White Mage |
Abilities Required | Holy One, 3 abilities of your choice |
Job Levels Required | Salve-Maker Lv. 13, White Mage Lv. 13 |
Equipment | Staff with highest MND, Aegis Shield, White Robe, Holy Miter, Magic Armlets |
Usage | Use your white magic to heal. Compounding is also an option to restore the HP/MP of your party or deal damage. |
Support
Support characters can provide additional BP or stat boosts to a party and can help protect other party members.
These jobs are effective at being dedicated supporters:
Job | Comments |
---|---|
Knight | Has very high defense and Protect Ally to help cut damage down. |
Merchant | Can boost the BP of party members with BP Drink, provided you have enough money. |
Time Mage | Provides support through Reraise, Slow and Haste. Also very useful at controlling BP. |
Salve-Maker | As long as you have the right combination of items, their selection of compounds can prove very useful. |
Performer | Boost your entire party's stats, and later on, can boost an entire team's BP. |
Ninja | Can evade and redirect attacks. |
Swordmaster | Can be effective at tanking physical attacks and countering. |
Here's some examples of what you can choose for your secondary job:
Secondary Job | Comments |
---|---|
Freelancer | Mimic is the main reason you'd want to choose Freelancer as a secondary job. This means you can Mimic abilities such as My Hero without spending additional BP. |
White Mage | Provides ways to heal. |
Merchant | Gives a good range of support skills, as well as damage reduction, if you have the money. |
Time Mage | Good range of support spells to compliment your other choices. |
Red Mage | Provides a selection of low level magic to do damage or heal. |
Salve-Maker | Has multiple ways to heal and has a full party revive that costs no MP. |
Performer | Useful to support your team and manage BP. |
Ninja | Utsusemi allows for evading physical attacks, as well as redirecting attacks. |
Spiritmaster | Range of good support abilities, especially Holy One which increases healing from spells by 150%. |
Here's a few useful setups that you can use.
Super Charge Tank
Aspect | Description |
---|---|
Job Combination | Knight/Freelancer |
Abilities Required | Dual Shields, P. Def 20% Up, Buff Up |
Job Levels Required | Max Knight, Performer Lv. 9 |
Equipment | 2 Bloody Shields, Crystal Helm, Crystal Mail, Heike Gloves |
Usage | Mainly used to deal with single target physical attacks. As your P. Def is very high, you will usually take 1 damage from most physical attacks. Watch out for Minus Strike or other abilities that ignore P. Def. Best used with a party member that can redirect attacks with Kairai. Super Charge (+ Mimic) is the best way to deal damage. |
Swordmaster Tank
Aspect | Description |
---|---|
Job Combination | Swordmaster/Freelancer |
Abilities Required | P. Def 20% Up, P. Def 10% Up or Counter Amp, Buff Up |
Job Levels Required | Swordmaster Lv. 8 (higher is better), Freelancer Lv. 8 |
Equipment | Any Katana, Bloody Shield, Crystal Helm, Crystal Mail, Heike Gloves |
Usage | Mainly used to deal with single target physical attacks with Nothing Ventured. As your P. Def is fairly high after boosts, you will usually take 1 damage from most physical attacks (except from endgame bosses). Watch out for Minus Strike or other abilities that ignore P. Def. Best used with a party member that can redirect attacks with Kairai. Can also cut damage from magic with Before Swine. |
Are you my hero?
