--Action Abilities: Swordplay--
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
---------------------------------------------------------------
Judgment Blade 0 2/* 2/0 Any N Physical attack, causes Stop
Cleansing Strike 0 3/2 1/- Any N Physical attack, causes Doom
Northswain’s Strike 0 3/1 1/- Any N Physical attack, instant KO
Hallowed Bolt 0 3/* 2/1 Any N Physical attack, causes Silence
Divine Ruination 0 4Dir 5/2 Any N Physical attack, causes Confuse
Crush Armor 0 3/* 1/- Any N Physical attack, destroys target’s
armor
Crush Helm 0 3/* 1/- Any N Physical attack, destroys target’s
headgear
Crush Weapon 0 3/* 1/- Any N Physical attack, destroys target’s
weapon
Crush Accessory 0 3/* 1/- Any N Physical attack, destroys target’s
accessory
--Action Abilities: Magicks--
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
---------------------------------------------------------------
Firaga 24RA 7 4/* 2/3 All N Fire magick attack
Thundaga 24RA 7 4/* 2/3 All N Lightning magick attack
Blizzaga 24RA 7 4/* 2/3 All N Ice magick attack
Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attacks, inflicts
instant KO
--DESCRIPTION--
Dycedarg has a large selection of sword techniques, though not quite as many as
Orlandeau, since he doesn’t have the two Fell Sword techniques. He also has a
second Magicks command that he lets him cast -ga attack magicks.
---THE WROTH-------------------------------------------------------------------
Used By: Adrammelech Movement range : 5
Equippable weapons: None Jump height : 4
Equippable armor: None Physical evade : 19%
Innate ability: Can’t enter water
--ABILITIES--
--Action Abilities: Dread--
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
---------------------------------------------------------------
Petrify 0 6/* 1/- Any N Inflicts Stone (100% hit rate)
Fowlheart 0 5/* 1/- Any N Inflicts Disable (100% hit rate)
Aphony 0 5/* 2/0 Any N Inflicts Silence (100% hit rate)
Befuddle 0 5/* 2/0 Any N Inflicts Confuse (100% hit rate)
--Action Abilities: Magicks--
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
---------------------------------------------------------------
Holy 56RA 6 5/* 1/- Any N Holy magick attack
Firaja 48 10 4/* 3/3 All N Fire magick attack
Thundaja 48 10 4/* 3/3 All N Lightning magick attack
Blizzaja 48 10 4/* 3/3 All N Ice magick attack
Flare 60RA 7 5/1 1 All N Non-elemental magick attack
Graviga 50RA 10 4/* 2/3 Any N Damage = 1/2 of user’s max HP
Bahamut 60 15 4/* 4/3 Foe N "Megaflare": Non-elemental attack
Odin 50 13 4/* 4/3 Foe N "Obliteration": Non-elemental magick
attack
Leviathan 48 13 4/* 4/3 Foe N "Tidal Wave": Water magick attack
Salamander 48 13 4/* 3/2 Foe N "Wyrmfire": Fire magick attack
--DESCRIPTION--
Adrammelech has the usual Lucavi status attacks, plus a wealth of magicks
available to conventional jobs. Of his Dread abilities, Befuddle gets used the
most.
---DIVINE KNIGHT [LOFFREY]-----------------------------------------------------
Used By: Loffrey Movement range : 4
Equippable weapons: Swords, knight’s swords Jump height : 3
Equippable armor: Shields, helms, clothes, armor, robes Physical evade : 21%
--Action Abilities: Unyielding Blade--
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
---------------------------------------------------------------
Crush Armor 0 3/* 1/- Any N Physical attack, destroys target’s
armor
Crush Helm 0 3/* 1/- Any N Physical attack, destroys target’s
headgear
Crush Weapon 0 3/* 1/- Any N Physical attack, destroys target’s
weapon
Unyielding Blade techniques have a 100% hit rate. However, they cannot be used
unless Loffrey is equipped with a sword, knight’s sword, or fell sword.
