Part 3 - Version 1.0
Version Updates:
Version 1.0 Dec. 15, 1998 - First online release of guide
Final Fantasy Tactics
Strategy Guide
By Roland Carlos
[email protected]
Table of Contents for Part 3
6. Chapter Four: Someone to Love
7. Job Classes of FFT
(WHAT IS HERE: Battle 44 to Archer Class)
Battle 44: Underground Cemetery of Limberry Castle
Objective: Defeat Zalera!
Enemy Units: Zalera (Angel of Death), Knight x2, Bone Snatch x1, Living Bone
x1, Skeleton x1
Difficulty Level: 3/5
Squads: 1, Max. 5
Elmdor will retreat, and change into another Zodiac monster, Zalera.
Zalera’s anomaly spell causes Sleep or Confusion. The way to treat this is
to attack that character to get them out of that state. Meliadoul will come
from behind to help you, she will attack the skeletons. The undead knights
like to use break attacks, and most of the time the break attack works. This
is an easy Zodiac monster fight, because you have Orlandu on your side with
his many sword skills. You’ve faced the skeletons before many times, so have
any characters not fighting the knights or Zalera help Meliadoul kill the
skeletons. As always, they may come back to life.
Battle 45: Inside of Igros Castle
Objective: Defeat Dycedarg!
Enemy Units: Dycedarg (Lune Knight), Knight x5
Difficulty Level: 4/5
Squads: 1, Max. 5
In this battle, you’ll be assisted by Zalbag, another brother of Ramza.
Zalbag will destroy Dycedarg, but then Dycedarg, will turn into Adramelk.
Before that happens, try and get as many people as possible onto to the top
part of the castle. The knights shouldn’t be much of problem when facing
Orlandu’s sword attacks. If needed, you can have a thief steal a Defender
sword from Dycedarg, but it’s not necessary. Adramelk can cause status
anomaly spells, and some of the summoner’s spells, namely Leviathan and
Bahamut. These spells cause big damage over a wide area. If units are
clumped together, most of them will die most likely. Kill Adramelk fast to
avoid having major losses.
NOTE: The next three battles are of a battle series. Prepare before going to
Murond.
Battle 46: St. Murond Temple
Objective: Defeat all enemies!
Enemy Units: Priest x1, Geomancer x2, Summoner x1, Mediator x2
Difficulty Level: 3/5
Squads: 2, Max. 3, 2
The most problematic unit on this map is the priest. He is the healer of the
group and can raise units. He can also cure and raise multiple units with
his Math skills. With Math skills, he can also cure and raise your units if
they are in the Math calculation. After the priest, attack the summoner.
The second squad should have finished off the mediators by now. Now, go for
the geomancers as I see them as the least threat.
Battle 47: Hall of St. Murond Temple
Objective: Defeat Vormav!
Enemy Units: Vormav (Divine Knight), Rofel (Divine Knight),
Kletian (Sorcerer)
Difficulty Level: 4/5
Squads: 1, Max. 5
Vormav and Rofel can use powerful sword attacks, and Kletian can cast
powerful spells. Have Orlandu and Meliadoul use Hellcry Punch on the Divine
Knights, to disable their sword attacks. The easy way to win this battle is
to take down one enemy to death, so that all three will teleport away. The
one to take down is Kletian, as he has low HP and weak defense.
Battle 48: Chapel of St. Murond Temple
Objective: Defeat Zalbag!
Enemy Units: Zalbag (Arc Knight), Archaic Demon x2, Ultima Demon x1
Difficulty Level: 4/5
Squads: 1, Max. 5
The Ultima demon here may cast Ultima, so if Ramza hasn’t learned it yet,
here is the last chance. Zalbag can use Blood Suck on your characters, so
have the 108 Gems you used for Elmdor equipped here. I suggest just
attacking Zalbag since he only has around 550 HP. The spells of the Archaic
Demons and Ultima Demon made harm your party if you drag the battle too long.
