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Job Classes Level 2
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Classes: Knight, Archer, Priest, Wizard



knight

Requirements:
Weapons:
Helmets:
Armour:
 

Level 2 Squire
Sword, Knight Sword, Shield
Helmet
Armor, Robes

The Knight is one of the strongest and most powerful classes. It features two bonuses that make it an obvious choice for beginning warriors--higher HP and the ability to equip heavy armor and helmets. This and the class' ability to wear magicians robes make the different magic types a perfect secondary action ability choice. Also, a little later you can find Knight Swords, they are just about the strongest weapons available. The Knight is the only standard class that can equip these mighty blades. The Battle Skills are an alright ability set that can cripple an enemy. However, you'll get the most out of these by giving them as a secondary ability to an Archer or Chemist, or anyone with a long-range weapon.

Baseline Stats
Move Jump Speed C-EV AT +/- MA +/- HP +/- MP +/-
3 3 8 10% + Same + Same


Battle Skill
Name Description Range Effect Verticle MP Speed JP
Head Break Destroys target's headgear 0 0 - - Now 300
Armor Break Destroys target's armor 0 0 - - Now 400
Shield Break Destroys target's shield 0 0 - - Now 300
Weapon Break Destroys target's weapon 0 0 - - Now 400
Magic Break Reduces target's MP by half 0 0 - - Now 250
Speed Break Reduces target's Speed by 2 0 0 - - Now 250
Power Break Reduces target's physical power by 2 0 0 - - Now 250
Mind Break Reduces target's magic power by 2 0 0 - - Now 250




archer

Requirements:
Weapons:
Helmets:
Armour:
 

Level 2 Squire
Bows, Crossbows, Shield
Hats
Clothes

The Archer is one of the first classes that can attack from a distance. This is a good trait for a character participating in the earlier battles, where effective attacks from the back line can kill enemies and preserve the lives of allied units. Of all Charge abilities, Charge +4 provides the best trade-off between speed and damage. The higher ones take too much time to be effective, up to Charge +20 which is virtually useless.

Baseline Stats
Move Jump Speed C-EV AT +/- MA +/- HP +/- MP +/-
3 3 8 10% + Same Same +


Charge
Name Description Range Effect Verticle MP Speed JP
Charge +1 Increases damage by charging 0 1 - - 4 100
Charge +2 Increases damage by charging 0 1 - - 5 120
Charge +3 Increases damage by charging 0 1 - - 6 200
Charge +4 Increases damage by charging 0 1 - - 8 250
Charge +5 Increases damage by charging 0 1 - - 10 300
Charge +7 Increases damage by charging 0 1 - - 14 400
Charge +10 Increases damage by charging 0 1 - - 20 600
Charge +20 Increases damage by charging 0 1 - - 35 1000




priest

Requirements:
Weapons:
Helmets:
Armour:
 

Level 2 Chemist
Staff
Hat
Clothes, Robe

The Priest class features a wide range of both curative and protective spells. Although not a strong member of the Attack Team, when facing a band of enemy undead their Cure spells go from defensive to offensive and can cause as much damage as a Black Magic spell. The Holy spell gives the Priest a powerful magic attack to add to their arsenal.

Baseline Stats
Move Jump Speed C-EV AT +/- MA +/- HP +/- MP +/-
3 3 9 10% Same + - +


White Magic
Name Description Range Effect Verticle MP Speed JP
Cure Restores small amount of HP. 4 2 1 6 25 50
Cure 2 Restores a medium amount of HP. 4 2 1 10 20 180
Cure 3 Restores a large amount of HP. 4 2 2 16 15 400
Cure 4 Restores a major amount of HP. 4 2 3 20 10 700
Raise Revives dead units and restores half of their HP. Cancel; Dead 4 1 - 10 25 180
Raise 2 Revives dead units and restores a lot of HP. Cancel; Dead 4 1 - 20 10 500
Reraise Add; Reraise 3 1 - 16 15 800
Regen Add; Regen 3 2 0 8 25 300
Protect Add; Protect 3 2 0 6 25 70
Protect 2 Higher success rate than Protect. Add; Protect 3 2 3 24 15 500
Shell Add; Shell 3 2 0 6 25 70
Shell 2 Higher success rate than Shell. Add; Shell 3 2 3 20 15 500
Wall Add; Protect, Shell 3 1 - 24 25 380
Esuna Cancel; Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don't Move, Don't Act 3 2 2 18 34 280
Holy Powerful Holy Elemental attack. 5 1 - 56 17 600




wizard

Requirements:
Weapons:
Helmets:
Armour:
 

Level 2 Chemist
Rod
Hat
Clothes, Robe

The Wizard is the strongest magician available, eclipsing even the Summoner in MA strength. With its skill set of purely offensive skills, a character of this class is a powerful member of the attack team, even though it faces reduced AT strength and HP growth.

Baseline Stats
Move Jump Speed C-EV AT +/- MA +/- HP +/- MP +/-
3 3 8 5% - + - +


Black Magic
Name Description Range Effect Verticle MP Speed JP
Fire Basic Fire attack. 4 2 1 6 25 50
Fire 2 Medium-level Fire attack. 4 2 2 12 20 200
Fire 3 High-level Fire attack. 4 2 3 24 15 480
Fire 4 Massive Fire attack. 4 3 3 48 10 850
Bolt Basic Lightning attack. 4 2 1 6 25 50
Bolt 2 Medium-level Lightning attack. 4 2 2 10 20 200
Bolt 3 High-level Lightning attack. 4 2 3 24 15 480
Bolt 4 Massive Lightning attack. 4 3 3 48 10 850
Ice Basic Ice attack. 4 2 1 6 25 50
Ice 2 Medium-level Ice attack. 4 2 2 12 20 200
Ice 3 High-level Ice attack. 4 2 3 24 15 480
Ice 4 Massive Ice attack. 4 3 3 48 10 850
Poison Add; Poison 4 2 2 6 34 150
Frog Add;Cancel; Frog 3 1 - 12 20 500
Death Add; Dead 4 1 - 24 10 600
Flare Strongest Black Magic spell. 5 1 - 60 15 900