--Action Abilities: Magicks #--
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
---------------------------------------------------------------
Delirium # 20RA 5 4/* 1/- Any N Inflicts Confuse status
Induration # 16RA 10 4/* 1/- Any N Inflicts Stone status
Quiescence # 16RA 3 4/* 1/- Any N Inflicts Silence status
# Used at Orbonne Monastery only.
--DESCRIPTION--
Loffrey’s Divine Knight job is quite similar to Meliadoul’s, except he
exchanges the Crush Accessory ability for a higher evade rate. In your final
encounter with him, he gains a secondary Magicks command that allows him to
cast three Mystic Arts magicks (most likely used only if his weapon is
broken).
---DIVINE KNIGHT [FOLMARV]-----------------------------------------------------
Used By: Folmarv Movement range : 4
Equippable weapons: Swords, knight’s swords Jump height : 3
Equippable armor: Shields, helms, clothes, armor, robes Physical evade : 12%
--ABILITIES--
--Action Abilities: Unyielding Blade--
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
---------------------------------------------------------------
Crush Armor * 0 3/* 1/- Any N Physical attack, destroys target’s
armor
Crush Helm 0 3/* 1/- Any N Physical attack, destroys target’s
headgear
Crush Weapon * 0 3/* 1/- Any N Physical attack, destroys target’s
weapon
Crush Accessory 0 3/* 1/- Any N Physical attack, destroys target’s
accessory
Unyielding Blade techniques have a 100% hit rate. However, they cannot be used
unless Folmarv is equipped with a sword, knight’s sword, or fell sword.
--DESCRIPTION--
Folmarv is even more similar to Meliadoul; his evade rate is just two points
higher.
---BRINGER OF ORDER------------------------------------------------------------
Used By: Hashmal Movement range : 5
Equippable weapons: None Jump height : 4
Equippable armor: None Physical evade : 12%
Innate Ability: Can’t enter water
--Action Abilities: Dread--
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
---------------------------------------------------------------
Speedsap 20 3 4/* 2/0 Any N Lowers target’s speed
Bind 0 5/* 2/0 Any N Inflicts Stop (100% hit rate)
Ague 0 5/* 2/0 Any N Inflicts Slow (100% hit rate)
--Action Abilities: Planar Magicks--
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
---------------------------------------------------------------
Meltdown 70 7 4/* 4/3 Any N Fire magick attack
Tornado 70 7 4/* 4/3 Any N Wind magick attack
Quake 70 7 4/* 4/3 Any N Earth magick attack
Meteor 70 20 4/* 4/3 Any N Non-elemental magick attack
--DESCRIPTION--
Hashmal wields some very powerful attack magick possessed only by him. He also
likes to cast Bind to inflict Stop. Ague and Speedsap are rarely or never
used.
---HIGH SERAPH-----------------------------------------------------------------
Used By: Ultima Movement range : 8
Equippable weapons: None Jump height : 5
Equippable armor: None Physical evade : 11%
--Action Abilities: Arcane Magicks--
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
---------------------------------------------------------------
Ultima (II) 40 10 4/* 3/3 Any N Non-elemental magick attack
--Action Abilities: Chaos--
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
---------------------------------------------------------------
Grand Cross 5 4/* 3/2 Foes N Inflict Stone, Blind, Confuse,
Silence, Berserk, Toad, Poison,
Slow, and/or Sleep (25% chance of
each)
--DESCRIPTION--
Ultima’s first form uses Grand Cross, which hits your party with a variety of
status attacks, and a super-powered Ultima spell. (She also uses some physical
attacks.) She has Absorb MP equipped as a Reaction Ability and has an Elmdore-
styled Master Teleportation movement ability.