Try to finish this battle quickly.
Battle 49: Colliery Underground Third Floor
Objective: Defeat all enemies!
Enemy Units: Chemist x5
Difficulty Level: 2/5
Squads: 2, Max. 3, 2
Don’t expect Beowulf to help you too much in this battle, he rarely will be
in range for a sword attack. The chemists are placed all over the map, and
their guns will whittle down your units’ HP. Take down as many chemists as
you can in the first few turns. Most chemists will use Potions or Phoenix
Downs, but doing so will make sure they can’t attack with their guns. Have a
character attack the newly revived unit (most likely the weakest), while
other units advance to kill the other units. After awhile, you should be
able to kill the chemists.
Battle 50: Colliery Underground Second Floor
Objective: Defeat all enemies!
Enemy Units: Chemist x1, Thief x2, Behemoth x1, King Behemoth x1
Difficulty Level: 3/5
Squads: 1, Max. 5
You might miss the king behemoth, he’s behind the thief closest to you. The
chemist has the Blaze Gun, and it will hurt your characters. Try to charm
him to get him to use it on his allies, or steal it from him. The behemoths
have powerful attacks, so watch out for that. The thieves may try to charm
your female characters, so if you put people like Agrias, and Meliadoul in
your squad, be sure to have a throw stone ready to get them back to their
senses. The skins of the behemoths are very valuable, so have someone with
Secret Hunt equipped in your group.
Battle 51: Colliery Underground First Floor
Objective: Defeat all enemies!
Enemy Units: Chemist x2, Blue Dragon x2, Uribo x1
Difficulty Level: 4/5
Squads: 2, Max. 3, 2
The main problem in this battle is the dragons. Their ice bracelet attacks
can do around 250 HP of damage to a character. Keep units healed. The best
way to kill the Blue Dragon is to use Fire attacks on them, namely Flare.
After you kill the hard dragons, the chemists and uribo should be easy to
defeat.
Battle 52: Underground Passage in Goland
Objective: Save Reis!
Enemy Units: Archaic Demon x1, Ochu x2, Plague x3
Difficulty Level: 3/5
Squads: 1, Max. 4
Here, you’ll met up with Reis, the holy Dragon. Reis has big attacks, but
can’t take too many attack from the Archaic Demon. Reis’ Bracelet attacks do
about as much damage as the Blue Dragon’s, around 250 HP. Send in characters
to help kill the archaic demon. The ochu shouldn’t present much of a
problem. The plagues however, can cast Death Sentence and Petrify on your
characters, so watch out for that. After this battle, Reis and Beowulf join
the party.
Battle 53: Nelveska Temple
Objective: Defeat Worker 7!
Enemy Units: Worker 7 New (Steel Giant), Cocatoris x3, Hyudra x2
Difficulty Level: 4/5
Squads: 1, Max. 5
The monsters in this battle (not counting the Worker 7) are very hard to
defeat, and can cause tons of damage to your characters. Kill Worker 7
quickly, so that the monsters cannot kill your characters. Don’t waste magic
attacks on Worker 7, because just like Worker 8, it has no faith. After you
kill Worker 7, his backup generator will turn on, but he will only gain 1 HP
so he’s easily killed. You’ll get a zodiac stone, and Reis will turn into a
human when you finish this battle.
Battle 54: Zarghidas Trade City
Objective: Save Cloud!
Enemy Units: Squire x2, Thief x3, Monk x1
Difficulty Level: 2/5
Squads: 1, Max. 4
This should be an easy battle. Cloud is weak compared to other characters,
but if you want him in your group, now is the time. The units here have
nothing new to face and when compared to Orlandu’s sword attacks, the enemy
is done for. Watch out for the thief hiding between the buildings near
Cloud. More information on Cloud is available in the Secrets section.