Aspect | Description |
---|---|
Job Combination | Performer/Freelancer or Freelancer/Performer |
Abilities Required | Your choice. Hasten World can make up for the cost of this ability. |
Job Levels Required | Max Performer, Max Freelancer, Max Time Mage (for Hasten World) |
Equipment | Your choice. Generally, this party member should be the slowest. 2 staves are preferred to charge up Rejuvenation and Lux |
Usage | Use My Hero, followed by Mimic 3 times to boost your party's BP by 4, with a net cost of only 1 BP. This cost can be reduced further by Low Leverage or Hasten World, making the net cost 0 BP. |
Alchemist
Aspect | Description |
---|---|
Job Combination | Salve-Maker + White Mage/Spiritmaster/Merchant |
Abilities Required | Generally: Attack Item Amp, Item Critical and Holy One, as well as speed boosting abilities are useful. |
Job Levels Required | Max Salve-Maker, high job levels in secondary job. Access to the compounding shop in Norende Village is advised. |
Equipment | Falcon Knives or Dual Shields, and any other useful equipment that you want. |
Usage | Key combinations include Giant's Draft (Beast Liver + Dragon Fang), Shadowflare (Demon Tail + Dragon Fang), Element Bane (Elemental Item + Insect Antenna), Resist Element (Elemental Item + Monster Fiber), Font of Life (Hi-Potion + X-Potion), and Half Elixir (X-Potion + Turbo Ether). Use healing or support actions to support the rest of your team. It's important to note that Low Leverage doesn't reduce your item damage, if you choose the merchant as your secondary job. |
Utility
Mainly for classes and sets that don't fit in any of the other categories, but are still useful. Sometimes, if a party member has the secondary job slot free for other purposes, you might want to consider running a set of skills specifically for your team.
Here's a brief summary of what jobs can provide through their active and passive support abilities, apart from straight up damage and healing:
Job | Comments |
---|---|
Freelancer | Find enemy HP/weakness, useful dungeon abilties, useful for surprise encounters with Flee and Stand Ground, can repeat most abilities with Mimic |
Monk | Self condition removal through Inner Alchemy |
White Mage | Status removal, defense boosts |
Black Mage | Status conditions |
Knight | Boosted defense and protection from physical attacks |
Thief | Stealing rare items |
Merchant | Boosting BP, controlling damage through Full/Low Leverage, farming money |
Spell Fencer | A way to exploit elemental weaknesses |
Time Mage | Speed and BP control |
Ranger | A way to exploit family weaknesses, boost in accuracy |
Summoner | Boosts the power of friend summons, magic damage ignoring Reflect |
Valkyrie | Temporary invlunerability through Jumps |
Red Mage | Ways to manage BP, including Turn Tables and BP recovery, small range of spells |
Salve-Maker | Ways to take advantage of items and produce a range of effects. |
Performer | Boosting stats and BP |
Pirate | Lowering stats and reducing/increasing damage |
Ninja | Attack evasion and redirecting attacks |
Swordmaster | Counterattacks and a way to make MP cost 0 |
Arcanist | Takes advantage of BP control and status effects |
Spiritmaster | Has a range of ways to control status and elemental resistances |
Templar | Blocks and reduces damage from attacks and makes critical hits useful |
Dark Knight | Has the only ability that can absorb all magic. |
Vampire | Can cause status conditions and can do a range of actions with Genome Abilities |
Conjurer | Only class that can reliably boost stats to maximum in a single turn (barring Critical Hit rate) |
Damage and Thievery
Aspect | Description |
---|---|
Job Combination | Thief/Freelancer |
Abilities Required | Rob Blind, Speed 20% Up, Speed 10% Up |
Job Levels Required | Lv. 12 Thief, Max Freelancer (preferably) |
Equipment | 2 Falcon Knives, Red Cap, Brave Suit, Thief Gloves |
Usage | Primarily used for stealing. Mimic can cover the cost of Shake Down and Godspeed Strike. Prayer increases the chance of stealing. After everything has been stolen, use Godspeed Strike to knock out the enemies. |
Support and Thievery
Aspect | Description |
---|---|
Job Combination | Thief/Merchant |
Abilities Required | Rob Blind, Speed 20% Up, Speed 10% Up |
Job Levels Required | Lv. 12 Thief, Lv. 13 Merchant |
Equipment | 2 Falcon Knives, Red Cap, Brave Suit, Thief Gloves |
Usage | Apart from stealing, can also support the party with Low Leverage and BP Drinks if you have the money. Low Leverage also reduces the cost of Godspeed Strike to 1 BP, making it less of a burden. For the rest of your team, notable moves such as My Hero and Stillness cost 1 BP instead of 2. |
Your 3 Slot Ability
Given that you can only run one 3 slot ability per party member, it's important to know which ones are the most effective for your team. This will go through the various 3 slot abilities and make suggestions on which ones to choose. Sometime, you might not need a 3 slot ability in some cases and will choose to use other abilities to fill up the 3 slots.
