Part 4 - 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 4
7. Job Classes of FFT
8. The Special Classes

(WHAT IS HERE: Priest to Byblos)

Priest:
Requirements: Chemist Level 2
Weapons: Staff
Headgear: Hat
Armor: Clothes, Robe

The priest is a white magician, specializing in white magic.  White magic is
mainly for curing and protecting.  The curing and protecting of the priest
can make or break most early battles, but I find it less useful as the game
goes on.  The only "real" attacking spell of the priest is Holy, which is
useful for killing enemies with weakness to the Holy Power.

White Magic
Name:           What it does                    MP      Speed   JP      Grade
Cure            Heal little HP.                 6       25      50      C
Cure 2          Heal more HP.                   10      20      180     B
Cure 3          Heal more HP than Cure 2.       16      15      400     B
Cure 4          Heal a lot of HP.               20      10      700     C
Raise           Revive dead unit.               10      25      180     C
Raise 2         Revive dead unit with max HP.   20      10      500     B
Reraise         If unit is killed, unit         16      15      800     B
               comes back to life.
Regen           Unit gains HP over time.        8       25      300     A
Protect         Protection from physical        6       25      70      A
               attacks.
Protect 2       Higher physical protection.     24      15      500     B
Shell           Protection from magic attacks.  6       25      70      A
Shell 2         Higher magical protection.      20      15      500     B
Wall            Protection from physical and    24      25      380     A
               magic.
Esuna           Heals most status problems.     18      34      280     B
Holy            Attack with power of Holy.      56      17      600     B

Pros:
The white magic skills are great, with good healing and protection, with a
last ditch offensive spell.
With characters with high faith, a cure spell can give more than any
X-potion.
Cons:
Spells rely on faith level too much.
Items used by the chemists are quicker, and have no MP cost.

Wizard:
Requirements: Chemist Level 2
Weapons: Rod
Headgear: Hat
Armor: Clothes, Robe

The wizard is the magician if you like offense.  The Magic Attack strength
is greater than that of the summoner.  The wizard’s spells are usually
faster, and cheaper than the summoner’s spells, but at a loss of the
attack range.  When the wizard learns the powerful spells, his power
is unmatched.  In physical power however...

Black Magic
Name    What it does                            MP      Speed   JP      Grade
Fire    Low damage fire attack.                 6       25      50      B
Fire 2  Average damage fire attack.             12      20      200     B
Fire 3  Medium damage fire attack.              24      15      480     B
Fire 4  High damage fire attack.                48      10      850     C
Bolt    Low damage bolt attack.                 6       25      50      B
Bolt 2  Average damage bolt attack.             12      20      200     B
Bolt 3  Medium damage bolt attack.              24      15      480     B
Bolt 4  High damage bolt attack.                48      10      850     C
Ice     Low damage ice attack.                  6       25      50      B
Ice 2   Average damage ice attack.              12      20      200     B
Ice 3   Medium damage ice attack.               24      15      480     B
Ice 4   High damage ice attack.                 48      10      850     C
Poison  Infect unit with poison.                6       34      150     C
Frog    Change to or from frog status.          12      20      500     C
Death   Kill unit instantly.                    24      10      600     D
Flare   Powerful non-elemental based attack.    60      15      900     A

Pros:
The powerful spells can kill most characters, and if used in conjunction with
Beowulf’s Faith ability, the spells will do MAJOR damage.
The shape of the range for the fire, bolt, and ice spells allow for you to
attack multiple enemies, without harming any nearby allies.
Cons:
One or two blows from Monks or Knights are enough to kill the Wizard.
If you specialize in one type of spell, you can be easily shut down as if
the enemy has protection from the type of spell.

Level Two Classes:

Monk:
Requirements: Knight Level 2
Weapons: None
Headgear: None
Armor: Clothes

The Monk is the most powerful physical attacking class (without using any
items).  A strike from a bare fist is usually more than what the character
could do with a weapon.  However, it’s inability to wear heavy armor,
makes the big HP bonuses granted by them impossible.  Since you had to get
knight job points to get to this class, make sure to buy Equip Armor while
in the knight class.  If you equip that with the Monk, the Monk can wear
heavy armor.  That means the Monk is a powerful character with high HP.