----------------
6a. Deep Dungeon
----------------
The Deep Dungeon is well, deep. It is ten floors deep, and to finish it, you
have to get to the bottom level. At the bottom level, there is a wizard you
have to fight to get the Serpentarius zodiac stone. There are valuable items
to find here, so have someone with Move-Find Item ability equipped. There’s
a catch. The battles take place in complete darkness. The only way to light
the way, is life crystals. To get to the next floor, you need to find a
hidden door. The hidden door is randomly placed in each battle and can only
be located if someone has the Move-Find ability equipped. The easiest way to
find the door is to get all the treasures, leave one enemy alive and look for
the door. I have everyone who fights in the battle with Move-Find equipped.
However, if the person has high brave points and find an item, it will be
most likely be a phoenix down. You’ll have to face random battles on the way
to the ninth floor. If you kill all the enemies on the floor, the battle
ends, and you go back to the main map, so you have to leave one enemy alive,
so you can find the hidden door. The treasures here are the rare treasure,
or a phoenix down. If you have someone with low Brave points (try to get as
low as possible, the best chances for rare treasures are from 11-14), that
person will find the rare item more often (if they have Move-Find Item
ability). There is a catch to this too, the brave points will go down by 4
each time you lower them by 20. You’ll have to raise them sometime so you
don’t scare the living daylights out of the unit your using to find the item.
NOTE: Deep Dungeon Diagram supplied by Wesley Yue.
(Wesley) I’ve included the heights of the sides of each map. The bottom left
square will have the coordinates 1,1. The rest should be easy.
Battle 55: Nogias
Objective: Defeat all enemies!
Enemy Units: Random
Difficulty Level: N/A
Squads: 1, Max. 5
10 by 10
22 | 23 | 23 | 24 | 24 | 24 | 24 | 24 | 23 | 23 |
22 | 24 | 24 | 24 | 24 | 24 | 24 | 24 | 24 | 24 |
21.5|20| | 24 | 24 |
20 | 20 | | 18 | 17 |
10 | 10 | | 17 | 17 |
9 | 10 | | 16 | 17 |
9 |8.5 | | 7 | 7 |
0 | 1 | |4.5 | 3 |
0 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 |
(1,7 - height 20) Elixir or Phoenix Down
(1,10 - height 22) Glacier Gun or Phoenix Down
(3,3 - height 7) Blaze Gun or Phoenix Down
(10,5 - height 17) Kiyomori or Phoenix Down
Battle 56: Terminate
Objective: Defeat all enemies!
Squads: 1, Max. 5
9 by 12
9 | 11 | 12 | 12 | 13 | 13 | 11 | 10 | 12 |
8 | 10 | 9 | 11 | 12 | 10 | 10 | 10 | 9 |
8 | 11 | | 11 | 7 |
6 | 7 | | 8 | 6 |
5 | 8 | | 7 | 6 |
5 | 7 | | 7 | 4 |
4 | 7 | | 5 | 3 |
4 | 5 | | 4 | 2 |
5 | 5 | | 5 | 2 |
3 | 3 | | 3 | 1 |
1 | 2 | 3 | 3 | 2 | 2 | 1 | 3 | 2 |
1 | 2 | 2 | 0 | 0 | 3 | 1 | 1 | 2 |
(1,2 - height 2) Save the Queen or Phoenix Down
(5,1 - height 0) Elixir or Phoenix Down
(7,8 - height 6) Blood Sword or Phoenix Down
(11,3 -height 9) Elixir or Phoenix Down
Battle 57: Delta
Objective: Defeat all enemies!