X% stat up abilities stack. This means for 3 slots, it is more effective to run both the 10% and the 20% Up stat abilities rather than the 30% one, and is also more efficient because the 30% Up ability is not available until higher job levels. Generally, Evasion X% Up is not as good, because most abilities don't undergo an accuracy check.
Caster Based
Ability | Level | Notes |
---|---|---|
Epic-Group Cast | White Mage Lv. 12 | Tends to be more useful for attack magic against multiple enemies than healing magic, although it is an acceptable substitute for boosting healing magic, especially if conserving MP is important, as some of the lower ranked Cure spells will heal 9999 with a boost from Healing Lore or Holy One. |
Pierce M. Defense | Black Mage Lv. 12 | If the enemy's M. Defense is high, and the boost from abilities is less than the M. Def the boss has, use this. This tends to be more effective at higher difficulty levels due to increases in the enemy's M. Def. |
Group Cast All | Black Mage Lv. 14 | Very useful for inflicting status effects, status buffs and protection against various attacks. Generally useful on a healer (with Holy One) as well as for time mages and arcanists. |
Phantom Weapon | Spell Fencer Lv. 14 | Predominately used for physical attackers using spells for damage to circumvent counters against physical attacks. |
Convert MP | Summoner Lv. 11 | At 1% conversion rate, this is not worth the 3 slots. |
Summoning Surge | Summoner Lv. 12 | Useful for prolonged battles against multiple enemies if conserving MP is more of a priority than higher damage at the start of battle (through Max Summoning). Requires a high difference in your M. Atk and the opponent's M. Def to be cost effective, especially on higher difficulty levels. Consider Pierce M. Defense or M. Atk 10% Up + M. Atk 20% Up. |
Save Magic MP | Red Mage Lv. 8 | Useful early on, particularly with supporters, but there are easier ways to manage MP later on. |
Convergence | Arcanist Lv. 9 | Useful if you need to isolate a particular enemy, as others may be immune to an element another is weak to. If you're at the damage cap, don't use this. |
Max Black Magic | Arcanist Lv. 13 | Requires a high difference in your M. Atk and the opponent's M. Def to be cost effective, especially on higher difficulty levels. Consider Pierce M. Defense or M. Atk 10% Up + M. Atk 20% Up. |
Max Summoning | Conjurer Lv. 13 | Requires a high difference in your M. Atk and the opponent's M. Def to be cost effective, especially on higher difficulty levels. Consider Pierce M. Defense or M. Atk 10% Up + M. Atk 20% Up. Summoning Surge is an alternative for prolonged battles that has a lower MP cost. |
Example: Consider an enemy with 100 M. Def. Arcanists at level 99 typically can get to 200 M. Atk or more. They have abilities to boost their M. Atk by 50%. Magic damage scales with the difference between the caster's M. Atk and the opponent's M. Def, although there is a small amount of damage when the difference is zero. The options are:
- Pierce M. Defense + M. Atk 20% Up: A difference of 240 unboosted, 360 boosted.
- M. Atk 30% Up + M. Atk 20% Up: A difference of 212 unboosted, 368 boosted
- Max Black Magic + M. Atk 20% Up: A difference of 140 (x 1.5) unboosted, 260 (x1.5) boosted. Magic also has base damage it does, even with a difference of 0, so there is some extra damage involved. However, this costs 2 times the MP..
This means the Max Black Magic will result in the most damage (after boosting), with double MP consumption.
However, if the enemy has 200 M. Def (not uncommon in Hard Mode at the end), the calculations are very different:
- Pierce M. Defense + M. Atk 20% Up: A difference of 240 unboosted, 360 boosted.
