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The spell slinger cast all spells for one MP

So, here it is. Here you can post the FF Job Classes you would like to create. Just precise for which game/kind of game you create this job class. (Final Fantasy Tactics, or Active Time Battle, or whatever you want. The sky's the limit !) Just don't edit someone's moveset until you get his/her authorization. Xelias-

Contents

Final Fantasy VEdit

Dark KnightEdit

  • Job Command - Darkness
  • Innate Abilities - Blood Blade (Absorb enemy HP)
  • Equipment - Sword and Scythe

SageEdit

  • Job Command - Grand Magic (can cast Black, White and Time Magic up to level 6)
  • Innate Abilities - None
  • Equipment - Rod and Staff

GamblerEdit

  • Job Command - Slots
  • Innate Abilities - None
  • Equipment - Cards and Dices

Made ByEdit

 NeoZEROX Dissicon ff6 Ter4 07:22, December 20, 2009 (UTC)

CommentsEdit

PirateEdit

"Swashbuckling sailors that will take any priceless treasure, and show no mercy in combat."

AbilitiesEdit

  • Job Command - Plunder, Flog
  • Innate Abilities - Eagle Eye
  • Weapons - Knives, Swords, Whips, and Guns.
  • Armors - Light Armor, Shields, Caps and Gauntlets.
Level 1 ability
Name Plunder
AP Required 50
Type Command
Description Attacks and steals one of the target's beloved possessions.
Information Deals damage to an enemy and attempts to steal one of the target's items ; it guarantees a rare steal.
Level 2 ability
Name Flog
AP Required 100
Type Command
Description A quick attack that ignores all barriers.
Information Deals defense-piercing physical damage that inflicts Sap. More powerful with a Whip.
Level 3 ability
Name Eagle Eye
AP Required 150
Type Passive
Description Prevents sight loss.
Information Prevents Blind.

Made ByEdit

VoidCommanderExdeath 18:20, December 21, 2009 (UTC)

CommentsEdit

Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 20:19, December 21, 2009 (UTC)
You don't mind, Exdeath ?

No, not at all! VoidCommanderExdeath 22:12, December 21, 2009 (UTC)

ScholarEdit

"Studious pupils who can put their intelligence to devastating use."

  • Job Command: Study, Pop Quiz, Lecture
  • Innate Abilities: Extra Credit, Grade Curve
  • Weapons: Tomes, Rods, and Staves
  • Armor: Robes, Magic Caps, and Armlets

AbilitiesEdit

Level 1 ability
Name Study
AP Required 25
Type Command
Description Searches intuitively to find target's attributes.
Information Uses the Scan spell on monster, then displays its HP on the scren, just above its head.
Level 2 ability
Name Extra Credit
AP Required 50
Type Passive
Description Helps the Scholar if its grade is suffering.
Information Grants Regen when the Scholar enters Critical status.
Level 3 ability
Name Grade Curve
AP Required 100
Type Passive
Description When grades are low, restores them on an average.
Information Heals Scholar based on the average of other three party members, rounded up, when in critical status.
Level 4 ability
Name Pop Quiz
AP Required 250
Type Command
Description Surprises monsters with an extremely hard test.
Information Inflicts Confuse on all monsters. More effective with a Tome equipped.
Level 5 ability
Name Lecture
AP Required 500
Type Command
Description Give monsters a lesson that will bore them to sleep...or to death!
Information Inflicts instant death on all monsters. If a monster is immune to instant death, they are put to sleep instead. More effective with a Tome equipped.

Made ByEdit

VoidCommanderExdeath 00:40, December 22, 2009 (UTC)

CommentsEdit

love that class. that would be hilarious. all job classes are to serious. it is good to see a lighthearted on for a more lighthearted game.


Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 20:19, December 21, 2009 (UTC)
I like it. The "Lecture" command oddly reminds me of my biology teacher...
PlayerIcon298
Billylemmon - "If you don't know where you're going, any road will get you there."
TALK - Lewis Carroll
This is actually genius.

The lecture command is pure gold. I like how it sends death immune enemies to sleep. You found an elegant solution to the problem of instant death attacks sometimes being useless.--Cid of the Lufaine 19:55, December 24, 2009 (UTC)

PaladinEdit

"Paladins master sacred arts to help their allies in battles."