Squads: 1, Max. 5
10 by 16
1 | 2 | 1.5 | 0 | 0 | 0 | 0 | 0 | 0.5 | 1 |
1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
1 | 0 | | 0 | 0 |
0 | 0 | | 0 | 0 |
0 | 0 | | 0 | 0 |
0 |1.5| | 0 | 0 |
0 | 2 | | 2 | 0 |
1 |0.5| | 0 | 0 |
0 | 0 | | 0 | 0 |
0 |0.5| | 0 | 0 |
0 | 0 | | 0 | 0 |
0 | 0 | | 0 | 0 |
0 | 0 | | 0 |0.5|
0 | 1 | | 0 | 1 |
0 | 0 | 0 | 0 | 1 | 1 | 0 | 0 | 0 | 0 |
0 | 0 | 0 | 0 | 1 | 1 | 1 | 0 | 0 | 0 |
(2,7 - height 0.5) Mace of Zeus or Phoenix Down
(3,16 - height 1.5) Elixir or Phoenix Down
(5,3 - height 1.5) Elixir or Phoenix Down
(8,10 - height 4.5) Yoichi Bow or Phoenix Down
Battle 58: Valkyries
Objective: Defeat all enemies!
Squads: 1, Max. 5
0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 9 | 9 | 9 |
0 | 0 | 0 | 0 | 0 | 0 | 0 | 8 | 9 | 9 | 9 |
0 | 0 | | 9 | 8 |
5 | 5 | | 0 | 0 |
5 | 7 | | 0 | 0 |
4 | 7 | | 0 | 0 |
4 | 6 | | 0 | 0 |
0 | 6 | | 5 | 0 |
0 | 0 | | 5 | 3 |
0 | 0 | | 5 | 4 |
0 | 0 | | 4 | 4 |
0 | 0 | | 4 | 0 |
0 | 2 | | 0 | 0 |
0 | 2 | | 0 | 0 |
0 | 2 | 2 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 0 |
0 | 0 | 1 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 0 |
(3,13 - height 7) Elixir or Phoenix Down
(9,5 - height 4) Fairy Harp or Phoenix Down
(10,6 - height 4) Faith Harp or Phoenix Down
(11,6 - height 4) Kaiser Plate or Phoenix Down
Battle 59: Mlapan
Objective: Defeat all enemies!
Squads: 1, Max. 5
7 by 12
7 | 9 | 9 | 10 | 10 | 11 | 11 |
7 | 9 | 10| 10 | 10 | 11 | 11 |
7 | 7 | | 11 | 11 |
6 | 7 | | 12 | 12 |
6 | 6 | | 12 | 12 |
3 | 5 | | 13 | 13 |
2 | 5 | | 0 | 0 |
2 | 2 | | 0 | 0 |
2 | 2 | | 0 | 0 |
0 | 0 | | 0 | 0 |
0 | 0 | 0 | 0 | 0 | 1 | 1 |
1 | 1 | 0 | 0 | 1 | 1 | 1 |
(1,1 - height 1) Elixir or Phoenix Down
(1,12 - height 7) Iga Knife or Phoenix Down
(2,9 - height 12) Excalibur or Phoenix Down
(7,12 - height 11) Elixir or Phoenix Down
Battle 60: Tiger
Objective: Defeat all enemies!
Squads: 1, Max. 5
10 by 11
5 | 5 | 5 | 5 | 6 | 6 | 5 | 5 | 5 | 5 |
5 | 5 | 5 | 6 | 6 | 6 | 6 | 5 | 5 | 5 |
9 | 9 | | 4 | 4 |
3 | 4 | | 4 | 4 |
3 | 3 | | 4 | 4 |
3 | 3 | |8.5| 7 |
2 | 2 | | 1 | 1 |
2 | 2 | | 0 | 1 |
7.5|8 | | 0 | 0 |
0 | 0 | 0 | 1 | 1 | 1 | 0 | 0 | 0 | 0 |
0 | 0 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 |
(1,10 - height 5) Secret Clothes or Phoenix Down
(1,11 - height 5) Elixir or Phoenix Down
(2,10 - height 5) Cursed Ring or Phoenix Down
(2,11 - height 5) Blast Gun or Phoenix Down
Battle 61: Bridge
Objective: Defeat all enemies!