- M. Atk 30% Up + M. Atk 20% Up: A difference of 112 unboosted, 268 boosted
- Max Black Magic + M. Atk 20% Up: A difference of 40 (x 1.5) unboosted, 160 (x1.5) boosted. (Costs twice MP)
In this case, Pierce M. Defense is much more efficient.
Protection Based
Ability | Level | Notes |
---|---|---|
Stand Ground | Freelancer Lv. 13 | Use in conjunction with Absorb P. Damage and Absorb M. Damage to increase chances of surviving multiple attacks. |
Conservation of Life | White Mage Lv. 14 | Mainly for random battles to deal with surprise knockouts, however it isn't as effective in prolonged boss battles due to only activating once per character. The 3 slots should be used to protect your characters from wipeouts in most cases. |
Time Slip | Time Mage Lv. 5 | Mainly useful for random battles in case something goes wrong. Running a Time Mage will free up slots. |
Feel No Pain | Salve-Maker Lv. 14 | Useful for surviving the summoning tests, and for battles you expect to finish quickly. |
Other
Ability | Level | Notes |
---|---|---|
Master Thief | Thief Lv. 13 | Not worth the three slots. Use a thief instead. |
Memento | Spell Fencer Lv. 8 | A decent way to manage MP early on, provided you have a character with revival available. Generally there are better choices later on. |
BP Skill Amp | Valkyrie Lv. 7 | Gives a slight boost in damage (normally used with Hasten World). If you're hitting the damage cap without this ability, it's useless. |
Maximize HP | Spiritmaster Lv. 14 | Be aware this effect can be replicated with the Salve-Maker's Giant's Draft, so save the slots for another ability if you have it available. |
BP Management
BP (Brave Points) form the core of the battle system. Any character or enemy can have a BP of -4 to 3 (4 with BP Limit Up). In order to increase your damage output and utility, while decreasing the enemies' effectiveness, it is advised to have a long term strategy for managing this in the late game. Characters and enemies need at least 0 BP to act, and several moves cost multiple BP.
By controlling the BP of allies and enemies, you can open up an advantage for your team. Here's a list of common abilities used for BP control and within BP control techniques. It should be noted that using BP increasing techniques on undead enemies will decrease their BP instead.
Early Game (Job Level 1-9)
Ability | Level | Notes |
---|---|---|
Fear | Black Mage Lv. 9 | In addition to disabling Brave and Default, it reduces the target's BP to 0. This can prevent the enemy from using multiple attacks against you, slowing down their damage potential. |
BP Drink | Merchant Lv. 7 | Provides 1, 2 or 3 extra BP to a character at the cost of some money. Effective as a secondary method of boosting BP, works well in conjuction with Low Leverage from the same class. |
Turn Tables | Red Mage Lv. 4 | Provides 1 BP every time an attack is evaded, useful with Utsusemi to get an extra turn. |
BP Recovery | Red Mage Lv. 9 | Equip 1 or more characters with BP Recovery. The standard procedure is to have someone use Poison 3 times, followed by Poisona, generating 6 BP. Note that this is incompatible with Fairy Ward though (as well as other methods of poison protection). Group-Cast All (Black Mage Lv. 14) and Status Ailment Amp (Arcanist Lv. 11) are good ways to raise the entire party's BP late game, and the caster is not made redundant as they can usually inflict status effects on the opposing team. The standard setup uses Arcanist/Red Mage as the caster. |
One More for You | Performer Lv. 3 | Adds one BP to a party member. This is generally useful as your performer will often be supporting with other stat boosting abilities, so this can be used when no boosts are required for the turn. |
Squeaky Wheel | Swordmaster Lv. 4 | If you are lucky enough, you can deny enemy and boss BP with this. However, this costs an additional 1 BP to use, so you may need support from your team. |
Convert BP | Spiritmaster Lv. 5 | Allows you to gain a net total of 1 BP at the cost of 25% MP. If you can mitigate the cost through Low Leverage, MP Free in a Pinch or other similar abilities, this is an efficient way to generate BP for your actions. |
Battle Thirst | Vampire Lv. 8 | Steals 1 BP, but is generally not very effective against bosses, which are the primary targets you'll want to lower BP on. |