  • Job Command: Divine Magic, Holy Blade
  • Innate Abilities: Sentinel
  • Weapons: Swords
  • Armor: Heavy Armor and Helmets

AbilitiesEdit

Level 1 ability
Name Divine Magic (1)
AP Required 40
Type Command
Description Perform some white magic.
Information Lets any job cast Cura, Shell and Protect
Level 2 ability
Name Divine Magic (2)
AP Required 80
Type Command
Description Perform some white magic.
Information Lets any job cast Reflect, Dispel and Holy
Level 3 ability
Name Holy Blade
AP Required 90
Type Command
Description A sacred attack that grants eternal rest to the Undead.
Information Holy damage on one enemy ; kills an Undead.
Level 4 ability
Name Sentinel
AP Required 120
Type Passive
Description Protects allies with a mighty shield.
Information Covers critical allies while in guard state.

Made ByEdit

Xelias-

CommentsEdit

DoomtellerEdit

"Dark warlocks who can detect disasters from a mile away."

  • Job Command: Doom Magic, Calamity, Damnation
  • Innate Abilities: Mind's Eye
  • Weapons: Knives, Rods, Staves, and Scythes
  • Armor: Robes, Light Armor, Magic Caps, Armlets

AbilitiesEdit

Level 1 ability
Name Doom Magic (1)
AP Required 30
Type Command
Description Perform level 1 Doom Magic.
Information Lets any job cast Volcano and Whirlwind
Level 2 ability
Name Doom Magic (2)
AP Required 45
Type Command
Description Perform level 2 Doom Magic.
Information Lets any job cast Torrent and Absolute Zero
Level 3 ability
Name Doom Magic (3)
AP Required 100
Type Command
Description Perform level 3 Doom Magic.
Information Lets any job cast Biohazard and Tremor
Level 4 ability
Name Doom Magic (4)
AP Required 300
Type Command
Description Perform level 4 Doom Magic.
Information Lets any job cast Apocalypse
Level 5 ability
Name Mind's Eye
AP Required 300
Type Passive
Description Gaze into the future to predict next move.
Information Drastically raises Evasion in battle. Also has a chance to dodge magic attacks.
Level 6 ability
Name Calamity
AP Required 500
Type Command
Description Predict a random disaster.
Information Randomly uses a Doom Magic Spell for 0 MP. May target party OR ememies.
Level 7 ability
Name Damnation
AP Required 999
Type Command
Description Invoke the ultimate disaster.
Information Sets a timer onto all enemies. When the timer runs out, all enemies are instantly killed. Ignores immunity to instant death, but does not work on bosses. Consumes half of your current MP.

Doom Magic Spells and MechanicsEdit

Doom Magic is a powerful school of magic that inflicts incredible damage upon all enemies (or allies if you're unlucky with Calamity). In order to learn a Doom Magic spell, the Doomteller must inflict the finishing blow onto a specific monster, but I'm too lazy to assign one. Also, the Doomteller must have learned each spell of the previous level before he or she can learn a spell of the next level. This effectively means that the Doomteller must learn all other Doom Magic spells before being able to learn Apocalypse.

When a Doom Magic spell is cast, a timer is set. When the timer reaches 0, the spell is cast. These destructive magics are hampered, however, by their high MP costs and the Doomteller's rather limited MP pool compared to other magic-users.

Ability Effect Monster learned from Level MP Cost
Volcano Heavy Fire-elemental damage to all enemies. Flaremancer 1 25
Whirlwind Heavy Wind-elemental damage to all enemies; may inflict Confuse. Ziggurat Gigas 1 25
Torrent Heavy Water-elemental damage to all enemies. Aquagel 2 40
Absolute Zero Heavy Ice-elemental damage to all enemies; may inflict Stop. Frost Bull 2 40
Biohazard Heavy Poison-elemental damage to all enemies; may inflict Toxin, a more severe version of Poison. Archeosaur 3 50
Tremor Heavy Earth-elemental damage to all enemies. Iron Muscles 3 75
Apocalypse Obscene non-elemental damage to all enemies. Exdeath's Soul 4 99

Made ByEdit

VoidCommanderExdeath 21:20, December 23, 2009 (UTC) *whew*

CommentsEdit

Yeah, I based the name off of Vincent's Job Class from the beta version of FFVII. Oh, and Xelias, you have my permission to put the spells into tables, if you do so wish. VoidCommanderExdeath 21:20, December 23, 2009 (UTC)


Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 05:22, December 24, 2009 (UTC)
Put the spells into tables I did, as you can see. I even added the monsters you learn the attack from. Pretty good Job Class.

