These job classes apply to the PSX version |
A beginning job where many other jobs originate from. Squire's are good for the first few battles. Don't underestimate the Squire's abilities - some could be useful throughout most of the game.
Abilities
Action Abilities: Basic Skill
Accumulate: Attack power goes up by 1 point. This is good for building lots of JP.
Throw Stone: You throw a stone at the enemy dealing very little damage. What's great about this ability is that it has a long range. This is a valuable ability for the beginning of the game.
Dash: Tackle an enemy. If the enemy is standing on a ledge, they might fall off and die.
Heal: You can recover from Dark, Silence and Poison using this.
Action Abilities
Counter tackle: After an enemy does a physical attack, you might retaliate with a dash. This is a valuable ability to have for the beginning of the game.
Support Abilities
Monster Skill: A friendly monster gains an additional ability if you stand beside it.
Gained JP up: You get more JP than usual after doing something. This ability is crucial when you're leveling up! The amount of extra JP you get is almost double.
Equip Axe: Allows you to equip an axe, regardless of class.
Defend: Decreases damage incurred.
Movement Abilities
Move +1: You can move an extra panel on the battlefield. This is a valuable ability to have for the beginning of the game.
A beginning job where many other jobs originate from. Chemists by themselves suck. Later in the game they can equip guns, which makes them more useful on the offense, but they still suck. However, what makes the Chemist the most valuable job class in the game is by using their Item skill as a secondary skill for all other job classes. It offers numerous advantages over similar abilities of other job classes.
Abilities
Action Abilities: Item
Potion: A member will recover 30 HP after drinking one, use these only in Chapter 1.
Hi-Potion: A member will recover 70 HP after drinking one, they are available in Chapter 2.
X-Potion: A member will recover 150 HP after drinking one, available in Chapter 3 and 4.
Phoenix Down: You can revive fallen members and kill undead instantly with this.
Ether: An ether will recover 20 MP when you use one.
Hi-Ether: Regain 50 MP while drinking this.
Elixir: Regain all HP/MP with this rare potion.
Antidote: Use this to recover from poison status.
Eye Drop: Use this to recover from Darkness status.
Echo Grass: Use this to recover from Silence status.
Maiden Kiss: Use this to recover from Frog status.
Soft: Use this to recover from Stone status.
Holy Water: Use this to recover from Undead status.
Remedy: This will cure all status ailments except Undead.
Reaction Abilities
Auto-Potion: After getting hit by an attack or spell, you might use a potion. This is a valuable ability for most of the game!
Support Abilities
Throw Potion: Allows you to throw potions at a distance even if you are not a chemist. I think you're better off focusing on increasing your movement range rather than using this ability.
Equip Change: Change your equipment during battle.
Maintenance: Protects equipment from break techniques. It also protects from steal.
Movement Abilities
Move-Find item: After you move on a certain panel, you might get a hidden item.
Job Requirements: Level 2 Squire
I hate to love Knight. It's a well-rounded job fully equipped with armor and sword. The Equip Armor ability is invaluable for job classes that lack in defense. What I hate about Knight is that its break abilities are virtually useless because most enemies in the game are defeated after a couple hits. Trying to break their sword, which may or may not work, is just a waste of time. Using the Archer's "Concentrate" helps prevent missing, but that still doesn't help bring usefulness to this ability when you're fighting characters that die in 2-3 hits. However, the Knight's abilities are invaluable during the Zodiac Brave battles. They're especially valuable in the battle where Ramza fights one-on-one. What's awesome about the break abilities is that they work on any enemy in the game - even the final boss!
Abilities
Action Abilities: Battle Skill
Head Break: Breaks an enemy's helmet.
Armor Break: Breaks an enemy's armor.
Weapon Break: Breaks an enemy's weapon.
Shield Break: Breaks an enemy's shield.
Magic Break: Takes away enemy MP.
Speed Break: Slows down enemy speed.