Late Game (All Jobs and Abilities)
Ability | Level | Notes |
---|---|---|
Mimic | Freelancer Lv. 14 | Most abilities can be repeated without costing extra BP, so for moves that consume extra BP, this will help save BP (although it limits you to having Freelancer as the primary or secondary job) |
Low Leverage | Merchant Lv. 13 | This halves the additional BP cost of abilities (rounded up). This is useful in many ways, such as reducing the costs of abilities such as Godspeed Strike, Rage and My Hero to 1 BP, making them much easier to use. |
Slow World | Time Mage Lv. 11 | This is most comonly used with status effects (sleep for the opposing team), as sleeping characters or foes can't gain BP, so they lose 1 every second turn. BP Recovery can be used on your team with status effects (as well as status removal) to mitigate the 1 BP loss. |
Hasten World | Time Mage Lv. 14 | Most enemies have specific behaviour at 1 or more BP and in some cases, this can be exploited. This also covers high cost abilities such as Stillness, Fairy Ward, High Jump and Super Jump. |
Zero Sum | Performer Lv. 13 | Useful for reducing excessive enemy BP. Be aware that if Stillness is active, this doesn't work. |
My Hero | Performer Lv. 14 | Boosts the entire party's BP by 1, with Mimic, boosts it by 4 at the net cost of 1 BP (none with Low Leverage active). |
Annihilation | Arcanist Lv. 10 | Can be used on enemies denied of BP through Slow World. Bring dark immunity for your team if required. |
Iniquity | Arcanist Lv. 12 | Can be used on enemies with excessive BP (usually through Hasten World). Bring dark immunity for your team. |
Special Setups and Rush Builds
These setups are highly dependent on your entire team for success and often require time (or a lot of money) before the battle to set up various aspects of the team. They are usually used to make certain bosses significantly easier, or get used in challenge runs.
Rush builds aim to beat bosses as quickly (and comfortably) as possible, regardless of what the boss actually is. Several examples include Dark Nebula, Iniquity with Hasten World, or Annhilation with Slow World (with Dark Protection obviously), item abuse, Low Leverage Abuse (although it might seem like an oxymoron), jumping builds and status ailment builds.
Some builds here have been designed to make use of abilities that are often overlooked in general, to show the various possibilities of the system.
Critical HP Team
Abuses the fact that many team members are below 20% HP to activate various abilities. Best used with bosses that are limited to single target physical attacks that do not ignore defense and do not have a way to counterattack.
1. Knight / Freelancer
- Abilities: Dual Shields, Buff Up, P. Def 20% Up
- Equipment: 2 Bloody Shields, Crystal Mail, Crystal Helm, Heike Gloves
2/3/4. Pirate / Spiritmaster [Damage]
- Abilities: MP Free in a Pinch, Two Handed, P. Atk 20% Up
- Equipment: Giant Axe or Earthbreaker, Red Cap, Brave Suit, Hyper Bracers
All Pirates need to have less than 20% HP. This is to make Protect Ally activate and also allows the use of Amped Strike for no MP. Convert BP also costs no MP, allowing you to get 1 BP for free. The Knight should use Ironclad to maximise their defense for the rest of the battle.
Slow World Status Ailment Abuse
While Hasten World is popular due to covering the costs of more powerful moves such as My Hero and Stillness, Slow World can be abused to the same extent, especially with status effects. Enemies and party members that are stopped, paralyzed or put to sleep cannot gain BP, so they actually lose BP every second turn. They can go down to -4, which ensures that they won't move for several turns. Items and/or magic are primarily used to deal damage, as Sleep is the most common status used. Withering Ripple is sometimes set up beforehand to make status ailments hit more easily, as well as providing elemental weaknesses.
1. Arcanist / Red Mage [Status Effects]
- Abilities: Status Ailment Amp, Pierce M. Defense or Group-Cast All, Steady MP Recover
- Equipment: Demon's Rod, Falcon Knife or Wonder Rod, Mage's Hat, Black Robe, Soul of Thamasa
2. Anything [Slow World]
- Abilities: Slow World, BP Recovery, any 2 slots (no poison immunity)
- Equipment: Anything you want (no poison immunity)
Can be a healer/supporter.