Thanks! Glad you liked it. VoidCommanderExdeath 13:02, December 24, 2009 (UTC)

ArithmeticianEdit

"Master of calculus that use their knowledge to crush their foes"

  • Job Command: Arithmetic
  • Innate Abilities: Mind's Eye
  • Weapons: Tomes, Rods, and Staves
  • Armor: Robes, Magic Caps, and Armlets

AbilitiesEdit

Level 1 ability
Name Black Arithmetics
AP Required 30
Type Command
Description Performs Black Arithmetics
Information Casts owned Black Magic as Arithmetics.
Level 2 ability
Name White Arithmetics
AP Required 35
Type Command
Description Performs White Arithmetics
Information Casts owned White Magic as Arithmetics.
Level 3 ability
Name Time Arithmetics
AP Required 40
Type Command
Description Performs Time Arithmetics
Information Casts owned Time Magic as Arithmetics.
Level 4 ability
Name Studies (1)
AP Required 50
Type Passive
Description Increases the effectiveness of Arithmetics
Information Adds the conditions "Multiple of 4" and "Multiple of 3".
Level 5 ability
Name Studies (2)
AP Required 60
Type Passive
Description Increases even more the effectiveness of Arithmetics.
Information Adds the conditions "Multiple of 2" and "Prime".
Level 6 ability
Name Studies (3)
AP Required 75
Type Passive
Description Adds more elements for Arithmetics.
Information Adds the elements "HP", "MP" and "Strength"
Level 7 ability
Name Studies (4)
AP Required 95
Type Passive
Description Adds even more elements for Arithmetics.
Information Adds the elements "Magic", "Defense" and "M. Defense".

Arithmetics and MechanicsEdit

Arithmetics work like the spell Level 5 Death. You choose an element (Level, HP...), a number (3,5, Prime...) and a spell (Firaga, Cura...) You get Prime HP Firaga ! Or Strength 2 Esuna !

You begin with the element "Level" and the number "5" which means you can only cast spells like "Level 5 Blizzara" or "Level 5 Dispel". But by gaining "Studies", you get more numbers and elements !

List of all conditions :

Elements - Level, HP, MP, Strength, Magic, Defense and M. Defense

Numbers - 5, 4, 3, 2 and Prime.

Made ByEdit

Xelias-

CommentsEdit

MasochistEdit

"Warriors that find strength in their pain."

AbilitiesEdit

  • Job Command - Payback, Discharge, Stamp
  • Innate Abilities - Pain
  • Equipment - Whips.

The Masochist becomes more powerful with damage taken and status effects casted upon the character. The Discharge command will convert a negative status into a special attack. The more statuses the Masochist has stacked on, the more different attacks are available.

Level 1 ability
Name Payback
AP Required 10
Type Command
Description Takes revenge on foes.
Information Works in two stages. When activated, the Masochist cannot do anything except take damage. The character remains in that position until payback is activated again. Then all the damage taken is released in one blow.
Level 2 ability
Name Pain
AP Required 50
Type Passive
Description Gets stronger with pain.
Information Attack damage increases as characters's HP is lower.
Level 3 ability
Name Stamp
AP Required 80
Type Command
Description Highly infectious sneeze.
Information The masochist transfers all negative status to the enemy.
Level 4 ability
Name Discharge
AP Required 100
Type Command
Description Draws power from ailments.
Information Gives the Masochist new skills as the character is afflicted with a negative status.

