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Jobs
Apr 29, 2005 17:15:02 GMT -5
Post by CJ on Apr 29, 2005 17:15:02 GMT -5
Below are the various jobs you can take, as well as the abilities they can learn. Skills labled 'SPECIAL' are not part of the set, and can be set even when and if you change classes. Up to 2 'Special' skills can be equipped at once, as well as 1 Skill Set from another class. Only one Job Skill can be activated per Turn of the user, except for specific abilities that will be noted. Meaning, once you use a job skill, you can't use another until you've had your turn again. 'Special' skills remain active regardless. So if you're a Vagabond, and you decide to change into a Paige, you could equip Larceny as a second special, and equip Improved Evasion and Knife Proficiency as Special skills. Note that changing classes must be done in the Guild, and costs money as well as JP. 20 Coins and 5 JP are required.
FORMAT
Name of Job
Name of Skill Set
Name, JP Cost Description (Cost to Use) Effect ^repeated for each Skill in the set
SPECIAL
Special Skill Name, JP Cost Description Effect ^Repeated for each Special Skill
Vagabond
Larceny
Steal Coins, 2 JP Do a little pocket diving! (1 extra Act) Steals Coins equal to the target's Level+2. Only works once per enemy.
Steal Item, 4 JP Take an item that the enemy happens to be holding. Finders keepers... (NA) Steals one item the target is holding. Target must actually have an item for this to work.
Steal Heart, 5 JP Charms a member of the opposite sex with a pose. (6 MP) 50% Charm on member of the opposite sex.
Steal Accessory, 7 JP Steal bracelets, ribbons, belts and such right off the target! (1 extra Act) If it hits,and if the target has one or more accessories, one will be stolen.
Cheap Shot, 7JP A quick shot at an enemy that always threatens a critical. (NA) Deals 75% the normal damage after all other calculations, but crit chance is rolled even if the target Defends. Is otherwise a normal attack.
SPECIAL Improved Evasion, 3 JP Learn to better evade blows. Raises Speed stat, for purposes of Evasion only, by 5.
Improved Initiative, 3 JP React more quickly to danger by keeping frosty. Raises Speed stat, for purposes of Initiative only, by 5.
Knife Proficiency, 1 JP Street smarts for the use of little sharp things to damage. Grants an extra level of Knife Proficiency. Defaults to raising Damage, if a level is already held.
Handgun Proficiency, 1 JP Street smarts for busting a cop. Grants an extra level of Handgun Proficiency. Defaults to raising Accuracy, if a level is already held.
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Jobs
Apr 29, 2005 17:23:24 GMT -5
Post by CJ on Apr 29, 2005 17:23:24 GMT -5
Paige
Basic Training
First Aid 2JP -Compounding/NA -Poison,-Burn Apply basic, practical medical knowledge to fix up an ally a little.
Improvise!! 5JP .5 dmg/N Attack any enemy, no matter what the circumstances, for 1/2 damage.
Parry 4JP NA/NA Self Only. Add Wpn Power to Defense for a round. Caution: Weapon may break.
Battle Cry 6JP NA/NA Entire Party. An encouraging call that boosts moralle, increasing Speed and Power by 5.
Military Mind 6JP NA/2MP -Fear Self Only. For the rest of the battle, keep a level head despite critical hits, fear effects, or other things.
Preperation Alpha 8JP NA/10 MP Self Only. The next Bashing type attack against you fails.
SELF ONLY Swordsmanship Proficiency
Armor Proficiency: Reduce armor penalty by 1.
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Jobs
Apr 29, 2005 17:28:49 GMT -5
Post by CJ on Apr 29, 2005 17:28:49 GMT -5
Archer ArcheryAim 1JP NA/NA X2 Acc next attack Aim carefully at the target, making it hard for them to dodge. Fire Arrow 3JP +6/2MP, 1 Arrow +Fire Light an arrow on fire and shoot it. Thunder Arrow 3JP +6/2MP, 1 Arrow +Electricity Charge an arrow with electricity and fire it. Sonic Arrow 5JP +4/3MP, 1 Arrow + ? All. Fire an arrow at the speed of sound, causing a Sonic Boom! Air-ow 7JP +6/8 MP +Wind Create a weak arrow from atomosphere and fire it. Bursting Arrow 9JP +12/4MP, 1 Arrow Charge an arrow with great power, causing it to explode on impact. Destroys the arrow, needless to say. SPECIAL Arrow Dagger 5JP Allows you to use an arrow as a melee weapon in emergencies. 25% cumulative chance that the arrow breaks. Bow Staff 8JP Allows you to strike enemies with your bow in emergencies. 10% cumulative chance that the bow will break.
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Jobs
Apr 29, 2005 17:37:05 GMT -5
Post by CJ on Apr 29, 2005 17:37:05 GMT -5
Preformer
Preform!
Poetry 2JP NA/NA -Fear, -Berzerk Party. A beautiful poem that has a calming effect.
Ode 5JP NA/NA +5% Max HP/MP 1. Boost an allies moralle immensely with a flattering poem about them.
Dance of Lore 7JP +12/NA Machines only ALL!!. Preform an old dance created to defame and protect against the growing sin of technology. Causes great damage to machinery.