---ARCH SERAPH-----------------------------------------------------------------
Used By: Ultima Movement range : 8
Equippable weapons: None Jump height : 5
Equippable armor: None Physical evade : 10%
--Action Abilities: Divine Magicks--
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
---------------------------------------------------------------
Divine Ultima 50 15 5/* 4/3 Any N Non-elemental magick attack
Grand Cross 5 4/* 3/2 Foes N Inflict Stone, Blind, Confuse,
Silence, Berserk, Toad, Poison,
Slow, and/or Sleep (25% chance of
each)
--Action Abilities: Divine Providence--
RNG RAD
MP SPD H/V H/V TAR LF EFFECT
---------------------------------------------------------------
Disempower 7 4/* 3/3 Any N Reduces targets’ MP to 0
Dispelja 7 4/* 3/3 Foes N Removes Float, Reraise, Invisible,
Regen, Protect, Shell, Haste, Faith,
and Reflect
Return 7 4/* 3/3 Foes N Reduces targets’ CT count to 0
--DESCRIPTION--
Ultima’s second form retains her Grand Cross status attack spell and adds an
even more powerful Ultima spell. She can also use Dispelja to remove your
status buffs, as well as more physical attacks. Disempower and Return are
rarely cast. This form uses Faith Boost as a reaction ability and can again
teleport across the battlefield.
---DARK DRAGON-----------------------------------------------------------------
Used By: Bremondt Movement range : 5
Equippable weapons: none Jump height : 3
Equippable armor: none Physical evade : 5%
--Action Abilities: Breath--
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
---------------------------------------------------------------
Ice Breath 0 2/2 1/- Any Y 0 Ice attack
Fire Breath 0 2/2 1/- Any Y 0 Fire attack
Thunder Breath 0 2/2 1/- Any Y 0 Lightning attack
These three Breath attacks can only target characters in a straight line from
Bremondt, not on a diagonal.
--DESCRIPTION--
The Dark Dragon is essentially an "evil" version of Reis’s Holy Dragon form,
only with a Lucavi-sized HP maximum. He has Counter as a Reaction Ability.
---SERPENTARIUS----------------------------------------------------------------
Used By: Elidibus Movement range : 4
Equippable weapons: None Jump height : 3
Equippable armor: None Physical evade : 3%
--Action Abilities: The Dark--
RNG RAD
MP TIC H/V H/V TAR LF EFFECT
---------------------------------------------------------------
Snakecharm 0 1/2 1/- Any - Non-elemental physical attack
Poisonous Frog 0 4/* 3/1 Any N Inflicts Toad and Poison status (100%
hit rate)
Midgarsomr 10 4/* 3/2 Any N Non-elemental magick attack
Zodiark 99 17 4/* 4/3 Foe N "Darkening Cloud": Non-elemental
magick attack
--DESCRIPTION--
Elidibus’s principal attack is the mighty Zodiark summon, which regular
Summoners can learn if they are hit with the summon (and survive). His other
three reptile-themed abilities are unique to him. Poisonous Frog is the one
to watch out for, as it can turn a fairly large group of characters into Frogs
(as well as poisoning them) and has a 100% hit rate.
*******************************************************************************
VIII. ABILITY STRATEGIES
*******************************************************************************
%%%ABILITY COMBOS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00abil
Here are some combinations of abilities (and equipment) you may find
particularly useful.
---Offense-Related-------------------------------------------------------------
Arts of War (Knight) + Equip Guns (Orator) or Archer’s bows
------------------------------------------------------
The Rending techniques are a lot more useful when used at a distance! Against
mages, use Rend MP or Rend Magick to cripple their magick right away. And
against close-range fighters, you can use Rend Weapon to destroy their weapon
before they even reach you!
Arts of War (Knight) + Dual Wield (Ninja)
------------------------------------------------------
When you have two weapons equipped, you get also two strikes of any Arts of War
ability, making them doubly effective! You get two chances to break an enemy’s
gear, or can decrease their stats twice as fast.
Attack Boost (Geomancer) + Holy Sword (Holy Knight) or Swordplay (Sword Saint)
or Unyielding Blade (Divine Knight) or Darkness (Dark Knight)
------------------------------------------------------
Sword techniques are considered physical attacks, so pairing them with Attack
Boost will make them even stronger!