Discharge skillsEdit

Ability Status Effect
Ancient Wisdom Aging Casts a random black/white/summon spell
Viking Axe Berserk Critical attack that always hits.
Aphrodite's Bless Charm Heals allies' MP.
Giga Volt Paralyze Counter attacks with Thunder, Thundara or Thundaga. Spell power depends on character level.
Speak no Evil Silence Attack that is stronger against Demon and Undead enemies.
Nightmare Sleep Confuses enemies or causes them to flee.
Chocobo Dance Confuse Summon chocobos to attack enemies. Wind elemental damage randomly attacking enemies 2-6 times.
Third Eye Darkness Increases evasion. Automatically used.
Goliath Hunter Mini Attack with a chance of instant kill.
Venom Blob Poison Casts Bio on one enemy.
Erosion Sap Randomly casts Sandstorm or Tsunami.
Heavy Weight Petrification (incomplete) Increases Strength. Automatically used.
Gorgoyle Petrification (complete) Transforms the character into a raged Gorgoyle. The Gorgoyle acts on its own, and uses physical attacks and black magic.
Cursed Kiss Frog Same effect as Bad Breath, but targets only one enemy.
Brain Eater Zombie Attack that damages enemy's HP and MP, recovers the Masochist's HP and MP and has a chance of dealing Zombie on the target. Zombie'd enemies are immune to Brain Eater.
Death Lag Slow The character continues to fight for a set time even after HP reaches 0. Automatically used.
Hammer Time Stop Countinuously casts Magic Hammer on every enemy.
No Tomorrow Doom Automatically used when afflicted with Doom. The Masochist has an increase in every status as the countdown reaches zero.

Note: spells that remove control of the character (confuse, sleep, berserk, charm, stop) are used automatically. Sleep and Stop, despite freezing the ATB, will be continuously activated based on regular ATB time. Paralysis is the only exception, as Giga Volt is only activated when an enemy attacks the character.

Made ByEdit

--Cid of the Lufaine 17:55, December 24, 2009 (UTC)

SeeDEdit

"Skillfull mercenaries trained to wield the Gunblade"

AbilitiesEdit

  • Job Command - Draw, Stock.
  • Innate Abilities - Junction.
  • Equipment - Gunblades.

As an alternative to traditional equipment, the SeeD can also equip spells. The spells to be equiped are acquired with the Draw command, and can be placed in any equipment slot save for the weapon slot. Each spell increases a different status. Spells placed on the shield slot allows for status inflicting/elemental attacks, whilst spells placed on the accessory slot gives status/elemental resistance. Spells placed on armor/helmet slots may increase any of the character's status, depends entirely of the spell. The most of the equiped spell is stocked, the more powerful the bonus. As many as 99 spells can be stocked.

The Gunblades allow the character to attack from the backrow without decreasing damage, but in the back row the bonuses granted on the weapon by the spell won't work.


Level 1 ability
Name Draw
AP Required 50
Type Command
Description Draws magical power from foes.
Information The SeeD draws magic from an enemy, and can choose to either cast or stock it.
Level 2 ability
Name Junction
AP Required 150
Type Passive
Description Uses magic to increase power.
Information Allows the character to equip magic instead of gear.
Level 3 ability
Name Stock
AP Required 100
Type Command
Description Casts the stocked magic.
Information Allows the SeeD to use the stocked spells in battle.

Made ByEdit

--Cid of the Lufaine 18:26, December 24, 2009 (UTC)

Tetra MasterEdit

"Collects monsters in the form of cards"

AbilitiesEdit

  • Job Command - Card, Discard
  • Equipment - Cards

The Tetra Master employs cards as weapons. Each card carries a special property based on the enemy it was transformed from. Cards, which work as long range weapon, can be dual wield. The power of the equiped card as a weapon is not affected by the ammount of that same card that has been acquired.


Level 1 ability
Name Card
AP Required 10
Type Command
Description Turns enemies into cards.
Information The enemy must be near death to be transformed into a card. This is the only way to acquire cards from battles.
Level 2 ability
Name Discard
AP Required 100
Type Command
Description Throws card away for special attack.
Information Uses the special attack of the card's monster. The power of this attack depends on the character level, not on the monster's power.

Made ByEdit

--Cid of the Lufaine 18:44, December 24, 2009 (UTC)

CommentsEdit

Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 19:09, December 24, 2009 (UTC)
Great job and great jobs too ! I expect you to do more of them...

