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Job Classes Level 4
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Classes: Geomancer, Lancer, Mediator, Summoner



geomancer

Requirements:
Weapons:
Helmets:
Armour:
 

L3 Monk
Sword, Axe, Shield
Hat
Clothes, Robe

The Geomancer class uses the earth's intricate magic to eliminate its foes. Because its magic attacks are keyed to terrain type, you must gain quite a few of its skills before its magic is widely available and reliable. Since Geomancers can equip shields and swords, they make for very solid attackers with both short and long-range offensive abilities. Add to this the fact that a Geomancer's skills always hit and can't be blocked or evaded, and you have a very useful character. All geomancies listed below have no MP cost and require no charging.

Baseline Stats
Move Jump Speed C-EV AT +/- MA +/- HP +/- MP +/-
4 3 8 10% + + + +


Elemental
Name Description Range Effect Verticle MP Speed JP
Pitfall Add; Don't Move 0 0 - - - 150
Water Ball Water Elemental, Add; Frog 0 0 - - - 150
Hell Ivy Add; Stop 0 0 - - - 150
Carve Model Add; Petrify 0 0 - - - 150
Kamaitachi Wind Elemental, Add; Don't Act 0 0 - - - 150
Demon Fire Fire Elemental, Add; Sleep 0 0 - - - 150
Quicksand Water Elemental, Add; Death Sentence 0 0 - - - 150
Sand Storm Wind Elemental, Add; Darkness 0 0 - - - 150
Blizzard Ice Elemental, Add; Silence 0 0 - - - 150
Gusty Wind Wind Elemental, Add; Slow 0 0 - - - 150
Lava Ball Fire Elemental, Add; Dead 0 0 - - - 150




lancer

Requirements:
Weapons:
Helmets:
Armour:
 

L3 Thief
Spear, Shield
Helmet
Armor, Robe

The Lancer Job Class takes its action abilities from the attacks of Dragons, jumping up in the air to crush their enemies below. These attacks can do a large amount of damage. Lancers make very safe characters, with their high HP and ability to equip a shield, as well as their long-range Jump attacks.

Baseline Stats
Move Jump Speed C-EV AT +/- MA +/- HP +/- MP +/-
3 4 8 15% + - + -


Jump
Name Description Range Effect Verticle MP Speed JP
Level Jump 2 Character can jump 2 panels horizontally 2 1 0 - - 150
Level Jump 3 Character can jump 3 panels horizontally 3 1 0 - - 300
Level Jump 4 Character can jump 4 panels horizontally 4 1 0 - - 450
Level Jump 5 Character can jump 5 panels horizontally 5 1 0 - - 600
Level Jump 8 Character can jump 8 panels horizontally 8 1 0 - - 900
Vertical Jump 2 Character can jump 2 panels vertically 0 1 2 - - 100
Vertical Jump 3 Character can jump 3 panels vertically 0 1 3 - - 200
Vertical Jump 4 Character can jump 4 panels vertically 0 1 4 - - 300
Vertical Jump 5 Character can jump 5 panels vertically 0 1 5 - - 400
Vertical Jump 6 Character can jump 6 panels vertically 0 1 6 - - 500
Vertical Jump 7 Character can jump 7 panels vertically 0 1 7 - - 600
Vertical Jump 8 Character can jump 8 panels vertically 0 1 8 - - 900




mediator

Requirements:
Weapons:
Helmets:
Armour:
 

L2 Oracle
Gun, Knife
Hat
Clothes, Robe

Mediators are a talkative bunch who fight through persuasion more than with brawn. This is good if you're interested in adding a few monsters to your army. The Mediator's Invitation skill is unique to this class and can come in very handy. The Mimic Daravon skill can put an entire group of enemies asleep, making it a valuable ability to have. Like the Chemist, Mediators are best equipped with Gun weapons.

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


Talk Skill
Name Description Range Effect Verticle MP Speed JP
Invitation Add; Invite 3 1 3 - Now 100
Persuade Slows enemy response. 3 1 3 - Now 100
Praise Raises target's Brave level by 4. 3 1 3 - Now 200
Threaten Lowers target's Brave level by 20. 3 1 3 - Now 200
Preach Raises target's Faith level by 4. 3 1 3 - Now 200
Solution Lowers target's Faith level by 20. 3 1 3 - Now 200
Death Sentence Add; Death Sentence 3 1 3 - Now 500
Negotiate Receive Gil from enemy as tribute. 3 1 3 - Now 100
Insult Add; Berserk 3 1 3 - Now 300
Mimic Daravon Add; Sleep 3 1 3 - Now 300




summoner

Requirements:
Weapons:
Helmets:
Armour:
 

L2 Time Mage
Rod Staff
Hat
Clothes, Robe

The Summoner is one of the RPG's most powerful magician, with access to skills boasting high effects and damage quotients. While most of the summon spells deal damage, there are a few exceptions. Moogle and Fairy both restore HP, the latter one more than the first, giving the Summoner some healing capacities. Another very useful spell is Golem, which protects all allies by absorbing physical damage. Also, there are five legendary summons, one of the five is listed below.

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


Summon Magic
Name Description Range Effect Verticle MP Speed JP
Moogle Restores HP to allies. 4 3 2 8 34 110
Shiva Ice Elemental attack. 4 3 2 24 15 200
Ramuh Lightning Elemental attack. 4 3 2 24 15 200
Ifrit Fire Elemental attack. 4 3 2 24 15 200
Titan Earth Elemental attack. 4 3 2 30 8 220
Golem Golem takes damage for allies. 0 0 - 40 34 500
Carbunkle Add; Reflect 4 3 2 30 25 350
Bahamut Non-elemental attack. 4 4 3 60 10 1200
Odin Non-elemental attack. 4 4 3 50 12 900
Leviathan Water Elemental attack. 4 4 3 48 12 850
Salamander Fire Elemental attack. 4 3 2 48 12 820
Silf Add; Silence 4 3 2 26 20 400
Fairy Restores HP to allies. 4 3 2 28 25 400
Lich Darkness Elemental, drains HP. 4 3 2 40 12 600
Cyclops Non-elemental attack. 4 3 2 62 12 1000
Zodiac One of the five "legendary" summons. Can only be learned at...(You have to wait :D) 4 4 3 99 10 0