Squads: 1, Max. 5
0 | 0 | 0 | 10| 10 | 10 | 4 | 3 | 3 |
0 | 0 | 0 | 9 | 10 | 10 | 4 | 3 | 3 |
0.5|0 | | 4 | 3 |
0.5|0.5| | 4 | 2 |
1 | 1 | | 3 | 2 |
1 | 1 | | 2 | 2 |
2 | 2 | | 2 | 2 |
2 | 2 | | 2 | 2 |
2 |2.5 | | 3 | 3 |
2.5|2.5| | 3 | 3 |
2.5|3 | | 4 | 3 |
3 | 3 | | 4 | 2 |
3 | 3 | | 2 | 2 |
0 | 0 | 2 | 3 | 3 | 2 | 2 | 2 | 2 |
0 | 0 | 0 | 0 | 2 | 2 | 2 | 2 | 2 |
(5,5 - height 12) Elixir or Phoenix Down
(5,11 - height 13) Sage Staff or Phoenix Down
(5,13 - height 12) Koga Knife or Phoenix Down
(5,15 - height 10) Elixir or Phoenix Down
Battle 62: Voyage
Objective: Defeat all enemies!
Squads: 1, Max. 5
13 by 14
3 | 3 | 11 | 11 | 11 | 11 | 8 | 0 | 0 | 0 | 0 | 0 | 0 |
3 | 3 | 11 | 11 | 11 | 11 | 11 | 0 | 0 | 0 | 0 | 0 | 0 |
3 | 3 | | 0 | 0 |
3 | 3 | | 6 | 0 |
0 | 3 | | 11| 9 |
0 | 3 | | 11| 11|
0 |1.5| | 11| 11|
0 | 0 | | 11| 11|
0 | 0 | | 11| 10|
0 | 0 | | 11| 10|
0 | 0 | | 10| 10|
0 | 0 | | 7 | 9 |
0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 3 | 4 | 5 | 6 |
0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 3 | 3 | 5 | 5 |
(3,11 - height 3) Elixir or Phoenix Down
(4,9 - height 3) Ragnarok or Phoenix Down
(7,8 - height 3) Robe of Lords or Phoenix Down
(9,7 - height 3) Perseus Bow or Phoenix Down
Battle 63: Horror
Objective: Defeat all enemies!
Squads: 1, Max. 5
12 by 10
0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 0 |
1 | 1 | 1 | 1 | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 |
1 | 1 | | 2 | 1 |
1 | 2 | | 2 | 2 |
1 | 2 | | 8 | 8 |
2 | 2 | | 8 | 8 |
2 | 2 | | 7 | 8 |
0 | 0 | | 7 | 8 |
0 | 0 | 4 | 5 | 5 | 5 | 6 | 6 | 7 | 7 | 7 | 7 |
0 | 0 | 4 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 7 | 0 |
(2,4 - height 2) Elixir or Phoenix Down
(3,1 - height 4) Maximillian or Phoenix Down
(9,5 - height 8) Grand Helmet or Phoenix Down
(9,6 - height 2) Venetian Plate or Phoenix Down
Battle 64: End
Objective: Defeat Elidibs!
Enemy Units: Elidibs (Seprentarius), Apanda x6
Difficulty Level: 4/5
Squads: 1, Max. 5
Well, you made it to the end! Since this is a "staged" battle, I (Roland)
can explain this. Although Elidibs looks like he could do some physical
damage, he can’t. The most he could do to you is 20 HP of physical damage.
However, his magic power isn’t anything to laugh at. If you can weaken his
magical power, you can forget about him hurting you (except for poison frog).
Elidibs main spell, is the summon spell Zodiac. You can learn Zodiac, more
on that in the Secrets section. The other spells of Elidibs are like other
zodiac monster spells which are status anomaly based. The most annoying is
poison frog which can affect several units with poison and frog. The frog is
the main problem, when you are a frog, you cannot do any special abilities,
and if the one who can cure frog is turned into a frog, well there are no
hope for the frog people. The six apandas know their Bio spells, so watch
out for that. The damage from the spell could weaken a character
significantly. A byblos monster will help you in this battle, and will join
as a member after the battle. The byblos main attack is shock, but it may
cast difference, and if he does cast it on Elidibs, prepare for 999 HP of
damage!!!! You may want to go for the for treasures, since the treasures
here are the best katana and best knight sword. However, you have to be able
to pass Elidibs and get to the top "step" of the map.