Power Break: Takes down enemy's strength.
Mind Break: Takes down enemy's magic strength.
Reaction Abilities
Weapon Guard: Block an attack with your weapon.
Support Abilities
Equip Armor: Enables a character to equip heavy armor, regardless of class.
Equip Sword: Enables a character to use a sword, regardless of class.
Equip Shield: Enables a character to equip a shield, regardless of class.
Movement Abilities: None
Job Requirements: Level 2 Chemist
The healing mage; the priest will protect his comrades while dealing great damage to the enemy with Holy. Priest is a fun character to have for a while, but when the game gets more challenging it's annoying that sometimes you'll accidentally heal the enemy or when the revive spell is unsuccessful. You're better off using items.
Abilities
Action Abilities: White Magic
Cure: Basic healing magic, can heal up to 80 HP per ally. Uses 6 MP.
Cure2: Restore even more HP than Cure. Uses 10 MP.
Cure3: Get even more HP than Cure2. Uses 16 MP.
Cure4: Strongest of Cure spells, heals up to 300 + HP to allies in range. Uses 20 MP.
Raise: Revives dead ally plus restores partial HP. Uses 10 MP.
Raise 2: Revives dead ally plus gives all HP. Uses 20 MP.
Reraise: If you cast this on an ally and they die, they'll be automatically revived. Uses 16 MP.
Protect: Puts a barrier that halves physical damage, lasts a few rounds. Uses 6 MP.
Protect 2: Puts a barrier that halves physical damage, lasts duration of battle. Uses 24 MP.
Regen: Allows a character to recover some HP at regular intervals. Uses 8 MP.
Shell: Puts a barrier that halves magic damage, lasts a few rounds, Uses 6 MP.
Shell 2: Puts a barrier that halves magic damage, lasts duration of battle. Uses 20 MP.
Wall: Gives Protect and Shell to allies, lasts a few rounds. Uses 24 MP.
Esuna: Heals from all status ailments except Undead. Uses 18 MP.
Holy: Attack spell that does major damage to undead enemies and Zodiac Braves. Uses 56 MP.
Reaction Abilities
Regenerator: Casts Regen after getting hit. Plus it doesn't consume MP!
Support Abilities
Magic Defense up: This is a good support ability for the Zodiac Brave battles, but for the rest of the game it's pretty useless.
Movement Abilities: None
Job Requirements: Level 2 Squire
Besides looking like butch lesbians, Archers are a fairly good class since they can attack from a distance. Just get the best bows and crossbows for them. The Concentrate ability is important to learn because archers do miss a lot and it'll make you pull your hair out during challenging battles.
Abilities
Action Abilities: Charge
Charge +1: Allows you to charge for 1 charge time.
Charge +2: Allows you to charge for 2 charge time.
Charge +3: Allows you to charge for 3 charge time.
Charge +4: Allows you to charge for 4 charge time.
Charge +5: Allows you to charge for 5 charge time.
Charge +7: Allows you to charge for 7 charge time.
Charge +10: Allows you to charge for 10 charge time.
Charge +20: Allows you to charge for 20 charge time.
Reaction Abilities
Speed Save: You gain speed after getting hit.
Arrow Guard: Allows you to evade more arrow attacks.
Support Abilities
Equip Crossbow: Allows you to equip a crossbow, regardless of class.
Concentrate: Gives you a 100% hit rate.
Movement Abilities
jump +1: Allows you to jump one point higher than usual.
Job Requirements: Level 2 Knight
Monks are very strong, but have low HP and defense. Despite the drawbacks, Monks are one of my favorite job classes. I think their abilities are useful and fun to use.
Abilities
Action Abilities: Punch Art
Spin Fist: Hits all surrounding enemies.
Earth Slash: Causes Earth damage to all enemies facing any horizontal direction.
Secret Fist: If successful, your enemy will get the Death Sentence status.
Wave Fist: Attack an enemy from a distance. Very helpful against Wiegraf.