Fire Rod + Fire/Fira/Firaga/Firaja (Black Mage)
Ice Rod + Blizzard/Blizzara/Blizzaga/Blizzaja (Black Mage)
Thunder Rod + Thunder/Thundara/Thundaga/Thundaja (Black Mage)
------------------------------------------------------
The Fire, Ice, and Thunder Rods increase the power of the corresponding
elemental magick. So, pick a particular element of magick to focus on and
pair it up with the corresponding rod. Early in the game, this is a great way
to increase the damage your Black Magick can do.
Immobilize (Time Mage) or Leg Shot (Machinist) +
Aim (Archer) or Limit (Soldier) or Jump (Dragoon)
------------------------------------------------------
Aim, Limit, or Jump only use Panel targeting, which usually gives the enemy a
chance to move out of the way. But not if the enemy is Immobilized...
Corruption (Mystic) + White Magick (White Mage)
------------------------------------------------------
The Corruption ability makes enemies undead, which means they suffer damage
from healing spells. Suddenly, your White Mage’s Cure spells become both a
great defensive tool *and* an offensive weapon ... and Arise works as an
instant KO attack! You can even use Arithmeticks to cause your White Magicks
to hit many targets at once!
Geomancy + Move +1 (Squire) or Move +2 (Thief) or Move +3 (Bard/Dark Knight) or
Teleport (Time Mage)
------------------------------------------------------
Since the Geomancy command inflicts different status changes and different
elemental damage depending on where you’re standing, it’s most flexible and
useful if you can get around the battlefield easily. Move +1/2/3 or Teleport
will help in that regard.
Barrage (Sky Pirate) + Guns
------------------------------------------------------
Using Barrage with a gun lets you attack two enemies in one turn, as long as
they’re in the same line of fire -- see "Shoot Enemies Next to You" under
Advanced Tactics And Secrets for the skinny.
Jump (Dragoon) or Steal (Thief) + Throw (Ninja) +
Ninja Gear, Thief’s Cap or Acacia Hat, Hermes Shoes or Brigand’s Gloves,
Adrenaline Rush (Archer)
------------------------------------------------------
The Jump, Steal, and Throw commands are all more effective when your Speed stat
is high: Throw does more damage, Steal is more likely to succeed, and Jump
attacks activate more quickly. To raise your Speed, you can use any of these
pieces of equipment, and the Archer’s Adrenaline Rush ability also boosts your
Speed when you take damage.
Barrage (Sky Pirate) + fell swords or Spellbinder or Nagnarok or Faerie Harp
------------------------------------------------------
Barrage gives you four strikes with a weapon and hence multiple chances to
deal any status ailment that your weapon can inflict. This works with any
weapon, but particularly good useful ones are the fell swords, the Spellbinder
ninja blade (inflicts Disable), the Nagnarok sword (inflicts Toad), and the
Faerie Harp (inflicts Charm).
Magick Counter (Black Mage) + Arcane Strength (Black Mage)
------------------------------------------------------
If you’re going to counter it, why not make it stronger?
Black Magicks (Black Mage) + Belief (Mystic)
------------------------------------------------------
The Belief magick causes Faith status, which maxes out Faith. Casting it on
your own magick users makes their magick more effective. (Of course, if their
Faith is already high, you won’t see much of a difference.) Or, if you already
have high Faith, you can also cast it on an enemy to make them more
suspectibile to magick damage -- so you can use Belief as a way of softening up
an enemy before a Black Magick attack.
Throw (Ninja) + Move +2 (Thief) or Move +3 (Bard/Dark Knight)
------------------------------------------------------
The range of Throw increases when your movement range increases, so adding Move
+2 or Move +3 (or even Move +1!) will extend Throw into a pretty long-range
attack.
Soulbind (Arithmetician) + Vehemence (Dark Knight)
------------------------------------------------------
Soulbind returns half the damage you take back to the enemy who inflicted it.
Equipping Vehemence increases the damage you take, and hence causes enemies to
lose a lot of HP by attacking you! (It also helps reduce the HP-loss penalty
from Vehemence!) Just make sure you still have enough HP to survive the
initial attack, before Soulbind kicks in.
Graviga (Time Mage) + Climhazzard (Soldier)
------------------------------------------------------
Climhazzard does damage equal to the amount of HP your target has already lost.