13 by 13
0 | 0 | 0 | 0 | 9 | 11 | 11 | 11 | 11 | 0 | 0 | 0 | 0 |
0 | 0 | 0 | 9 | 9 | 11 | 11 | 12 | 12 | 12| 0 | 0 | 0 |
0 | 0 | | 0 | 0 |
0 | 5 | | 13| 0 |
6 | 6 | | 13| 0 |
6 | 6 | | 15| 15|
6 | 6 | | 15| 15|
6 | 6 | | 15| 15|
5 | 5 | | 0 | 0 |
0 | 5 | | 0 | 0 |
0 | 0 | | 0 | 0 |
0 | 0 | 0 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | 0 | 0 | 0 |
0 | 0 | 0 | 0 | 3 | 2 | 2 | 2 | 0 | 0 | 0 | 0 | 0 |
(11,6 - height 15) Chaos Blade or Phoenix Down
(11,8 - height 15) Elixir or Phoenix Down
(13,6 - height 15) Elixir or Phoenix Down
(13,8 - height 15) Chirijiraden or Phoenix Down
Well, you got out of the Deep Dungeon alive. With your new treasures, the
rest of the game should be easier. Unless you got stiffed and got all
Phoenix Downs :P.
Battle 65: Underground Book Storage Fourth Floor
Objective: Defeat all enemies!
Enemy Units: Knight x3, Monk x2, Archer x1
Difficulty Level: 1/5
Squads: 1, Max. 5
Yawn. Old enemies, nothing new, Orlandu’s sword attacks. You guess the
rest.
Battle 66: Underground Book Storage Fifth Floor
Objective: Defeat Rofel!
Enemy Units: Rofel (Divine Knight), Wizard x2, Summoner x2, Time Mage x1
Difficulty Level: 3/5
Squads: 1, Max. 5
Rofel is backed up by a full magic army, so unless you have some very low
faith members (Worker 8), this is a hard battle. If you can brake or steal
Rofel’s Save the Queen sword, he can’t use his Mighty Sword attacks, and will
be nearly powerless. He will also lose the protection provided by it. For a
quick end, just attack Rofel. As always, watch out for the attacks from the
magicians.
Battle 67: Murond Death City
Objective: Defeat Kletian!
Enemy Units: Kletian (Sorcerer), Samurai x2, Ninja x2, Time Mage x2
Difficulty Level: 3/5
Squads: 2, Max. 3, 2
This is another easy battle. Since Kletian is in front of his troops, you
can get a head start at causing damage. He only has around 400 HP, so this
should be an easy battle. Just watch out for his other troops if you fail to
kill him quickly.
Battle 68: Lost Sacred Precincts
Objective: Defeat Balk!
Enemy Units: Balk (Engineer), Chemist x1, Hyudra x1, Hydra x1, Tiamat x1,
Dark Behemoth x1
Difficulty Level: 5/5
Squads: 2, Max. 3, 2
Okay, now this is a battle. Balk and the chemist have very powerful guns,
and I would say steal them, but the monsters in this battle are VERY
powerful. If Balk hides behind the monsters, the battle is going to be hard
since you have to kill the monsters to get a shot at Balk. However, if Balk
gets in front of the monsters, take advantage, and charge at him with full
force. Just kill Balk, because if you try to kill the monsters, you’ll be
surrounded and Balk and the Chemist will attack from afar with damaging
attacks.
Battle 69: Graveyard of Airships
Objective: Defeat Hashalum!