Hail to Machina 7JP NA/NA +2 general stat boost to Machines only ALL!!. Sing a new age techno song about the wonders of technology. Powers of machines
Chameleon Dance 9JP NA/NA +Lvl 1/2 Act Up Enemy Party. A jerky dance based on the somehow entrancing movement of some wild lizards. Causes enemies to tense up and move poorly.
Legato 9JP NA/NA +Lvl 1/2 Flow Party. A flowing song that relaxes your allies and makes movement easier.
SPECIAL Duet 5 Allows other Preformer line characters to sing with you without using Act.
Accompaniment 5 Allows a preformer line character to dance to your music, if the genres match well enough.
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Jobs
Apr 29, 2005 17:42:03 GMT -5
Post by CJ on Apr 29, 2005 17:42:03 GMT -5
Deacon Faith
Repent 3JP NA/2MP -Holy Status/Punishments Self Only. Use prayer beads to attone for your sins, getting rid of certain statuses.
Pray 5JP -.2HP/ .1HP A selfless prayer that takes a portion of your life, doubles it, and gives it to an ally.
Philantropy 5JP NA/NA -Status(target) +1/2 Status(user) A selfless prayer that draws an allies suffering into oneself, and cuts its effectiveness in half.
Sanctus 6JP NA/5MP +Holy Bless anything you damn well feel like blessing.
Sanctus Maxima 8JP NA/12 MP, Holy Water +Holy Permenantly render an object sacred, as long as it isn't a weapon.
Dispel Evil 9JP NA/1 Holy Water ? Using holy water and a powerful rite, destroy the evil within something. Or just kick a zombies ass, one or the other.
SPECIAL
Chaste Mind 5JP Immunity to Charm
Virtue 5JP Immunity to Zombie
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Jobs
Apr 29, 2005 17:46:33 GMT -5
Post by CJ on Apr 29, 2005 17:46:33 GMT -5
Conjurer
Prestidigitation
Boom!! 3JP NA/2MP +Stun ALL!!. Causes a huge burst of accoustics. Dazes those with sensetive ears.
Pyrotechnics 5JP NA/4MP +Charm ALL!!. Charms enemies with a fire affinity with a flashy trick.
Dazzle 5JP NA/6MP +Blind ALL!!. Generates a sudden, incredibly intense burst of light, blinding anyone who sees it.
Disappear! 7JP NA/8MP Causes one enemy to dissappear entirely for one round.
Mirror 7JP NA/5MP +Magic Shield Summons a magic mirror to protect an ally from magical harm.
Out of a Hat 9JP ??/10MP D20 Pull a rabbit out of a hat! Random effect.
SPECIAL Magic Affinity 3JP Increases Evade VS Magic attacks by 8.
Costuming 5JP Allows you to equip an extra accessory.
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Jobs
Apr 29, 2005 17:51:50 GMT -5
Post by CJ on Apr 29, 2005 17:51:50 GMT -5
Martial Artist
Punch Art
Stunning Fist 3JP NA/5MP +Stun Hit the enemy in the place of thinking, knocking it for a loop!
Sweep 5JP NA/7MP +Knockdown Knock the enemies feet out from under it, temporarily reducing its speed to 0.
Body Blow 5JP +0/7MP +Act Up lvl 1 A powerful hit to the stomach that knocks the wind out of the enemy.
Flying Knee Upper 7JP +8/7 MP +Stun A powerful blow to the jaw, administered by the knee.
Open Palm Blastar 9JP .5dmg+Hazard/7MP +Knockdown Blows an enemy hard to the ground, casing damage based on what it lands on.
Crescant Lotus 9JP .5dmg+airhazard/7MP +Knockdown A powerful, backflipping kick that knocks the enemy into the air
SPECIAL Bronze Fist 5JP Bare fists (or feet) become a +8 weapon.
Combo Unlock 5JP Unlocks powerful Combo ability. Specific chains of 3 attacks flow with ease, only use 2 Act. These combos are not told to you ^^
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Jobs
Apr 29, 2005 18:05:23 GMT -5
Post by CJ on Apr 29, 2005 18:05:23 GMT -5
Item Creation Jobs This is a list of the less battle-ready jobs available...These hinge mostly on IC, and have weak stat growth, and very seldom learn new abilities. However, they have their benefits...Leveling up one of these jobs is one of the few ways to increase Item Creation skill.
All jobs get 4 Stat Points on a level up, which can be used to level up the IC it's based on. Changing from an IC job doesn't cost JP.
Name of Job : IC skill it's based on
Fusionist : Fusion/Defusion
Runologist : Spellcraft
Alchemist : Alchemy
Artisan : Crafting
Author : Writing
Engineer : Engineering
Pharmisist : Compounding
Blacksmith : Blacksmithing
Chef : Cooking
Please note that you can only use one Job Ability per turn. Also note that copycats of job abilities will be less effective and/or cost more than their 'real' counterparts. This was why jobs were invented in the first place.
JOBS ADVANCE After fulfilling certain criteria, you'll unlock a new ability in the set of the job you're currently in. These criteria are a bit crazy, definately NOT relegated to achieving a certain level! Once you fulfill the criteria, you'll be notified of your new chance, which will be a 'Job Advance'. This will further refine your abilities, and give you new chances and greater stat growth. Of course, once you advance in a job, you cannot go back....Unless you are put in a VERY unusual circumstance.
Thats all! Please have fun playing with job/character combinations, and trying to unlock the special Job Advances!
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