Stigma Magic: If you are poisoned, stoned, etc. this will heal you.
Chakra: Regain some lost HP and MP using this. This is very helpful in the beginning of the game, as it is the only means to restore MP
Revive: Revive a dead ally next to you.
Action Abilities
HP Restore: When at critical status you'll regain most of your HP. It's risky to depend on this ability.
Counter: Counterattack after being attacked.
Hamedo: If an enemy tries to attack you, you'll attack him instead. This is a very useful ability! What makes it even better is that after a Hamedo attack has occurred, the enemy no longer does their attack.
Support Abilities
Martial Arts: Be able to fight bare-handed as well as monk, regardless of class.
Movement Abilities
Move-HP up: Regain those lost HP simply by moving. Depending on the battle tactics you like to use, this could be a very useful ability.
Job Requirements: Level 2 Chemist
Your typical offensive magic user. Wizards are good for the beginning of the game. They learn stronger spells fairly quickly. If you use their magic tactically you can inflict some powerful blows on the enemy. You'll see less use in them when you get the Summoner, which is stronger.
Abilities
Action Abilities: Black Magic
Fire: Attack your enemies with a blast of fire. Best used against undead enemies. Uses 6 MP.
Fire2: Stronger than Fire. Uses 12 MP.
Fire3: Stronger than Fire2. Uses 24 MP.
Fire4: Strongest of Fire spells; cannot hurt the caster. Uses 48 MP.
Bolt: Give your enemies a jolt with this spell. Best used against the octopus enemies. Uses 6 MP.
Bolt2: Stronger than Bolt. Uses 10 MP.
Bolt3: Stronger than Bolt2. Uses 24 MP.
Bolt4: Strongest of Bolt spells; cannot hurt the caster. Uses 48 MP.
Ice: Chill out your enemies with an ice crystal. Best used against Flotiballs, Morbols and Hyudra enemies. Uses 6 MP.
Ice2: Stronger than Ice. Uses 12 MP.
Ice3: Stronger than Ice2. Uses 24 MP.
Ice4: Strongest of Ice spells; cannot hurt caster. Uses 48 MP.
Poison: Give an enemy the poison status. Uses 6 MP.
Frog: Give an enemy the frog status. Uses 12 MP.
Death: Instantly kill your opponent. Uses 24 MP.
Flare: Use this red-hot spell to end those annoying bosses. It's also good against the Zodiac Braves. Uses 60 MP.
Reaction Abilities
Counter Magic: If a magic user hits you with a certain spell, you'll give him a taste of his own medicine. Will work with White, Black, Time and Yin-Yang Magics.
Support Abilities
Magic attack up: Make you magic strength lethal with this.
Movement Abilities: None
Job Requirements: Level 2 Wizard
These guys fiddle around with time to either speed up your team or slow down the enemy. Just like Priest they can be fun for a while, but in the test of a challenging battle they're not very helpful. Their abilities are more useful as a secondary skill.
Abilities
Action Abilities: Time Magic
Haste: Speed up your teammates with this. Uses 8 MP.
Haste2: Stronger version of Haste, lasts duration of battle. Uses 30 MP.
Slow: Slow down your enemies with this. Uses 8 MP.
Slow2: Stronger version of Slow, lasts duration of battle. Uses 30 MP.
Don't Move: Disable your enemies from moving with this. Helpful in the Deep Dungeon. Uses 10 MP.
Stop: Paralyses an enemy completely. That'll be one less to worry about for a few rounds. Uses 14 MP.
Float: Allows you to evade Earth elemental attacks. Uses 8 MP.
Reflect: Puts a barrier that makes most spells bounce back a few panels away. Uses 12 MP.
Quick: This allows you to act immediately when cast. Uses 24 MP.
Demi: Target loses 1/2 of his total HP. Uses 24 MP.
Demi2: Target loses 3/4 of his total HP. Uses 50 MP.