3/4: Magic/Item Attackers
- Abilities: BP Recovery + 4 slots to boost magic/item damage (no poison immunity)
- Equipment: Anything to suit the role (no poison immunity)
Usage: Group Cast status effects with the Arcanist. Most bosses are not immune to sleep, but some are more resistant and may require Withering Ripple to have a higher chance of success. Due to BP Recovery, if you cast Poison three times, followed by Poisona once on your team, your entire team gains up to 6 BP (and the party member casting gains up to 2 BP). The rest of the magic/item users use magic/items to deal damage.
Turn Toxic Abuse
Given that you can steal Megalixirs from Guzzlers from Chapter 5 onwards, you might find yourself with an excess supply. With Mimic, this build can beat every boss rush battle in Chapter 8 in a single turn regardless of level, although you do need some protection against status effects. This is not designed for individual bosses with more than 159984 HP.
1. Salve-Maker / Freelancer [Lead]
- Abilities: Feel No Pain, Speed 20% Up
- Equipment: Maximum Speed/Protection against status
2. Salve-maker / Freelancer [Followers]
- Abilities: Feel No Pain, 2 slots of your choice
- Equipment: Protection against status
Usage: Very simple, use Toxic Megalixir with your lead and choose Mimic 3 times. Then choose Mimic 4 times with every other party member. Your lead should be the fastest. Due to Feel No Pain, you take no damage for the first two turns, and in most cases, you can finish the battle before the two turns is up.
Critical Summoning Abuse Team
Repeatedly activates Summon in a Pinch to deal damage, which along with a range of other broken abilities, deals with most group bosses. Requires a very long setup, but can reliably beat most bosses. It's definitely not the easiest method, but it shows how underused abilities can be useful in certain circumstances. However, if you're not careful, this team can fail.
1. Knight / Ninja
- Abilities: Dual Shields, P. Def 10% Up, Steady MP Recover, P. Def 20% Up
- Equipment: 2 Bloody Shields, Crystal Mail, Crystal Helm, Heike Gloves
2. Performer / Freelancer [BP Booster]
- Abilities: Hasten World + any 3 slots
- Equipment: Anything you want
3. Spiritmaster / Ninja [Damage Control]
- Abilities: MP Free in a Pinch, Speed 10% Up, Speed 20% Up
- Equipment: 2 Falcon Knives, Red Cap, Brave Suit, Hermes Shoes
4. Conjurer / Black Mage [Passive Damage]
- Abilities: Summon in Pinch, Absorb P. Damage, Critical MP Recover, Magic Critical
- Equipment: Demon's Rod, Wonder Rod, Mage's Hat, Black Robe, Soul of Thamasa
Make sure that the Spiritmaster and Knight have lower P. Atk than the Conjurer's P. Def so they can only deal 1 damage. You Spiritmaster should have 1 HP to trigger MP Free in a Pinch. Your Conjurer should have just over 20% HP, but if they lose 1 HP, they should be below 20% HP. This will allow Summon in a Pinch to trigger, but due to Absorb P. Damage, they recover 1 HP due to the way the game rounds off damage. This can be repeated to trigger Summon in a Pinch repeatedly. For example, if the Conjurer has a maximum of 7997 HP, they need to be at 1600 HP exactly for this to work.
The Performer uses the standard BP booster setup. The Spiritmaster uses Convert BP if necessary, then sets up Stillness and/or Fairy Ward. The Knight's main purpose is to protect the Spiritmaster. The Conjurer should use Deus Ex and Susano-o to setup, then has the ability to inflict status effects with Black Magic if they want.
The main damage comes from the Summons. To achieve this, the Conjurer needs to be hit with Shippujinrai from the Knight and Spiritmaster, which is why they need to have the lowest P. Atk they can get. The trick is that this always activates before Stillness, which is why the Spiritmaster can equip all the speed increasing items they want, which is different from how the ability normally gets used (it normally has to go after attackers). Summons from Summon in a Pinch also count for rod specials, which is useful for Withering Ripple.