Hitting a unit with Graviga will take away half its HP, and Climhazzard will
take off the other half. Of course, you could just cast Graviga twice, but
Climhazzard charges faster and uses no MP. As a one-two punch, you can have
Cloud start charging Climhazzard while the Time Mage is the midst of charging
Graviga.
Haste (Time Mage) + Doom Fist (Monk) or Condemn (Orator)
------------------------------------------------------
Doom KOs a unit after it’s received three turns -- so casting Haste on it will
actually speed up its imminent demise! Of course, you’d better make sure the
enemy can’t hurt you too much in the mean time! It’s best used against enemy
White Mages or Chemists (or other defensive units), but this is more a fun
combo than a practical one ;)
---Defense-Related-------------------------------------------------------------
Mana Shield (Time Mage) + Manafont (Mystic)
------------------------------------------------------
Whenever Mana Shield is triggered, it saves you from taking any actual damage
to your HP as long as you have at least 1 MP left. Of course, a strong attack
may cause you to lose all your MP ... but with Manafont, you can gain back a
little MP just by moving, which is enough to activate your Mana Shield again!
Darkness (Dark Knight) + Mana Shield (Time Mage)
-----------------------------------------------------
The strongest Darkness abilities normally consume some of the user’s HP ...
but Mana Shield convers the HP loss into an MP one instead! This essentially
turns them into regular magicks (albeit ones with a hefty MP cost) -- plus, you
can then use Infernal Strike to swipe MP from the enemies and recharge!
Dance (Dancer) or Sing (Bard) + Vanish (Ninja)
------------------------------------------------------
The Vanish ability gives you Invisible status whenever you get hit, which means
that enemies can’t target you again until you perform an action. But if you’ve
already entered into a Song or Dance state before Vanish activated, continuing
to perform it does NOT count as a new action, and you can stay invisible while
continuing to hurt the enemies or help your teammates! Switching to a new
song/dance will cause you to lose your Vanish, but you can always regain it if
an enemy attacks you again. And make sure you don’t get caught in the effect
radius of a wide-area attack, which will also remove your Vanish.
Revive (Monk) + Chantage
------------------------------------------------------
This combo makes it tough to KO your party. As long as at least one other
character is standing, the character with Chantage can keep coming back and
using Revive to resurrect other characters. Revive costs no MP, so you can use
it as many times as you want. Plus, it activates instantly and has a high
success rate, so you’ve got a great chance of keeping your other characters
alive. Just remember that Chantage won’t help you if every other ally has
already been KOed.
Mirror Mail or Reflect (Time Mage) or Reflect Ring
+ Items (Chemist) or Chakra (Monk) or Moogle/Faerie (Summoner)
or Sanguine Sword (Dark Knight) or Orochi
------------------------------------------------------
Reflect keeps almost all magick from hitting a character. This can cause a
problem if you’re trying to use White Magick to heal, but Items, Chakra, the
Moogle and Faerie summons, and Sanguine Sword are all healing abilities that
WON’T be reflected. The HP-draining Orochi ninja blade, found only in Melee
Mode, also works for regaining HP. With one of these abilities, you can hide
behind your Reflect status but keep your characters healed! (This is
particularly useful with the Mirror Mail or Reflect Ring, which give you a
permanent Reflect!)
Darkness (Dark Knight) + Lifefont (Monk) or Dragonheart (Dragoon) or
HP Boost (Dark Knight) or Chantage
------------------------------------------------------
Sure, a number of Darkness abilities consume some of your HP ... but if you
equip Lifefont, you can gain a lot of it back as you move around! Or, use
Dragonheart or Chantage to give yourself a Reraise and you can laugh in the
face of death :) Finally, the Dark Knight’s own HP Boost will increase your
HP totals so you have more HP to use.
Parry (Knight) + Cloths
------------------------------------------------------
Cloths have a 50% evade rate, so equipping Parry on a Dancer means you can
avoid half of all physical attacks.