Punch Art
Name            What it does                      MP    Speed   JP      Grade
Spin Fist       Attack surrounding units.         N/A   Now     150     C
Repeating Fist  Attack unit with fist repeatedly. N/A   Now     300     C
Wave Fist       Attack unit with fist from afar.  N/A   Now     300     B
Earth Slash     Attack with a line of energy.     N/A   Now     600     A
Secret Fist     Cast Death Sentence on character. N/A   Now             D
Stigma Magic    Heal most status anomalies.       N/A   Now     200     B
Chakra          Unit and surrounding characters   N/A   Now     350     A
               gain HP and MP.
Revive          Revive dead unit.                 N/A   Now             C

Pros:
Very damaging attacks.
Punch Art allows you to heal, revive, and attack from close and far ranges.
Cons:
Lack of armor makes Monk and weak class with no help from HP bonuses granted
by armor.

Thief:
Requirements: Archer Level 2
Weapons: Knife
Headgear: Hat
Armor: Clothes

The thief’s main ability is to steal items.  The thief can steal anything
from equipped items, gold, exp., and even gain control of the character.
You can only get some rare powerful items when stealing from characters.
The other way to get rare items is by poaching, something the thief knows
very well with the Secret Hunt skill.

Steal
Name             What it does                   MP      Speed   JP      Grade
Gil Taking       Take gil from unit.            N/A     Now     10      C
Steal Heart      Charm unit to your side.       N/A     Now     150     B
Steal Helmet     Steal equipped helmet.         N/A     Now     350     C
Steal Armor      Steal equipped armor.          N/A     Now     450     B
Steal Shield     Steal equipped shield.         N/A     Now     350     B
Steal Weapon     Steal equipped weapon.         N/A     Now     600     A
Steal Accessory  Steal equipped accessory.      N/A     Now     500     A
Steal Experience Steal experience from unit.    N/A     Now     250     C

Pros:
The ability to steal items is very useful is gaining rare items, and as well
as disabling many human units.
Poaching gives you more reason to go into random battles.
Stealing hearts can turn enemies on each other, and if done on powerful
enemies, the effect could be very well.
Cons:
No attacking usefulness.
To steal, you must be on the or near same height, next to the character you
want to steal from.

Oracle:
Requirements: Priest Level Two
Weapons: Stick, Rod, Staff, Dictionary
Headgear: Hat
Armor: Clothes, Robe

The Oracle is the status magician.  The knowledge of Yin/Yang magic you gain
with this class is very powerful if used properly.  Otherwise, you just may
be wasting turns and MP.

Yin Yang Magic
Name            What it does            MP      Speed   JP      Grade
Blind           Casts Darkness.         4       50      100     C
Spell Absorb    Gain MP as much as the  2       50      200     C
               amount taken.
Life Drain      Gain HP as much as the  16      50      350     B
               amount taken.
Pray Faith      Raise Faith to 100.     6       25      400     C
Doubt Faith     Lower Faith to 0.       6       25      400     C
Zombie          Turn unit into undead.  20      20      300     C
Silence Song    Casts Silence.          16      34      170     B
Blind Rage      Casts Berserk.          16      20      400     C
Foxbird         Lower Brave by 10.      20      25      200     B
Confusion Song  Casts Confusion.        20      20      400     C
Dispel Magic    Cancel positive status  34      34      700     B
               effects.
Paralyze        Casts Don’t Act.      10      20      100     B
Sleep           Casts Sleep.            24      17      350     B
Petrify         Casts Petrify.          16      12      650     B

Pros:
Yin Yang magic can cause havoc on the enemy if used wisely.
The Stick weapon is two ranged, allowing for the oracle to be an attacker
as well.
Cons:
Yin Yang magic not used properly, is a waste of time and MP.

Time Mage:
Requirements: Wizard Level 2
Weapons: Staff
Headgear: Hat
Armor: Clothes, Robe

To me, the time mage is one of the most annoying classes in FFT.  When an
enemy time mage casts Don’t Act, Don’t Move, Slow, and Stop on your
characters, you’ll have to change your whole battle plan.  However, when you
have control of the time mage, the effects can weigh heavily in your favor.
Stopping enemies can stop an attack.

Time Magic
Name        What it does                        MP      Speed   JP      Grade
Haste       Increase speed.                     8       50      100     A
Haste 2     Increase speed longer.              30      15      550     B
Slow        Decrease speed.                     8       50      80      B
Slow 2      Decrease speed longer.              30      15      520     C
Stop        Stop unit from having a turn.       14      15      330     B
Don’t Move  Stop unit from moving.            10      34      100     B
Float       Unit floats one level above floor.  8       50      200     D
Reflect     Unit can now reflect spells.        12      50      300     C
Quick       Unit’s AT comes faster.           24      25      800     C
Demi        Unit loses 25% of HP.               24      17      250     D
Demi 2      Unit loses 50% of HP.               50      12      550     E
Meteor      Meteor falls on target.             70      8       1500    C

Pros:
The time magic spells are very helpful in battle.
Cons:
Lack of offensive usefulness.  The only offensive spells are too slow and
cost too much.