Endgame Continuous Boss Rush
This section is designed to give suggestions for players facing the boss battles at the end of Chapter 8, especially for the continuous boss rush (which is optional, but required to get a journal entry), without resorting to farming Megalixirs, jumping only or using Stillness and taking the fun out of the game. The final team composition is really up to you, but there are at least some considerations.
I have chosen these battles in particular as it is an effective way of exploring endgame setups against a wide variety of scenarios and testing what actually has a chance of working and adapting to those cases. The difficult part is getting a whole non-trivial team to work for all 6 phases, individual phases are much easier to work with in comparison.
There are 6 phases to the battle:
- Profiteur / Einheria / The Jackal
- Kamiizumi / Heinkel / Holly / Kikyo
- Barbarossa / Praline / Alternis / Barras
- Qada / Ominas / Yulyana / Mephilia
- Khint / DeRosso / DeRosa / Victoria
- Victor / Braev / Artemia / Khamer
General Suggestions
1. Useful Jobs
Unless you've chosen some boring option, the following jobs (primary or secondary) are likely to be useful.
- Performer - for BP management and other small boosts
- Freelancer - for Mimic, to deal with the cost of important abilities
- Salve-Maker - for Giant's Draft, as well as healing skills
- Merchant - provides ways to mitigate damage and provide backup BP management
- Spiritmaster - prevent status effects
- Ninja - dodge physical attacks, redirect attacks
- Knight/Swordmaster - has defensive uses
- Vampire/Dark Knight - deal widespread damage
2. Take advantage of HP increasing and damage reducing abilities.
- This applies to all parts of the battle.
- Examples include using Giant's Draft - this will often increase HP to above 10000. As the maximium damage from a single attack is 9999, it means you won't get knocked out by a surprise attack such as Dark Breath or Minus Strike, for example.
- Low Leverage halves most forms of damage from the opponent. Meanwhile, with certain builds you can still hit for maximum damage regularly.
- Hedge Risk halves damage, although only for the user. At this point money is very easy to farm.
- Reraise effects can be used as a backup.
3. Manage BP appropriately
- It makes it much easier if you can quickly replenish your team's BP.
- Any My Hero build works in bulk. BP Drinks work as well (generally you'll only need the 2 BP ones, the 3 BP ones are quite expensive).
- Zero Sum can help control the BP boosting battles (1 and 3) to a limited extent.
- In the last battle Hasten World is active which means you can spend more BP than you normally would. Generally it's not necessary to bring it for the other battles though as it gives the enemies more chances to act.
- Slow World has its merits with effective BP management as it cuts down on the number of attacks the enemy can make.
4. Try to bring effective means of damaging enemy groups
- Getting battles done more quickly generally helps. Even under Low Leverage some attacks can hit near the damage cap.
- Examples include the Monk/Vampire using attacks such as Hellfire (preferably with Natural Talent) or Dark Knights (with ways to manage HP)
5. Some Considerations for each Phase
- Phase 1 is in general quite easy compared to the rest of the battle, just try to get it done as quickly as possible.
- Phase 2 may cause problems if characters are at low HP without protection due to Kikyo. Group attacks are recommended to bypass Heinkel's Full Cover.
- Phase 3 is less suitable for group attacks without proper protection due to Invigorate from Barras and Minus Strike from Alternis which will destroy unprepared parties. Praline's constant BP boosting doesn't help either.
- Phase 4 is notorious for causing problems very quickly as the type of attacks are very different to the other battles (magic). This makes damage mitigation very important at the start of the battle in general.
- Phase 5 is easy if status effects are blocked, otherwise bring protection against sleep at the minimum. If you're fast enough the rest of the effects won't be as much of an issue.
- Phase 6 should be finished as quickly as possible, and this is easier due to the extra BP that you gain. Multiburst and Meteor are notable issues, especially Meteor since it is difficult to fit dedicated special defenders onto a team that can handle the rest of the phases. Low Leverage and Giant's Drafts are highly useful to set up as always.