Meteor: Ultimate Time Magic which summons a huge meteor to crash on the battlefield; very risky to use. Uses 70 MP.
Reaction Abilities
Critical Quick: Once you are at critical status, you'll use Quick so you can live longer during a fight.
MP Switch: After an attack, you'll lose MP instead of HP. Debatable against Elidibs.
Support Abilities
Short Charge: Speed up the charge time of those mighty spells. It also ensures Cloud to perform his limit breaks.
Movement Abilities
Teleport: You can go through gates and other obstacles, but don't try to go too far or it will likely fail.
Float: You get permanent Float when you use this movement skill.
Job Requirements: Level 2 Time Mage
The most powerful magic user! Summoners do the most damage, but their summons are high on MP cost and have a long charge time. It's important to tactically use MP restoration to make up for it. Moogle and Fairy also make Summoners good healers.
Abilities
Action Abilities: Summon Magic
Moogle: Round and round goes the Moogle, restoring up to 80 + HP to allies. Uses 8 MP.
Shiva: Let Shiva blast your enemies with a blizzard. Uses 24 MP.
Ramuh: Ramuh will electrify the opposition with a shower of lightning. Uses 24 MP.
Ifrit: Ifrit's flames will consume the enemy. Uses 24 MP.
Titan: The Titan causes an earthquake to shake away the enemies. Uses 30 MP.
Golem: The Golem will protect you from all physical attacks for a few rounds. Uses 40 MP.
Carbunkle: The Carbunkle's Ruby will cast Reflect on your allies. Uses 30 MP.
Bahamut: Bahamut, King of Dragons, will fry the opposition. Uses 60 MP. What makes Bahamut special is that he has a slightly larger effect range.
Odin: Odin will charge the enemy, causing massive damage. Uses 50 MP.
Leviathan: The Master of the Seas, Leviathan, will clean up the evil with his Tidal Wave. Uses 48 MP.
Salamander: Stronger than Ifirit, no undead stands a chance against Salamander. Uses 48 MP.
Silf: The Silf will silence the enemies, so they can't cast magics at all. Uses 26 MP.
Fairy: The lovely Fairy will restore up to 200 HP to all allies in range. Uses 28 MP.
Lich: From hell Lich comes, and saps half the strength of the enemies. Incredibly useful against Zodiac Braves. Uses 40 MP.
Cyclops: The Cyclops' frozen blades of Air will quickly destroy anyone who is foolish enough to fight you. Uses 62 MP. Cyclops is stronger than Bahamut, but sometimes it's better to go for Bahamut due to the larger range.
Zodiac: The most powerful summon; it can only be learned from Elidibs. Uses 99 MP.
Reaction Abilities
MP Restore: When critical you'll regain most of your MP. This isn't an efficient means of MP restoration since Summoners consume MP so quickly.
Support Abilities
Half of MP: Use your magic half the MP cost. This is a very valuable ability!
Movement Abilities: None
Job Requirements: Level 2 Archer
They're not very strong, but this is an easy way to get some good equipment from your enemies.
Abilities
Action Abilities: Steal
Gil Taking: Steal some money from your enemies.
Steal Heart: Charm an enemy of the opposite sex and they'll fight briefly with you.
Steal Helmet: Get an enemy's helmet.
Steal Armor: Get an enemy's armor.
Steal Shield: Get an enemy's shield.
Steal Weapon: Get an enemy's weapon.
Steal Accessory: Get an enemy's accessory
Steal Exp.: Steal experience points from your enemies.
Reaction Abilities
Caution: After getting attacked, you'll automatically Defend.
Gilgame Heart: Get money equal to your lost HP after being attacked.
Catch: Get weapons thrown by Ninjas. Doing so might get you goodies like Chaos Blades.
Support Abilities
Secret Hunt: This allows you to enter the wonderful world of poaching! Kill a monster, take it's fur, bones or hide to a fur shop and get rare goods. (Note: Monster must be killed with a normal attack for the poaching to be successful.)