Steel (Ramza’s Squire job) + Shirahadori (Samurai) on any character
------------------------------------------------------
With a high Bravery, Shirahadori can protect you from virtually all physical
attacks. How to get a high Bravery? Well, Ramza’s Steel ability is a Bravery
booster with a 100% success rate...
Reflexes (Ninja) + Featherweave Cloak
------------------------------------------------------
The Reflexes reaction ability doubles your existing evasion rate. Pair it with
a Featherweave Cloak for a 80% physical evade rate and a 40% magick evade rate
-- pretty good! You could also use a shield, but they don’t work against
attacks from behind, and cloaks do.
Cursed Ring + Invigoration (Mystic) or Sanguine Sword (Dark Knight) or
Drain (Templar) or Shadowblade (Sword Saint) or Orochi
------------------------------------------------------
The Cursed Ring protects you from enemy drain, Death, and Entice attacks, but
it also makes you undead, so you can’t use most healing abilities to regain HP.
However, you can still drain HP from enemies using Invigoration, Beowulf’s
Drain, Sanguine Sword, Orlandeau’s Shadowblade, or the Orochi ninja blade from
Melee Mode. This gives you a way to heal while keeping the protective powers
of the Cursed Ring. (Chakra and Lifefont also heal you even when you’re
undead, but they don’t restore as much HP.)
Vehemence (Dark Knight) + Shirahadori (Samurai) + Aegis Shield or
Escutcheon II
------------------------------------------------------
Vehemence increases your attack power at the cost of increasing the damage you
receive ... but Shirahadori will keep a lot of physical attacks from even
hitting you! Then, to protect against magick, equip an Aegis Shield or
Escutcheon II.
Vengeance (Templar/Byblos) or Blade Beam (Soldier)
+ Dragonheart (Dragoon) or Reraise (White Mage)
------------------------------------------------------
Vengeance and Blade Beam both get stronger as the user’s HP decreases, which
means they’re most powerful when the user is near-KO. Of course, this is
normally kind of risky, but you can get some insurance with Dragonheart or the
Reraise magick, which will bring you back after you’re KOed. (Of course, the
Byblos can’t equip Dragonheart, but you *can* cast Reraise on it.)
Soulbind (Arithmetician) + Lifefont (Monk) or Reraise (White Mage)
------------------------------------------------------
Soulbind splits the damage you receive with the enemy who inflicted it. This
makes it advantageous for the character with Soulbind to take a lot of damage
... but you’ll still need some way to heal the damage you DO take. Lifefont
will take care of that, or a cast of Reraise will revive the character if he
or she is KOed.
Soulbind (Arithmetician) + HP Boost (Dark Knight) or armor/job with high HP
------------------------------------------------------
Since Soulbind requires to take the full force of an attack before half the
damage is diverted back to the enemy, you’ll want to make sure you have enough
HP to survive the original attack.
Regenerator (White Mage) + Lifefont (Monk)
------------------------------------------------------
You want HP? You’ve got HP... but if it’s still not enough, throw in Chakra.
---Miscellaneous---------------------------------------------------------------
Equip Guns (Orator) + Poach (Thief) or Tame (Orator)
------------------------------------------------------
Monsters with low HP tend to run away into a corner, making it hard to catch
up and use the physical attacks you need to Poach or Tame them. So equip a
gun and you’ve got a nice long range :)
Summon (Summoner) +
Absorb MP (Mystic) or Manafont (Mystic) or Hi-Ether (Chemist)
------------------------------------------------------
Normally, summons eat up a lot of your MP -- but you can remedy this by
equipping an ability that gets you your MP back quickly.
Barrage (Sky Pirate) + Poach (Thief) or Tame (Orator)
------------------------------------------------------
Balthier’s Barrage attack counts as a regular attack, so you can use it as an
easy way of Poaching monsters for items or Taming them onto your side.
Teleport (Time Mage) + Germinas Boots or Gaius Caligae
------------------------------------------------------
Whenever you try to Teleport outside of your movement range, there’s a chance
that the Teleport will fail. Of course, one trick is to improve your movement
range by equipping an accessory that boosts your movement range, like the