Jobs
Squire
Requirements - none
Abilities - Basic Skills
Action Abilities
Ability | MP | Speed | JP | Notes |
Accumulate | 0 | now | 300 | AT Physical +1. |
Dash | 0 | now | 80 | Knocks enemy one square back. |
Throw Stone | 0 | now | 90 | Throw stones at a distant enemy. |
Heal | 0 | now | 150 | Removes Darkness, Silence and Poison. |
Chemist
Requirements - none
Abilities - Item
Action Abilities
Ability | JP | Notes |
Potion | 30 | HP +30 |
Hi-potion | 200 | HP +70 |
X-potion | 300 | HP +150 |
Ether | 300 | MP +20 |
Hi-ether | 400 | MP +50 |
Elixir | 900 | Restores HP and MP to max |
Antidote | 70 | Cures Poison |
Eyedrop | 80 | Cures Darkness |
Echo Grass | 120 | Cures Silence |
Maiden's Kiss | 200 | Cures Frog |
Soft | 250 | Cures Petrify |
Holy Water | 400 | Cures Undead Status |
Remedy | 700 | Cures status ailments except dead and undead. |
Phoenix Down | 90 | Revive dead units |
Knight
Requirements - Level 2 Squire
Abilities - Battle Skill
Action Abilities
Ability | JP | Notes |
Head Break | 300 | Destroys item worn on head. Range: depends on weapon Effect: 0 |
Armor Break | 400 | Destroys item worn on body. Range: depends on weapon Effect: 0 |
Shield Break | 300 | Destroys shield. Range: depends on weapon Effect: 0 |
Weapon Break | 400 | Destroys wielded weapon. Range: depends on weapon Effect: 0 |
Magic Break | 250 | Lowers MP |
Speed Break | 250 | Speed -2. |
Power Break | 250 | AT Physical -3. |
Mind Break | 250 | AT Magic -3. |
Archer
Requirements - Level 2 Squire
Abilities - Charge
Action Abilities
Ability | JP | Notes |
Charge+1 | 100 | Attack requires charging. The more you charge, the stronger attack power will be |
Charge+2 | 150 | Attack requires charging. The more you charge, the stronger attack power will be |
Charge+3 | 200 | Attack requires charging. The more you charge, the stronger attack power will be |
Charge+4 | 250 | Attack requires charging. The more you charge, the stronger attack power will be |
Charge+5 | 300 | Attack requires charging. The more you charge, the stronger attack power will be |
Charge+7 | 400 | Attack requires charging. The more you charge, the stronger attack power will be |
Charge+10 | 600 | Attack requires charging. The more you charge, the stronger attack power will be |
Charge+20 | 1000 | Attack requires charging. The more you charge, the stronger attack power will be |
Monk
Requirements - Level 2 Knight
Abilities - Punch Art
Action Abilities
Ability | JP | Notes |
Spin Fist | 150 | Attacks enemys around you |
Repeating Fist | 300 | Hits enemy multiple times |
Wave Fist | 300 | Attack enemies from far |
Earth Slash | 600 | Attack with earth element |
Secret Fist | 300 | Adds death sentence |
Stingma Magic | 200 | Cures several status conditions |
Chakra | 350 | Restores HP and MP |
Revive | 500 | Revives dead units |
Priest
Requirements - Level 2 Chemist
Abilities - White Magic
Action Ability
Ability | MP | Speed | JP | Notes |
Cure | 6 | 25 | 50 | Restores some HP |
Cure2 | 10 | 20 | 180 | Restores more HP |
Cure3 | 16 | 15 | 400 | Restores more HP |
Cure4 | 20 | 10 | 700 | Restores most HP |
Raise | 10 | 25 | 180 | Revives dead units |
Raise2 | 20 | 10 | 500 | Revives dead unit with full HP |
Reraise | 16 | 15 | 800 | Revives a unit sometime after dying)٘L*U~-+JV;ϥGeTJx3y9Qaヴ<$d צK((X>|1jz}]X/o1-scҍƮ]g'nr7";g( TI AL2ULI>\x|4_#WA@sږErt4gݫ.aB݂c$ ¨ Ј颩Io#94Ju,3Л\6{1Fr!vUk0iLfFT3MZJA0#hp[ 6Zq2J<Ͼd |