Movement Abilities
Move+2: Allows you to move two extra panels on the battlefield. Very beneficial! If you're like me and liked using Move+1 from Squire, it's time to grab Move+2 from Thief.
jump+2: Allows you to jump twice as high as usual.
Job Requirements: Level 2 Priest
I'm not a big fan of spells that don't have 100% accuracy. Most enemies die after a couple hits - using the Oracle's state ailment spells are a waste of time. The only worthwhile reason to use Oracle is to get a Mediator and Calculator, which are so much better.
Abilities
Action Abilities: Yin-Yang Magic
Blind: Causes Darkness status to enemies, lowering their hit rate. Uses 4 MP.
Spell Absorb: Drains MP from target. Uses 2 MP.
Drain: Drains HP from target, do not use this against undead, you'll end up hurt or dead. Uses 16 MP.
Pray Faith: Causes Faith in your teammates. Uses 6 MP.
Doubt Faith: Causes Innocent on the enemy. Uses 6 MP.
Zombie: Causes Undead to enemies. Uses 20 MP.
Silence Song: Causes Silence to your enemies. Uses 16 MP.
Blind Rage: Causes Berserk to your enemies. Uses 16 MP.
Foxbird: Lowers your enemy's brave. Uses 20 MP.
Confusion Song: Confuses the enemy. Uses 20 MP.
Dispel Magic: Removes positive status, such as protect and shell. Uses 34 MP.
Paralyses: Causes Don't Act to your enemies. Uses 10 MP.
Sleep: Causes Sleep to your enemies. Uses 24 MP.
Petrify: Causes Petrify to your enemies. Uses 16 MP.
Reaction Abilities
Absorb Used MP: Get the MP used by the spell that hit you.
Support Abilities
Defense Up: Increases your physical defense.
Movement Abilities
Any Weather: Ignores weather effects on magic.
Move-MP Up: Get your lost MP as you simply move.
Job Requirements: Level 2 Oracle
Just as its name implies, Mediator's ability is conversation. These guys are ok; they can use guns and you can get those cool monsters on your side.
Abilities
Action Abilities: Talk Skill
Invitation: Talk to enemies and make them understand your cause. If successful, you'll get a new friend and your enemy's CT will drop to 0, allowing you to whack him good.
Praise: Raises target's Brave. Use this on your guys to make them physically stronger.
Threaten: Make threats to your enemy and his brave will go down.
Preach: Raises target's Faith. Use this to make your mages a little bit stronger.
Solution: Use this to make your enemies lose faith.
Death Sentence: You'll sentence the enemy to death if successful
Negotiate: Get some money from your enemies.
Insult: This'll cause your enemies to go berserk
Mimic Daravon: Put your enemies to sleep with boring stories.
Reaction Abilities
Finger Guard: Protects you from Talk Skills. Lol, with this ability I can just picture the Mediator sticking his middle finger at the enemy and saying "F*ck you, pussy!"
Support Abilities
Equip Gun: Allows you to equip guns, regardless of class.
Train: Once an enemy is at critical he automatically joins. Doesn't work on bosses, demons and apandas.
Monster Talk: Allows you to talk to a monster, regardless of class.
Movement Abilities: None
Job Requirements: Level 3 Monk
The land is their weapon! Geomancer attacks aren't very strong, but as a bonus their attacks can cause many status ailments and it doesn't consume MP. Geomancers can equip swords so they're also strong physically.
Abilities
Action Abilities: Elemental
Hell Ivy: Damages plus stops the enemy.
Pitfall: Damages plus causes Don't Move.
Water Ball: Damages plus causes Frog.
Carve Model: Damages plus causes Petrify.
Local Quake: Damages plus causes Confusion.
Kamaitachi: Damages plus causes Don't Act.
Demon Fire: Damages plus causes Sleep.