Level Three Classes:

Geomancer:
Requirements: Monk Level 3
Weapons: Sword, Axe, Shield
Headgear: Hat
Armor: Clothes, Robe

The geomancer is one with the earth.  The abilities you can learn can affect
the unit with a variety of anomalies, depending on the terrain.  The ability
to equip the sword and axe allow the geomancer to attack in physical combat
as well.

Elemental
Name            What it does                     MP     Speed   JP      Grade
Pitfall         Cast Don’t Move on             N/A    Now     150     C
               Natural Surface, Wasteland
               and Road.
Water Ball      Cast Frog on River, Lake,        N/A    Now     150     C
               Waterway, Sea, and Waterfall.
Hell Ivy        Cast Stop on Grassland,          N/A    Now     150     B
               Thicket, Water Plant, and Ivy.
Carve Model     Cast Petrify on Stone Floor,     N/A    Now     150     B
               Gravel, Stone Wall and Mud Wall.
Local Quake     Cast Confusion on Lava Rocks,    N/A    Now     150     C
               and Rocky Cliff.
Kamaitachi      Cast Don’t Act on Book, Brick,         N/A    Now     150     C
               Tree, Bridge, Iron Plate, Coffin,
               and Moss.
Demon Fire      Cast Sleep on Wooden Floor, Box, N/A    Now     150     C
               Stairs, Deck, Box, and Rug.
Quicksand       Cast Death Sentence on Marsh,    N/A    Now     150     C
               Poisoned Marsh and Swamp.
Sand Storm      Cast Darkness on Salt,          N/A     Now     150     D
               Stalactite and Sand.
Blizzard        Cast Silence on Snow and Ice.    N/A    Now     150     D
Gusty Wind      Cast Slow on Roof and Chimney.   N/A    Now     150     C
Lava Ball       Cast Dead on Lava and Machinery. N/A    Now     150     E

Pros:
Geomancer can be used as a spell caster as well as a warrior.
Cons:
Most of the Elemental attacks are not useful.
For the Elemental attacks to be reliable, you need to buy one for every type
of terrain.

Lancer:
Requirements: Thief Level Two
Weapons: Spear, Shield
Headgear: Helmet
Armor: Armor, Robe

The lancer is a lot like the knight class in some ways.  Both can equip
shields, helmets, and armor.  Both also can be magicians as they can equip
robes.  However, the lancer’s main weapon is its lance, which has a two
square attack range.  This is useful for avoiding most enemy counterattacks.
The lancer also has access to the jump abilities, which can do a lot of
damage.  There is a catch however.  The jump attacks have no definite landing
time, so the unit you target, may be out of range before you can land.

Jump
Name            What it does                    MP      Speed   JP      Grade
Level Jump 2    Jump two panels horizontally.   N/A     N/A     150     D
Level Jump 3    As above, only three panels.    N/A     N/A     300     D
Level Jump 4    As above, only four panels.     N/A     N/A     450     C
Level Jump 5    As above, only five panels.     N/A     N/A     600     C
Level Jump 8    As above, only eight panels.    N/A     N/A     900     B
Vertical Jump 2 Jump two panels vertically.     N/A     N/A     100     D
Vertical Jump 3 As above, only three panels.    N/A     N/A     200     D
Vertical Jump 4 As above, only four panels.     N/A     N/A     300     C
Vertical Jump 5 As above, only five panels.     N/A     N/A     400     C
Vertical Jump 6 As above, only six panels.      N/A     N/A     500     C
Vertical Jump 7 As above, only seven panels.    N/A     N/A     600     B
Vertical Jump 8 As above, only eight panels.    N/A     N/A     900     B

Mediator:
Requirements: Oracle Level 2
Weapons: Knife, Gun
Headgear: Hat
Armor: Clothes, Robe

The mediator is more of a talker than a fighter.  Well, you can use the gun
for attacking.  You can also learn the equip gun skill in this class.
The variety of talking skills of the mediator, allows the mediator to help
in any situations.