Enemy Units: Hashalum (Regulator)
Difficulty Level: 5/5
Squads: 1, Max. 5
Hashalum can fire powerful spells with a wide range at your party. Space out
your characters as much as possible, and have a healer in your party. He
also have status anomaly spells which will mess up the your group. He has
high HP (around the 1000 to 2000 area) so this is going to be a long battle.
Use powerful attacks like Agrias’ or Orlandu’s Sword attacks, powerful magic
spells and so on. Don’t waste any phoenix downs trying to revive Alma, she
won’t help and usually Hashalum will kill her anyway.
Battle 70: Graveyard of Airships
Objective: Defeat Altima!
Enemy Units: Altima, Ultima Demon x4
Difficulty Level: 5/5
Squads: 1, Max. 5
When this battle begins, the middle pillar will blown away so you can move
easier. The Ultima Demons should be able to fall to Orlandu’s sword attacks.
You can try and revive Alma, but again she will probably be killed again.
You can go and beat the Ultima Demons, or concentrate on Altima. She has
powerful spells and attacks, so attack from afar, most likely with Mustadio
and Orlandu. If you manage to defeat her, you’ll begin another battle. Any
Ultima Demons remaining will go away. This part is a little easier since the
demons are gone, so concentrate on Altima and heal when necessary. You
should have a group capable of beating her. After you defeat Altima the
second time, you have finished the game.
---------------------
7. Job Classes of FFT
---------------------
There are in total 20 "regular" job classes (not counting the special ones).
There are over 400 abilities to choose from. Each job classes comes with its
own strategy. The magicians of course tend to stray from the main lines,
causing spells to harm enemies or help allies. The soldiers however love to
attack in the front lines, and there are always archers to help attack from
afar. All units start out at the beginning as a squire or chemist. If you
were to map out the jobs, you find out that the squires are the beginning of
the soldier classes, the chemist the beginning of the magicians. To get into
the level 4 classes, you have to master most of the classes, and to get to
the mime, you have to be a master magician and soldier. A word about JP,
when a character gets some, 1/6 of the total points goes to other allies on
the battle map. Meaning, if a knight gets 36 JP, the allied units on the map
get 6 JP in the knight class. If an archer got 36 JP, the allies would get 6
JP in the archer class. This is useful for having your units get to another
class without having to be the class required. It takes longer however to
gain job levels this way.
Base Classes:
Squire:
Requirements: N/A
Weapons: Knife, Sword, Axe, Hammer
Headgear: Hat
Body Armor: Clothes
The squire is the class that all units start at (you change them to chemists,
but they begin as squires). If you look at diagrams of jobs, the squire is
base of a warrior unit. The squire is average all around with a few good
abilities. The squire isn’t always the strongest, but it can equip a variety
of weapons.
(Explanation
Name - Name of ability
What it does- Self-explanatory
Range- How far it reaches
MP- MP cost, if any
Speed- When will it happen, higher is better
JP- JP Cost
Grade- Usefulness, Goes from A-E, A-Best, E-Worst)
Basic Skill
Name What it does Range MP Speed JP Grade
Accumulate Raise physical power by 1. 0 N/A Now 300 C
Dash Attack enemy with body blow. 1 N/A Now 80 E
Throw Stone Throw a stone at enemy unit. 4 N/A Now 90 B
Heal Cure Darkness, Silence, Poison. 1 N/A Now 150 C
Pros:
Very balanced. Good movement, speed, and jump stats. Throw Stone is useful
work finishing off far enemies.
Cons:
Weak compared to other units. Lack of hard armor makes squire easily
damaged by knights and monks.
Chemist:
Requirements: None
Weapons: Knife, Gun
Headgear: Hat
Body Armor: Clothes
The Chemist is mainly used for using healing items. You rarely see the
chemist fighting (until you find out about guns anyway). Although any unit
can use items (provided they learn the item), the chemist is the only one
that can throw them without having to learn and equip the Throw Item ability.
