Classes
This page shall contain information concerning all 6 main classes and all 32 aspects (main class add-ons) in General Tactics, including background information, a quote summing up the class/aspect, and a list of obtainable skills.
Fighter
"Ok then, how about if I
let YOU choose my weapon? Doesn't matter which you choose cuz you're still gonna
lose!"
Fighters are the masters of all weapons and
armor. Their defense is unmatched by any other class (trust me, it's not even
close), and their overall attack power and hit points is a close second to the
Monk's. Although the more intelligent Fighters have access to some minor
level magiks via some of their aspects, those with magic still suffer from very
low amounts of Magic Points and raw arcane power. Fighters are, more or less,
human tanks. They should always be on the frontline (with perhaps the Ranger
aspect as an exception) mixing it up with the badguys. With the highest defense
in the game hands-down (and it's even stronger when Dragoon is added as an
aspect), Fighters can endure insane amounts of punishment and then dish it right
back.
Vital Stats: Strength and Vitality, for high attack power, defense, and hit
points
Weapons: Knives, Gloves, Boomerangs, Claws, Cudgels, Bows, Swords, Staves,
Ninja Knives, Whips, Pole-arms, Axes, Scythes, X-Bows, Katanas, and Hammers
Armor: Armwear, Gauntlets, Hats, Helmets, Mail, Robes, Suits, and Shields
Abilities: Power Break, Mind Break, Speed Break, Magic Break, Magnum Break,
Monkey Grip, More Criticals, Better Criticals, Challenge, Guard
Aspects: Berserker, Samurai, Dragoon, Paladin, Dark Knight, and Ranger
Monk
"When it is all said and done, the only weapon you can ALWAYS
rely on is yourself."
Monks are the masters of unarmed (be it bare fists, gloves, or claws)
combat. Defensive power is very low concerning armor, but they have the highest
hit points and attack power in the world.
While possessing no arcane abilities of their own, from aspects or
otherwise, Monks possess several magic-like abilities that have uses ranging
form healing to assault and defense. Monks, despite their low defense, should
always be on the frontline with Fighters
where they can make the most out of their vast arsenal of techniques, such
as the Chi-powered techniques of the Chakra Artist aspect.
With their immense attack power, they give even the most hardened Fighters
something to worry about.
Vital Stats: Strength and Vitality, for even higher attack power and hit
points and to aid their ailing defensive prowess.
Weapons: Gloves and Claws
Armor: Robes and Suits
only
Abilities: Wave Fist, Discipline, Focus, Guided Shot, Iron Will, Walk on
Water, Brawler
Aspects: White Monk, Acrobat, Chakra Artist, Black Belt, and Defender
Thief
"Your GP or your HP!"
Thieves serve as one of the support classes in FFGT. Their attack power,
defense, and hit points are all average. Despite these short falls, none can
match their raw speed. They posses no arcane power of their own, and even their
aspects are lacking in said power. Early on, Thieves serve as little more than a
weak fighter or a good source for gil or supplies. What power the main
class may lack, they more than make up for with the power of their surprisingly
powerful aspects. A combo of some of their aspects (Wanderer, Ninja)
can make for a very powerful (if kamikaze-like) and speedy warrior. A
combo of other aspects (Gambler, Bard) can help to further their own charm and
further the true purpose of the Thief including, but not limited to, stealing.
Best kept away from the frontline and used as an archer or item-user early
on.
Vital Stats: Agility and Speed, for better skill in athletics and several
covert-oriented skills such as stealth.
Weapons: Knives, Ninja Knives, Gloves, Claws, Boomerangs, Whips, X-Bows, and Katanas
Armor: Armwear, Gauntlets, Hats, Suits, and Robes
Abilities: Steal Weapon/Shield, Steal Armor, Steal Helmet, Steal Glove,
Steal Accessory, Steal Item, Steal Heart, Steal Gil, The Quickness, Mug
Aspects: Gambler, Ninja, Bard, Rogue, and Wanderer
Red Mage
"I'm just full of surprises!"