Talk Skill
Name            What it does                        MP  Speed   JP      Grade
Invitation      Make enemy into ally.               N/A Now     100     C
Persuade        Reset CT count to 0.                N/A Now     100     C
Praise          Add 4 brave points to target.       N/A Now     200     B
Threaten        Remove 20 brave points from target. N/A Now     200     A
Preach          Add 4 faith points to target.       N/A Now     200     B
Solution        Remove 20 faith points from target. N/A Now     200     B
Death Sentence  Put a Death Sentence on unit.       N/A Now     500     C
Negotiate       Receive Gil from enemy.             N/A Now     100     C
Insult          Make enemy go berserk.              N/A Now     300     B
Mimic Daravon   Make enemy go to sleep.             N/A Now     300     B

Pros:
Invitation is useful for getting rid of enemies and have them work for you.
Threaten is great to turn an enemy into a chicken.
Ability to equip guns makes this class a good offensive one.
Cons:
The other talk skills are not as useful.
The mediator has a low HP at the start.

Summoner:
Requirements: Time Mage Level 2
Weapons: Rod, Staff
Headgear: Hat
Armor: Clothes, Robe

The summoner is a magician who summons super-natural beings to help you or
attack the enemy.  The range of most of the summoner’s spells is wide,
allowing you to attack many enemies together.  However, the MP costs and
charge times of the powerful spells are ridiculously high and long.  The
summoner suffers from a big lack of HP and offensive capabilities.

Summon Magic
Name            What it does                     MP     Speed   JP      Grade
Moogle          Restore HP.                      8      34      110     C
Shiva           Ice attack.                      24     15      200     B
Ramuh           Lightning attack.                24     15      200     B
Ifrit           Fire attack.                     24     15      200     B
Titan           Earth attack.                    30     8       220     B
Golem           Protect allies.                  40     34      500     A
Carbunkle       Reflect is casted on all allies. 30     25      350     D
Bahamut         High magic damage spell.         60     10      1200    B
Odin            High magic damage spell.         50     12      900     B
Leviathan       High magic damage water spell.   48     12      850     B
Salamander      High magic damage fire spell.    48     12      820     B
Silf            Silence casted on all enemies.   26     20      400     C
Fairy           Restore more HP than Moogle.     28     25      400     B
Lich            Take half of HP from all         40     12      600     C
               enemies.
Cyclops         High magic damage earth attack.  62     12      1000    C
Zodiac          Very high damage attack.  (To    99     10      N/A     A
               learn check out the secrets
               section.)

Pros:
Spells can cause a lot of damage to a wide area.
Cons:
Very high MP costs as well as high charge times.
Level Four Classes:

Samurai:
Requirements: Knight Level 3, Monk Level 4, Lancer Level 2
Weapons: Katana
Headgear: Helmet
Armor: Armor, Robe

The samurai class looks like a pure physical attacker.  However, the samurai
can use its Draw Out attacks, just like the monk’s Punch Art.  There is a
catch to using the Draw Out.  To use the attack you want to use, you must
have that kind of sword in your item collection.  Also, after using a
Draw Out ability, the Katana may break leaving you with one less of that
weapon.  That why you need to keep a full supply of katanas just in case
you brake one.

Draw Out
Name            What it does                       MP   Speed   JP      Grade
Asura           Damage a unit.                     N/A  Now     100     C
Koutetsu        Damage a unit.                     N/A  Now     180     C
Bizen Boat      Lower MP of enemies.               N/A  Now     260     D
Murasame        Restore HP of allies.              N/A  Now     340     B
Heaven’s Cloud        Damage a unit and cast slow.       N/A  Now     420     C
Kiyomori        Cast Protect and Shell on a unit.  N/A  Now     500     B
Muramasa        Cast Confusion and Death Sentence  N/A  Now     580     C
               on a unit.
Kikuichimoji    Attack a unit from afar in a line. N/A  Now     660     C
Masamune        Cast Regen and Haste on a unit.    N/A  Now     740     B
Chirijiraden    Damage a unit with powerful        N/A  Now     820     B
               attack.

Pros:
The variety of the Draw Out ranges from damage to restoring HP.
Good substitution for the knight or lancer class.
Cons:
The chance for having a katana broke after a Draw Out ability use, may leave
a unit weapon less on the field.

Ninja:
Requirements: Archer Level 3, Thief Level 4, Geomancer Level 2
Weapons: Knife, Ninja Sword, Hammer
Headgear: Hat
Armor: Clothes

The ninja is one of the best classes in FFT.  The ability to attack twice
makes this class very battle deadly.  The ninja also has high movement,
jump, and speed base stats.  The ninja can throw items using the throw
ability, but I find it only useful for the shurikens and elemental balls.
Throwing away weapons is better done by selling them.