Thanks. These are some Jobs I had thought up a while ago, and I decided I would share the ideas on this page. There are a bunch of them left, they are: Weaponsmaster (based on FF2 and Gilgamesh), Doom Knight (based on the Grim Reaper), Eidolon Knight (an alternative to summoner), Blitzballer (based on FFX), Judge (based on FFTA/FFXII), Tanker and Logomancer.--Cid of the Lufaine 19:13, December 24, 2009 (UTC)

CookEdit

"Never satisfied, will eat every monster in search of the perfect dish"

AbilitiesEdit

  • Job Abilities - Cook, Eat, Breath
  • Innate Abilities - Hunger
  • Equipment - Forks


Level 1 ability
Name Cook
AP Required 50
Type Command
Description Prepares delicious dishes.
Information Mixes up food ingredients acquired from enemies/shops to create foods that deal positive effects, increase status and heal allies' HP or MP. Each character can eat only one meal pear encounter, but some benefits of the meals last for the entire battle.
Level 2 ability
Name Eat
AP Required 100
Type Command
Description Devour enemies.
Information Eats weakened enemies, healing HP and may randomly gain a minor permanent status increase, depending on the enemy eaten.
Level 3 ability
Name Breath
AP Required 100
Type Command
Description Barfs out recently eaten enemies.
Information The cook will use a breath attack, that affects every enemy on screen, based on the enemy that was recently eaten. The breath attack will change according to enemy class (beast, undead, human, dragon), not according to specific enemies.
Level 4 ability
Name Hunger
AP Required 200
Type Passive
Description Accelerates metabolism.
Information This passive ability allows the Cook to eat more than one cooked meal in the same battle, with the potential of increasing every status to the max during a battle.

Made ByEdit

--Cid of the Lufaine 19:10, December 24, 2009 (UTC)

Eidolon KnightEdit

"Summoners that have learned to incorporate the power of Eidolons"

AbilitiesEdit

  • Job Abilities - Avatar
  • Equipment - None

The Eidolon Knights don't summon Eidolons for attacks, instead they transform Eidolons in their weapons and armors. Each incorporated Eidolon changes the characters skills, status, weapon&armor type as well as appearance. For an instance, incorporating Titan the character becomes a sort of a Monk type character, attacking barehanded, with high defense and earth elemental attacks/absorption. Incorporating Leviathan, the character becomes a sort of Dragoon, equiping a lance, with high speed and strength, and with water elemental attacks/absorption.

The Eidolon Knight is never without an Eidolon equiped.

Level 1 ability
Name Avatar
AP Required 15
Type Command
Description Incorporates magical beasts for aid.
Information Lets the character incorporate Chocobo, Sylph, and Remora.
Level 2 ability
Name Avatar
AP Required 30
Type Command
Description Incorporates magical beasts for aid.
Information Lets the character incorporate Shiva, Ramuh, and Ifrit.
Level 3 ability
Name Avatar
AP Required 45
Type Command
Description Incorporates magical beasts for aid.
Information Lets the character incorporate Titan, Golem, and Catoblepas.
Level 4 ability
Name Avatar
AP Required 60
Type Command
Description Incorporates magical beasts for aid.
Information Lets the character incorporate Carbuncle, Syldra, and Odin.
Level 5 ability
Name Avatar
AP Required 100
Type Command
Description Incorporates magical beasts for aid.
Information Lets the character incorporate Phoenix, Leviathan, and Bahamut.

Made ByEdit

--Cid of the Lufaine 19:30, December 24, 2009 (UTC)

Grim ReaperEdit

"Agents of Death, they must feed on souls to remain alive"

AbilitiesEdit

  • Job Abilities - Leach, Grim Laughter
  • Innate Abilities - Death Touch
  • Equipment - Scythes

This job turns a character into the personification of the Grim Reaper. The Grim Reaper is immune to every attack in the game. However, they constantly have the Doom status on. The Doom countdown is the only thing that can kill the Grim Reaper. The only way to keep the Countdown from reaching zero is by using Leach on enemies, which gives the Grim Reaper a few extra seconds. Regardless of how many enemies are Leached, the countdown will never go higher than 30 seconds.