Quicksand: Damages plus causes Death Sentence.
Sand Storm: Damages plus causes Darkness.
Blizzard: Damages plus causes Silence.
Gusty Wind: Damages plus causes Slow.
Lava Ball: Damages plus instantly kills.
Reaction Abilities
Counter Flood: Counter a physical attack with Elemental.
Support Abilities
Attack Up: Increases your attack power.
Movement Abilities
Any Ground: Allows you to move on rough terrain at same speed as normal.
Move on Lava: Allows you to walk on lava.
Job Requirements: Level 3 Thief
Fans of Final Fantasy IV rejoice! Lancers are awesome! Their jump attack does a lot of damage. Just make sure target's CT is below 50, or they might move out of the way before you land. Being absent from the battlefield during a jump allows them to evade any attacks aimed at them.
Abilities
Action Abilities: Jump
Level jump 2: jump 2 panels away from your target.
Level jump 3: jump 3 panels away from your target.
Level jump 4: jump 4 panels away from your target.
Level jump 5: jump 5 panels away from your target.
Level jump 8: jump 8 panels away from your target.
Vertical jump 2: jump 2 panels high.
Vertical jump 3: jump 3 panels high.
Vertical jump 4: jump 4 panels high.
Vertical jump 5: jump 5 panels high.
Vertical jump 6: jump 6 panels high.
Vertical jump 7: jump 7 panels high.
Vertical jump 8: jump 8 panels high.
Reaction Abilities
Dragon Spirit: Get an automatic Reraise after getting hit, quite useful.
Support Abilities
Equip Spear: Equip a spear, regardless of class.
Movement Abilities
Ignore Height: jump as high or drop down from very high, regardless of your jumping ability.
Job Requirements: Level 3 Knight, Level 4 Monk,
Level 2 Lancer
Samurais are another favorite of mine! Like a Knight they're strong in the offense and defense. They have the ability to conjure spirits from katanas. However, katanas break after multiple spirit-conjures, making the Samurai the most expensive job to maintain.
Abilities
Action Abilities: Draw Out
Asura: This sword causes damage to nearby enemies.
Koutetsu: Same as Asura, but stronger.
BizenBoat: Takes some enemy MP away when used.
Murasame: Heals your teammates.
Heaven's Cloud: A magical sword which damages and adds Slow.
Kiyomori: Give your team Protect and Shell status with this sword, and with 100% success rate. Very useful!
Murasama: Let the ghosts in this sword harm your enemies, while occasionally giving them Confusion or Death Sentence status.
Kikuichimoji: A magic attack that hits in 4 directions, similar to the Monk's Earth Slash.
Masamune: This gives you Regen and Haste. Very useful!
Chirijiraden: The strongest Draw Out skill; causes lots of damage to the enemy.
Reaction Abilities
Blade Grasp: If your character has a very high Brave, he/she will stop most physical attacks.
Meatbone Slash: When at critical you'll deal a fatal blow to your attacker.
Support Abilities
Equip Knife: Allows you to equip katanas, regardless of class.
Two Hands: You'll attack with your weapon with your two hands, causing more damage.
Movement Abilities
Walk on Water: Allows you to walk on water as if it were land.
Job Requirements: Level 4 Thief, Level 3 Archer,
Level 2 Geomancer
Ninjas are surely the best at fighting since they have deadly close range and long range abilities. However they lack in defense. Give them Equip Armor to make up for it!
Abilities
Action Abilities: Throw
Ball: Throw a Lighting, Fire or Ice ball, which casts Bolt1, Fire1 or Ice1 respectively.
Shuriken: Throw various types of shurikens.
Knife: Throw daggers.
Sword: Throw swords.
Hammer: Throw flails.
Katana: Throw Samurai swords.
Ninja Sword: Throw Ninja swords.
Axe: Throw axes.
Spear: Throw spears.
Stick: Throw sticks.
Dictionary: Throw dictionaries.