Red Mages serve as the other support class in FFGT. Their attack and defense
are both above average and their hit points are average. They posses potentially
powerful arcane prowess, being able to cast low-middle level White and Black
magiks, and an average number of magic points, but these two figures pale in
comparison to White and Black Mages. Early on, Red Mages are arguably best class
to start off with. Despite their early prowess, although the aspects are nothing
to scoff at, they lack some of the "oomph" of aspects of other classes.
Red Mages are often played in different ways and can serve in many roles. Some
are seen on the frontline, mixing it up with the physically superior Monks and
Fighters while still holding their own. Some guard the magicians in the back
whilst they dish out a little arcane damage of their own. Those who travel alone
often find more success then other classes who travel solo. In the end, the Red
Mage is suited for nearly playing style and can make up for nearly any
weaknesses a player may have.
Vital Stats: Varies by playing style, though Strength and Wisdom are
recommended for higher all around offensive prowess.
Weapons: Knives, Bows, Swords, Staves, Gloves Pole-Arms, Scythes, and Axes
Armor: Armwear, Hats, Mail, Suits, Robes, and Shields
Abilities: White Magic lvl. 1-4, Black Magic lvl. 1-4, Create Element,
Purify, Counter Magic, Pray, Guard,
Mana Bolt, Disperse, Nullify
Aspects: Sage, Blue Mage, Magitek Knight, Engineer, Beast Master, and
Chemist
White Mage
"May the light bless us in our struggle against the coming
night."
White Mages serve as the essential healers in any party.
Their attack is slightly below average
but their hit points and defense are ranked as the lowest along with Black
Mages. Despite these shortfalls, White Mages possess unmatched magic
prowess, sporting arcane power and magic points rivaled only by Black Mages.
Despite a relative lack of offensive prowess, White Mages are arguably the most
essential class to any adventuring party. They wield powerful healing magiks
that have many effects ranging from curing wounds to nullifying status effects
to even bringing back the dead. In addition, they can wield powerful Holy and
Wind elemental magic attacks. This class may not be appealing to some. They
don't really the offensive prowess to provide much flash and flair for
themselves but one thing is for sure: a White Mage is any adventurer's best
friend.
Vital Stats: Wisdom and Willpower, for even higher magical prowess and
defense as well as more magic points.
Weapons: Gloves, Cudgels, Staves, Hammers, X-Bows, and Bows
Armor: Armwear, Hats, Suits, and Robes
Abilities: White Magic lvl. 1-4, White Magic lvl. 5-7, Bless, Holy Enchant,
Pray, Mana Bolt, Purify, Crusader, Disperse, Nullify
Aspects: Saint, Caller, Geomancer, Combat Medic, and Priest
Black Mage
"Impervious? Feh. There's no such thing."
Black Mages serve as the "nukers" in a party, creating forces of destruction
in every shape, size, and color known. They have share the weakest attack
power and defense with White Mages as well as hit points. However, like White
Mages, their magical defense, power, and magic points are unrivaled. Using
nearly every element known to man, their Black Magic is used to inflict massive
amounts of damage onto foes. In addition to direct damage, Black Mages have
several support spells that have such functions as increasing speed and granting
flight. In addition, Black Mages have access to Time Magic via the Time
Mage aspect, a magician who focuses on utilizing the powers of time and space.
With so much power at their fingertips, Black Mages seem to struggle
sometimes with using it carefully. An ill-placed Fire spell could mean the end
of a forest. Use carefully...
Vital Stats: Wisdom and Willpower, for even higher magical prowess and
defense as well as more magic points.
Weapons: Knives, Staves, Books, Whips, and Ninja Knives
Armor: Armwear, Hats, Suits, and Robes
Abilities: Black Magic lvl. 1-4, Black Magic lvl. 5-7, Curse, Mana Bolt, Create
Element, Counter Magic, Dark Enchant, Disperse, Kamikaze, Nullify
Aspects: Wizard, Time Mage, Cosmic Mage, Elementalist, and Battle Mage