Throw
Name            What it does            MP      Speed   JP      Grade
Shuriken        Throw shuriken.         N/A     Now     50      A
Ball            Throw ball.             N/A     Now     70      A
Knife           Throw knife.            N/A     Now     100     B
Sword           Throw sword.            N/A     Now     100     C
Hammer          Throw hammer.           N/A     Now     100     D
Katana          Throw katana.           N/A     Now     100     D
Ninja Sword     Throw ninja sword.      N/A     Now     100     D
Axe             Throw axe.              N/A     Now     120     D
Spear           Throw spear.            N/A     Now     100     D
Stick           Throw stick.            N/A     Now     100     D
Knight Sword    Throw knight sword.     N/A     Now     100     D
Dictionary      Throw dictionary.       N/A     Now     100     D

Pros:
The ability to attack with two weapons is very useful.
Starts off with high speed, movement, and jump stats.
Cons:
Cannot equip armor or helmets.

Calculator:
Requirements: Priest Level 2, Wizard Level 4, Time Mage Level 3,
Oracle Level 3
Weapons: Stick, Dictionary
Headgear: Helmet
Armor: Clothes, Robe

The calculator is the most confusing job class.  To become this class, you
had to gain magician job points.  The calculator uses the spells the unit has
learned, and applies them to math calculations.  How?  The calculator can
effect several characters if they fall in his calculation.  An easy way to
use it is, you select Fire as your spell, Level as your target, and 4 as the
multiple.  For every unit who’s level is a multiple of four, they will be
affected by the fire spell.  However, if your allies have level that are
multiples of four, they will be affected too.

Math Skill
Name            What it does                    MP      Speed   JP      Grade
CT              Use CT as the target.           N/A     N/A     250     B
Level           Use level as the target.        N/A     N/A     350     B
Exp             Use exp as the target.          N/A     N/A     200     C
Height          Use height as the target.       N/A     N/A     250     D
Prime Number    Affects units with the          N/A     N/A     300     B
               target number that is
               divisible by 1 and itself.
5               Affects units with the          N/A     N/A     200     B
               target number that is
               a multiple of 5.
4               Affects units with the          N/A     N/A     400     B
               target number that is
               a multiple of 4.
3               Affects units with the          N/A     N/A     600     B
               target number that is
               a multiple of 3.

Pros:
The spells can affect a large amount of units.
The spells are casted with no MP cost.
Cons:
The spells can affect all units on the battle map.
The all variables for targets can change easily.

Dancer:
Requirements: Unit must be female, Geomancer Level 4, Lancer Level 4
Weapons: Knife, Cloth
Headgear: Hat
Armor: Clothes

The dancer has the Dance abilities to her disposal.  The Dance abilities
affect all enemies.  The Dance abilities are of a wide variety, ranging
from HP damage to lowering status of the enemy.

Dance
Name            What it does                     MP     Speed   JP      Grade
Witch Hunt      MP damage to all enemies.        N/A    17      100     D
Wiznaibus       HP damage to all enemies.        N/A    17      100     C
Slow Dance      Lower speed level of enemies.    N/A    13      100     C
Polka Polka     Lower physical power of enemies. N/A    13      100     C
Disillusion     Lower magical power of enemies.  N/A    10      100     D
Nameless Dance  Affect enemies with status       N/A    10      100     B
               anomalies.
Last Dance      Reset all enemy CT counts to 0.  N/A    5       100     C

Pros:
Dance abilities affect all enemies.
You can get Jump+3 in this class.
Cons:
Very weak on the battlefield, offensively and defensively.

Bard:
Requirements: Unit must be male, Summoner Level 4, Mediator Level 4
Weapons: Musical Instrument
Headgear: Hat
Armor: Clothes

The bard is the exact opposite of the dancer.  His Sing abilities affect
all allies.  Most of his skills are also the opposite of the Dance abilities
of the dancer.

Sing
Name            What it does                    MP      Speed   JP      Grade
Angel Song      Restore MP to allies.           N/A     17      100     C
Life Song       Restore HP to allies.           N/A     17      100     C
Cheer Song      Raise Speed of allies.          N/A     13      100     B
Battle Song     Raise physical attack of        N/A     13      100     B
               allies.
Magic Song      Raise magical attack of allies. N/A     10      100     C
Nameless Song   Cast positive anomalies on      N/A     10      100     A
               allies.
Last Song       Raise allies CT to 100.         N/A     5       100     C

Pros:
The Sing abilities affect all allies.
You can get Move+3 in this class.
Cons:
Very weak on the battlefield, offensively and defensively.

Mime:
Requirements: Squire Level 8, Chemist Level 8, Geomancer Level 4, Lancer
Level 4, Mediator Level 4, Summoner Level 4
Weapons: None
Headgear: None
Armor: None

Okay. Well, the mime is a very interesting class.  The mime copies the
last allied unit who had a turn.  If the unit moved, the mime will too.
If the unit attacks, the mime will too, even if the there is an allied
unit where the other unit attacked (meaning, if the unit attacks to the
left, the mime will attack to the left, no matter who or who isn’t in there).
It takes mastery to use this class effectively, but you can pull off two
Ultimas in two rounds, and that isn’t anything to frown at.  Most of the
time.