When the character equips the Grim Reaper Job, the character's HP descends to 0, but he/she remains alive (the only thing that causes death is the countdown). But when the character switches back to another Job, the character will be dead.

Level 1 ability
Name Leach
AP Required 0
Type Command
Description Sucks life force from enemies.
Information Does not deal any damage, simply adds a few seconds to the countdown. The closer to 100% the enemy's HP is, the more seconds will be added. Can only be used once in each target.
Level 2 ability
Name Death Touch
AP Required 20
Type Command
Description Kills those who come into contact.
Information Adds the chance of instantly killing enemies that the character attacks or that attack the character.
Level 3 ability
Name Grim Laughter
AP Required 200
Type Command
Description Maniac laughter of death.
Information Attack with a good chance of instantly killing every enemy. Usage removes 10 seconds from the countdown.

Made ByEdit

--Cid of the Lufaine 20:24, December 24, 2009 (UTC)

MonolithEdit

"These living mountains exist for the sole purpose of helping the weaker"

AbilitiesEdit

  • Job Command - Cleanse, Transfusion, Lifeline, Super Nova
  • Innate Abilities - Life Fountain
  • Equipment - Shields

The key aspect of this job is that it does not have a max HP. That is, the monolith's HP will increase as long as the character receives curative spells/items. The HP can even go well beyond 9999. However, the Monolith is unable to equip any weapons, so this Job cannot use attacks. The Monolith's MP is not like the HP. It has a limit like any other job, and is very short, crippling the Monolith as a spellcaster.

Full Cure, X-Potions and Elixirs heal the Monolith for 9999 HP. If killed, when revived the Monolith will always have just 1 HP, even if Arise is used.


Level 1 ability
Name Cleanse
AP Required 30
Type Command
Description Absorbs the illness from allies.
Information It removes negative status from allies and places them on the Monolith.
Level 2 ability
Name Transfusion
AP Required 50
Type Command
Description Shares the health.
Information Gives away HP from the monolith to allies. The player selects how much HP is given.
Level 3 ability
Name Lifeline
AP Required 100
Type Command
Description Helps relieve the burden of pain.
Information The Monolith absorbs 50% of the damage taken by the ally. Can be used on multiple allies.
Level 4 ability
Name Life Fountain
AP Required 300
Type Passive
Description Absorbs the life that flows from the earth.
Information Activates Auto-Regen on the character.
Level 5 ability
Name Super Nova
AP Required 999
Type Command
Description Go out like a star.
Information Sacrifices the character, dealing damage equal to the Monolith's HP*.25.

Made ByEdit

--Cid of the Lufaine 20:59, December 24, 2009 (UTC)

CommentsEdit

I'm afraid this class is a bit too overpowered. What you guys think? --Cid of the Lufaine 20:59, December 24, 2009 (UTC)

Meh, it's okay. I'm kinda neutral about it. I'm quite impressed by your work. Where do you come up with these ideas, Cid? VoidCommanderExdeath 21:03, December 24, 2009 (UTC)

Man, bus rides. I just like thinking about video games when commuting. BTW I'm also planning to do a game, check out my user page. I just gotta learn how to program first... figures that should be easy? right? no? Oh well.

Anyways, The thing about the Monolith is that it can potentially make the entire party immortal and instantkill any boss, given player investment. Combining Monolith with Warrior (which has cover) and casting reflect on everyone would make the party nigh immortal, as the Monolith would soak up much of the damage. All that the player would have to do would be spend a few hours casting Full Cure on the monolith to boost the HP up to hundreds of thousands.