General Team Advice
This section gives general advice for building your team in game. One of the good things is that if you find something doesn't work as well as you want it to, you can try leveling up other jobs. Later on, level and job level grinding is made a non-issue with the ability Obliterate from the Conjurer.
Know what you're up against
The best way to build a team is to know what enemies you face and what moves they use. This also applies to enemies from random encounters. For example, in Miasma Woods and Florem, you face enemies weak to fire, in particular, Myconids. Myconids can duplicate if you hit them with physical attacks, so the safest method is to use Fire Magic. Some enemies also have counterattacks, such as the Guzzler (which is often sought for JP and Megalixirs). However, Guzzlers tend to not be resistant to status effects, so Sleep (group cast if possible) makes it safe to steal.
This also applies to bosses. For example, Lord DeRosso, the boss of Vampire Castle can be tricked into repeating a particular move, Bone Crush, when one of your party members is at low HP. However, Bone Crush is a physical attack and thus Utsusemi will avoid it and with Turn Tables, you gain 1 BP. With some luck, it is possible to complete the boss battle even at the lowest level in the game.
Other bosses have exploitable AI, even the second last boss.
Another boss that I want to bring up with exploitable AI is the second last boss, Airy. This boss has a rather predictable pattern meaning that the right combination of Utsusemi and Absorb Magic, along with accessories to nullify the status effects makes it possible to no damage the battle.
BP and MP management
BP Management is covered in a separate section.
MP management can be done by equipping abilities/equipment that lower the cost of magic, using Steady MP Recover, Post Battle MP or through compounding items. Free Lunch is also useful to reduce the MP cost of any ability to 0. Alternatives include using Magic Thirst from the Vampire, although you'll need a physical attacker to make the best use of it.
If in doubt, bring a balanced range of abilties
When you go through bosses the first time, a balanced setup can usually get you through, with a few exceptions. When you rematch a boss, the game gives you hints if they have any new strategies. Generally a balanced team will consist of 1 physical attacker, 1 magic attacker, 1 healer and 1 utility. However, do not rely on one healer for the entire game: if they get knocked out, it can lead to your party eventually being wiped out.
An Example
Here's an example of a team that I used for general play. It is by no means the best, but it explains my thought process when creating a team.
1. Ninja / Salve-Maker
- Abilities: Transience, Turn Tables, Comeback Kid, Counter Amp, Attack Item Amp
- Equipment: 2 Falcon Knives, Red Cap, Brave Suit, Hermes Shoes
2. Spiritmaster / White Mage [Healing/Support]
- Abilities: Holy One, Steady MP Recover, Speed 20% Up
- Equipment: Demon's Staff, Aegis Shield, Holy Miter, White Robe, Hermes Sandals
3. Pirate / Freelancer [Physical Damage]
- Abilities: P. Atk 30% Up, P. Atk 10% Up, Two-Handed
- Equipment: Fox Tail, Nothing, Red Cap, Crystal Vest, Hyper Bracers
4. Conjurer / Black Mage [Status Effects/Magic]
- Abilities: Status Ailment Amp, M. Atk 30% Up or Pierce M. Defense (depending on enemies), M. Atk 10% Up
- Equipment: Demon Rod, Wonder Rod, Mage's Hat, Black Robe, Soul of Thamasa
Usage: The main reason I chose these four jobs is that they are decently balanced against most random enemies and against single bosses. The Ninja's purpose was to evade and redirect attacks, and provide support through the Salve-Maker's abilities. The Spiritmaster's main job is for healing and providing support, especially from status effects and elemental damage reduction. The Pirate has a range of stat lowering abilities to reduce damage. The reason I picked Freelancer was for Examine, as it couldn't fit anywhere else without compromising the build. The Conjurer is mainly for using magic in case I was against enemies with counterattacks against physical attacks. The reason I chose Conjurer over Arcanist was due to the Post Battle MP which made managing MP easier, and the ability to boost stats. This held up well in most battles, except near the endgame where I used far more specialised strategies.
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