Knight Sword: Throw Knight swords.
Reaction Abilities
Sunken State: Become invisible after getting hit.
Abandon: Evade % goes up.
Support Abilities
Two Swords: Attack twice like a ninja, regardless of class. This is probably the most valuable ability in the game. It makes your characters deadly! Equip this ability with a Knight and you can do double break damage. When you're battling a Zodiac Brave, a double Magic Break can reduce their magic damage up to 30-50%! And if you're using a PSX emulator, you can use Save State cheating to ensure the break happens twice, hehe.
Movement Abilities
Move in Water: Allows you to move freely in water.
Job Requirements: Level 4 Priest, Level 4 Wizard,
Level 3 Time Mage, Level 3 Oracle
The Calculator itself isn't useful, but it's abilities are - try a Summoner with Math Skills. Make sure your character has lots of White, Black and Time magics learned to make them your ultimate mage. However, to successfully use Calculator abilities might be more trouble than it's worth.
Abilities
Action Abilities: Math Skills
CT: Base the equations on CT.
Level: Base the equations on Level.
Exp: Base the equations on exp.
Height: Base the equations on Height.
Prime Number: Selects by prime number.
3: Selects by multiple of 3.
4: Selects by multiple of 4.
5: Selects by multiple of 5.
Note: Before you can use Math Skills you must at least learn a condition and number. The first 4 abilities are conditions and the rest are numbers.
Reaction Abilities
Distribute: Your members get some healing when you are healed.
Damage Split: Your enemy will receive half the damage he did to you after he attacks you.
Support Abilities
Gained Exp. Up: Get more experience than usual.
Movement Abilities
Move-Get Exp: Get extra experience by simply moving.
Move-Get JP: Get extra JP by simply moving.
Job Requirements: Level 4 Summoner, Level 4 Mediator
They pretend they're on American Idol and sing to create positive effects on all your allies.
Abilities
Action Abilities: Sing
Angel Song: This song will restore some MP to all allies.
Life Song: This song restores HP instead.
Cheer Song: This song boosts your speed.
Battle Song: This will boost your attack in battle.
Magic Song: This will boost your magic power in battle.
Nameless Song: Give your buddies Reraise, Regen, Protect and Wall.
Last Song: Your characters' CT goes to 100 as soon as you sing this, giving you the opportunity to kick ass.
Reaction Abilities
MA Save: Your magic power will go up after being attacked.
Face Up: Your Faith will go up after a magic attack hits you.
Support Abilities: None
Movement Abilities
Move+3: Allows you to move 3 extra panels on the battlefield.
Fly: Allows you to fly over obstacles.
Job Requirements: Level 4 Lancer, Level 4 Geomancer
Hehe, Squaresoft is so sexist to make the dancer a temptress of evil. She influences battle in negative ways through dance.
Abilities
Action Abilities: Dance
Witch Hunt: Lowers enemy MP.
Wiznaibus: Lowers enemy HP.
Polka Polka: Lowers enemy physical power.
Disillusion: Lowers enemy magic power.
Slow Dance: Use this dance to slow down all the enemies. This even works on bosses!
Nameless Dance: Cause random status problems to all enemies with this dance.
Last Dance: The enemy's CT will reset to 0 when using this dance.
Reaction Abilities
A Save: Your physical power will go up after getting hit.
Brave Up: Your Brave will go up after being attacked physically.
Support Abilities: None
Movement Abilities
Jump+3: Allows you to jump 3 times as high as normal.
Fly: Allows you to fly over obstacles.
Job Req.: Lv8 Squire, Lv8 Chemist, Lv4 Summoner,
Lv4 Mediator, Lv4 Geomancer, and Lv4 Lancer
They'll mimic their allies' every move, except the special skills such as Orlandu's Sword Skills or Mustadio's Snipe. They can fail their miming at times.
Abilities
No abilities to learn! The job is mastered as you acquire it.