No special ability
Name    What it does    MP      Speed   JP      Grade
N/A     N/A             N/A     N/A     N/A     N/A

----------------------
8. The Special Classes
----------------------

Here, I list the special characters you meet and befriend throughout Ramza’s
quest.  Most of these characters have a special class in place of the normal
squire class.  The individual classes have special abilities that replace the
regular abilities of a squire.  The other classes are the same however and
have no changes made.

Ramza-Squire
Weapons: Knife, Sword, Knight Sword, Hammer, Shield
Headgear: Helmet, Hat
Armor: Clothes, Armor

"Remove me?  No way, I am you and you are me."
Although the class says Squire, Ramza has a few abilities that stray from
the normal squire abilities.  He can also equip more items than a normal
squire can.  Ramza starts off with above average attack power and HP which
should make him a real leader.  Guts makes a great secondary ability.
NOTE: Cheer Up can only be learned in Chapter 2, Scream and Ultima can
only be learned in Chapter 4.

Guts
Name            What it does                    MP      Speed   JP      Grade
Yell            Raise Speed by 1.               N/A     Now     200     C
Wish            Give HP to target, losing half  N/A     Now     0       C
               of HP given.
Cheer Up        Raise Brave by 5                N/A     Now     200     B
Scream          Raise Ramza’s Brave by 10,    N/A     Now     500     B
               physical and magical power
               by 1, speed by 1.
Ultima          Powerful magic attack.          N/A     Now     0       A

Agrias-Holy Knight
Weapons: Sword, Knight Sword, Bag, Shield
Headgear: Helmet, Ribbon
Armor: Armor, Robe

Agrias will be the first Sword skill user you will be able to control.  If
you can use her abilities to the fullest extent, you’ll be able to defeat
many battles with her.  A good thing about her Holy Sword abilities is that
the attack may cause a status anomaly on the unit(s) attacked.  NOTE: To
use Holy Sword, Agrias must have a Sword or Knight Sword equipped.

Holy Sword
Name            What it does                       MP   Speed   JP      Grade
Stasis Sword    Sword attack, may cause Stop.      N/A  Now     100     B
Split Punch     Sword attack, may cause Death      N/A  Now     400     B
               Sentence.
Crush Punch     Sword attack, may                  N/A  Now     500     B
               kill unit immediately.
Lightning Stab  Sword attack, may cause silence.   N/A  Now     700     A
Holy Explosion  Sword attack, may cause confusion. N/A  Now     800     B

Mustadio-Engineer
Weapons: Gun
Headgear: Hat
Armor: Clothes

Mustadio is the character who introduces the gun weapon to you in Chapter 2.
His Snipe abilities are most useful with a gun, but can be used with any
weapon.  The Leg Aim and Arm Aim can disable most enemies and Seal Evil will
make sure that the Skeletons and Ghosts will never rise again.

Snipe
Name            What it does                    MP      Speed   JP      Grade
Leg Aim         Use weapon to make not move.    N/A     Now     200     B
Arm Aim         Use weapon to make not act.     N/A     Now     300     B
Seal Evil       Petrify undead enemies.         N/A     Now     200     C

Rafa-Heaven Knight
Weapons: Staff, Stick, Bag
Headgear: Hat, Ribbon
Armor: Clothes, Robe

Rafa is the sister of Malak, the hell knight.  Although Rafa has the same
abilities as Malak, she has a higher magic attack.  The problem with her
Truth abilities is that they are randomly placed.  This means, that if she
uses Heaven Thunder, anywhere in the attack range could be struck by thunder,
even if it has a enemy, ally, or nothing in the square.

Truth
Name                    What it does              MP    Speed   JP      Grade
Heaven Thunder          Random lightning attacks. N/A   34      0       C
Asura                   Random fire attacks.      N/A   25      200     C
Diamond Sword           Random wind attacks.      N/A   20      300     C
Hydragon Pit            Random water attacks.     N/A   17      400     C
Space Storage           Random status anomaly     N/A   20      500     B
                       attacks.
Sky Demon               Random earth attacks.     N/A   15      600     C

Malak-Hell Knight
Weapons: Staff, Stick
Headgear: Hat
Armor: Clothes, Robe

Malak is the brother of Rafa, the heaven knight.  Although Malak has the same
abilities as Rafa, he has a higher physical attack.  The problem with his
Untruth abilities is that they are randomly placed.  This means, that if he
uses Heaven Bolt Back, anywhere in the attack range could be struck by
thunder, even if it has a enemy, ally, or nothing in the square.