Item
Name What it does Range MP Speed JP Grade
Potion Gain 30 HP. 4 N/A Now 30 B
Hi-Potion Gain 70 HP. 4 N/A Now 200 A
X-Potion Gain 150 HP. 4 N/A Now 300 A
Ether Gain 20 MP. 4 N/A Now 300 C
Hi-Ether Gain 50 MP. 4 N/A Now 300 B
Elixir Gain all HP and MP. 4 N/A Now 400 A
Antidote Cure Poison. 4 N/A Now 900 C
Eye Drop Cure Darkness. 4 N/A Now 70 C
Echo Grass Cure Silence. 4 N/A Now 80 C
Maiden’s Kiss Cure Frog. 4 N/A Now 120 D
Soft Cure Petrify. 4 N/A Now 200 C
Holy Water Cure Undead. 4 N/A Now 250 C
Remedy Cure all except Undead. 4 N/A Now 400 B
Phoenix Down Revive Dead Units. 4 N/A Now 90 A
Pros:
Healing items happen faster, don’t use MP, and can’t be countered.
Faith isn’t a factor when healing with Chemist.
Cons:
Until you get a gun, the chemist’s attacking usefulness is none.
Level One Classes:
Knight:
Requirements: Squire Level 2
Weapons: Sword, Knight Sword, Shield
Headgear: Helmet
Body Armor: Armor, Robe
The knight is a great class. The break abilities of the knight can stop most
attacks from enemies, especially those who use sword attacks. The ability to
equip armor also allows for big HP bonuses. They can also wear robes and be
a magician, but I don’t find that useful.
Battle Skill
Name What it does Range MP Speed JP Grade
Head Break Destroy Helmet. Depends on Weapon N/A Now 300 C
Armor Break Destroy Armor. Depends on Weapon N/A Now 400 B
Shield Break Destroy Shield. Depends on Weapon N/A Now 300 C
Weapon Break Destroy Weapon. Depends on Weapon N/A Now 400 A
Magic Break Lower MP by Half. Depends on Weapon N/A Now 250 B
Speed Break -3 Speed. Depends on Weapon N/A Now 250 C
Power Break -3 Physical Attack.Depends on Weapon N/A Now 250 C
Mind Break -3 Magic Attack. Depends on Weapon N/A Now 250 C
Pros:
Ability to wear armor and helmets allow for good HP bonuses.
When Battle Skills are paired with long range weapons, breaking items can be
done from afar.
Cons:
Maintenance ability can counter all item break attacks.
If broken, it can’t be stolen!
Archer:
Requirements: Squire Level 2
Weapons: Bows, Crossbows, Shield
Helmet: Hat
Armor: Clothes
The archer is the first long range attacker you can use. The archer can
attack from the back lines without being counter attacked (some exceptions).
The archer cannot attack anyone within a 2 square range of him. When the
archer gets a bow, the archer can fire bows in an arc over the walls. The
charge skills paired with the archer are very deadly.
Charge
Name What it does Range MP Speed JP Grade
Charge +1 Increases weapon damage. Depends on weapon. N/A N/A 100 D
Charge +2 Stronger than Charge +1. Depends on weapon. N/A N/A 150 D
Charge +3 Stronger than Charge +2. Depends on weapon. N/A N/A 200 C
Charge +4 Stronger than Charge +3. Depends on weapon. N/A N/A 250 B
Charge +5 Stronger than Charge +4. Depends on weapon. N/A N/A 300 A
Charge +7 Stronger than Charge +5. Depends on weapon. N/A N/A 400 B
Charge +8 Stronger than Charge +7. Depends on weapon. N/A N/A 600 C
Charge +10 Stronger than Charge +8. Depends on weapon. N/A N/A 1000 D
Pros:
Long range attacks are always an added plus.
Cons:
Inability to wear armor, makes it an easy target for other classes.
Most Charge skills are too weak or too slow.
End of Part 3.
Go on to Part 4.