Untruth
Name                    What it does              MP    Speed   JP      Grade
Heaven Bolt Back        Random lightning attacks. N/A   34      0       C
Asura Back              Random fire attacks.      N/A   25      200     C
Diamond Sword Back      Random wind attacks.      N/A   20      300     C
Dragon Pit Back         Random water attacks.     N/A   17      400     C
Space Storage Back      Random status anomaly     N/A   20      500     B
                       attacks.
Sky Demon Back          Random earth attacks.     N/A   15      600     C


Meliadoul-Divine Knight
Weapons: Sword, Knight Sword, Crossbow, Spear, Bag, Shield
Headgear: Helmet
Armor: Armor, Clothes, Robe

Since you face Meliadoul as an enemy before an ally, you should know how
damaging the Mighty Sword attacks are.  The Mighty Sword attacks can cause
damage as well as brake an equipped item.  That’s two good things in one.
There is a catch to this too.  If the unit doesn’t have the equipped item,
the Mighty Sword attack will have no effect.  This means that Mighty Sword
is useless against monsters.  NOTE: To use Mighty Sword, Meliadoul must have
a Sword or Knight Sword equipped.

Mighty Sword
Name            What it does                    MP      Speed   JP      Grade
Shellbust Stab  HP damage and brake equipped    N/A     Now     200     C
               armor.
Blastar Punch   HP damage and break equipped    N/A     Now     400     D
               helmet.
Hellcry Punch   HP damage and break equipped    N/A     Now     500     B
               weapon.
Icewolf Bite    HP damage and break equipped    N/A     Now     800     C
               accessory.

Orlandu (Thunder God Cid)-Holy Swordsman
Weapons: Sword, Knight Sword, Ninja Sword, Katana, Shield
Headgear: Helmet, Hat
Armor: Armor, Clothes, Robe

Well, following the tradition in all Final Fantasy Games, here is your Cid!
(If you don’t now, Cid is in every single Final Fantasy game, except Mystic
Quest).  Anyway, Orlandu is very powerful with his sword attacks.  He can
learn every single sword attack in the game.  As an added bonus, Orlandu does
75% more damage with a sword attack than an regular sword user can do.
You’ll want to get Gained JP Up for him so you can learn all the sword
skills.  Another good thing, is you can learn Night Sword (Gafgarion’s
attack), so if Orlandu is low on HP, just fire up the Night Sword and watch
him gain around 300 HP. NOTE: To use All Swordskill, Orlandu must have a
Sword or Knight Sword equipped.

All Swordskill
Name            What it does                    MP      Speed   JP      Grade
Stasis Sword    Sword attack, may cause Stop.   N/A     Now     100     B
Spilt Punch     Sword attack, may cause Death   N/A     Now     400     B
               Sentence.
Crush Punch     Sword attack, may kill unit     N/A     Now     500     B
               immediately.
Lightning Stab  Sword attack, may cause         N/A     Now     700     A
               Silence.
Holy Explosion  Sword attack, may cause         N/A     Now     800     B
               Confusion.
Shellbust Stab  HP damage and break equipped    N/A     Now     200     C
               armor.
Blastar Punch   HP damage and break equipped    N/A     Now     400     D
               helmet.
Hellcry Punch   HP damage and break equipped    N/A     Now     500     B
               sword.
Icewolf Bite    HP damage and break equipped    N/A     Now     800     C
               accessory.
Dark Punch      Absorb MP from target.          N/A     Now     500     B
Night Sword     Absorb HP from target.          N/A     Now     100     A

Beowulf-Temple Knight
Weapons: Knife, Sword, Knight Sword, Shield
Headgear: Helmet
Armor: Armor, Robe
"Beowulf was an unlikely hero, he was below average height, and had poor
eyesight."

Beowulf has the sword skills that Orlandu didn’t know.  However, only one
sword attack from him only does damage.  All of the Magic Sword attacks of
Beowulf also need MP to use.  However, most of his attacks are status
anomaly based. NOTE: To use Magic Sword, Beowulf must have a Sword or Knight
Sword equipped.

Magic Sword
Name            What it does                        MP  Speed   JP      Grade
Blind           Cast Darkness on units.             6   Now     50      C
Aspel           Absorb MP.                          2   Now     100     C
Drain           Absorb HP.                          12  Now     180     B
Faith           Raise Faith to 100.                 10  Now     200     C
Innocent        Lower Faith to 0.                   10  Now     200     C
Zombie          Turn unit into an undead.           14  Now     150     C
Silence         Cast Silence on units.              16  Now     90      C
Berserk         Cast Berserk on units.              16  Now     200     C
Chicken         Lower Brave by 50 points.           12  Now     500     B
Confuse         Cast Confusion on units.            14  Now     200     C
Despair         Cancel positive status effects.     20  Now     300     B
Don’t Act     Cast Don’t Act on units.          14  Now     50      B
Sleep           Cast Sleep on units.                20  Now     170     C
Break           Cast Petrify on units.              24  Now     300     C
Shock!          Damage unit based on damage taken.  20  Now     600     C

Reis-Holy Dragon
Reis is a purple dragon, and isn’t too different from the other dragons you
meet on the battlefield.  It can’t go in water, but it has very powerful
breath attacks as well a good counter attack.

Breath
Name                    What it does    MP      Speed   JP      Grade
Ice Bracelet            Ice attack.     N/A     Now     0       B
Fire Bracelet           Fire attack.    N/A     Now     0       B
Thunder Bracelet        Thunder attack. N/A     Now     0       B

Worker 8-Steel Giant
Worker 8 is another monster to joins the party.  Worker 8 doesn’t believe
in God (meaning he has zero faith and cannot gain any.  Worker 8 has very
powerful Work abilities which cause some damage to him when used.  Worker
8 is also good for battles with magicians, since he is nearly invincible
to magic attacks.

Work
Name            What it does                    MP      Speed   Grade
Destroy         Attack unit.                    N/A     Now     B
Compress        Attack unit, may cause death.   N/A     Now     B
Dispose         Attack unit, greater range.     N/A     Now     A
Crush           Attack unit.                    N/A     Now     B

Reis-Dragoner
Weapons: Bag
Headgear: Ribbon
Armor: None
After you defeat Worker 7 at Nelveska Temple, Beowulf uses the stone to
turn Reis back into a human.  Reis now has more abilities to learn, and
still retains her Bracelet attacks as well.  Most of her new abilities
are made for dragons however.

Dragon
Name                    What it does              MP    Speed   JP      Grade
Ice Bracelet            Attack with ice.          N/A   Now     0       B
Fire Bracelet           Attack with fire.         N/A   Now     0       B
Thunder Bracelet        Attack with lightning.    N/A   Now     0       B
Dragon Tame             Invite enemy dragon.      N/A   Now     300     C
Dragon Care             Restore HP and status to  N/A   Now     300     C
                       dragon, Reis losing half
                       of gained HP.
Dragon PowerUp          Raise Dragon’s Brave,   N/A   Now     400     C
                       Speed, and Defense.
Dragon LevelUp          Raises CT of Dragon.      N/A   Now     400     D
Holy Bracelet           Attack with holy power.   N/A   Now     900     B

Cloud-Soldier
Weapons: Sword
Headgear: Hat, Ribbon
Armor: Clothes

Cloud is taken right out of the FF7 world into the FFT world.  He even uses
his famous catch phrases.  A side note, you gain Cloud right when he is in
the lifestream in FF7.  The good thing about Cloud is that you can learn
his powerful limit breaks.  The bad thing is that you have to train him
from level one, so he usefulness at first is very little. NOTE: To use
Limit, Cloud must have the Materia Blade equipped.

Limit
Name            What it does                    MP      Speed   JP      Grade
Braver          Basic Limit skill.              N/A     34      150     B
Cross-slash     Attack with sword four times.   N/A     25      200     A
Blade Beam      Do damage based on damage       N/A     20      250     C
               amount taken.
Climhazzard     Do damage based on target’s   N/A     15      450     C
               amount of damage taken.
Meteorain       Attack with meteor.             N/A     10      560     C
Finish Touch    Cause Dead, Petrify or Stop     N/A     20      670     B
               on target.
Omnislash       Powerful Limit skill.           N/A     7       900     B
Cherry Blossom  Most powerful Limit skill.      N/A     5       1200    A


Byblos
This monster will join in the final Deep Dungeon battle.  It has a good jump
range and has useful Byblos abilities.

Byblos
Name            What it does                       MP   Speed   JP      Grade
Energy          Target recovers HP.                N/A  Now     0       B
Parasite        Cast status anomalies on units.    N/A  Now     0       B
Shock           Do damage based on the amount      N/A  Now     0       C
               of damage target has taken.
Difference      Target’s MP total is the amount of N/A        Now     0       C
               damage taken.

End of Part 4.
Go on to Part 5.