Super Nova could deal insane damage, way above 9999, in one strike, which would also make the Monolith insanely powerful. But it is all a matter of the player taking his/her time to boost the monolith's HP.--Cid of the Lufaine 21:09, December 24, 2009 (UTC)


Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 23:53, December 24, 2009 (UTC)
Full Cure + Super Nova = epic win. Or Elixir... You should say that Super Nova doesn't work on enemies immune to Instant Death - or rather, here, Instant Pwnage.

why not make it Current HP*.25? You can still use it to deal massive damage, but it at least makes it a little harder to do. And you might want to make it so that the Monolith is removed from battle and cannot be revived after using Supernova, to avoid people just using Arise and nuking the enemy six ways to Sunday. Exdeath64 08:09, January 22, 2010 (UTC)


Good idea Exdeath64.--Cid of the Lufaine 12:16, April 18, 2010 (UTC)

BlitzballerEdit

"High performance athletes from a lost land"

AbilitiesEdit

  • Job Command - Tackle, Slots
  • Innate Abilities - Ricochet, Elite Defence
  • Equipment - Blitzball
Level 1 ability
Name Tackle
AP Required 30
Type Command
Description Rush opponents away from the goal.
Information Physical attack that has a chance of preventing the target from acting. It is the only blitzballer technique that isn't long ranged and doesn't use a blitzball.
Level 2 ability
Name Ricochet
AP Required 80
Type Passive
Description A well aimed shot that will bounce around.
Information Regular attacks will bounce off of the primary target, dealing 50% of the original damage to a second enemy and 25% of the original damage to a third enemy.
Level 3 ability
Name Slots
AP Required 150
Type Command
Description Imbues the blitzball with elemental power.
Information Spins four reels with eight magical elements: fire, thunder, ice, water, earth, wind, holy and dark. The selected elements will be imbued onto the blitzball for the rest of the battle or until slots is used again. If the same element is chosen twice, its power on the attack will increase. More than two reels with the same element won't have extra power.
Level 4 ability
Name Elite Defence
AP Required 400
Type Passive
Description Intercept foes with a blitzball to the face.
Information Character will randomly intercept the enemy's physical attack, interrupting the offensive and dealing damage.

Made ByEdit

--Cid of the Lufaine 21:43, December 24, 2009 (UTC)

JudgeEdit

"Law enforcers from a chaotic country"

AbilitiesEdit

  • Job Command - Forbid, Force Ban
  • Innate Abilities - Above the Law
  • Equipment - Swords and Lances

Aside from being powerful warriors for physical combat, the Judge's special skill is banning an specific element/action from battle. The judge may ban, for an instance, the fire element, and so any fire elemental attacks won't be able to be used by neither enemies nor allies.

The ability for the judge to successfully ban something from battle will be based on: the judge's level compared to the enemy's level and luck. The bans are temporary.


Level 1 ability
Name Forbid Attack
AP Required 30
Type Command
Description Red card on physical attackers.
Information Prevents character and enemies on battle from using physical attacks for a set time.
Level 2 ability
Name Forbid Chaos
AP Required 80
Type Command
Description Red card on chaotic elementals.
Information Fire, Thunder, Wind and Dark elementals will be unusable for a set period of time.
Level 3 ability
Name Forbid Cosmos
AP Required 80
Type Command
Description Red card on cosmos elementals.
Information Ice, Earth, Water and Holy elementals will be unusable for a set period of time.
Level 4 ability
Name Forbid Magic
AP Required 150
Type Command
Description Red Card on spellcasters.
Information Prevents character and enemies from using magical attacks for a set time.
Level 5 ability
Name Forbid Specialty
AP Required 200
Type Command
Description Red card on special action.
Information Any action that isn't physical attack or spellcasting will be forbidden for a set time.
Level 6 ability
Name Above the Law
AP Required 200
Type Passive
Description Stands above all to deliver justice.
Information The character won't be affected by any ban.
Level 7 ability
Name Force Ban
AP Required 400
Type Command
Description Arbitrary law is layed upon.
Information Spends entire MP to use one of the Forbid actions with 100% success rate and for a prolonged time. Each Forbid action can only be used once per battle as a Force Ban, must have full MP.

Made ByEdit

--Cid of the Lufaine 22:06, December 24, 2009 (UTC)

LogomancerEdit

"Sages who have discovered the true power of words"

AbilitiesEdit

  • Job Comand - Conjure, Write, Rename
  • Equipment - Tomes

The Logomancer uses the name of enemies and characters to call upon spells. For an instance, they can use the letter B on the enemy's name to call upon a random attack starting with the letter B (Bad Breath, Bio, Bahamut, Blaster), or select several letters to write down some specific command (Flare, Grand Cross). However, each letter can only be used once.

Level 1 ability
Name Conjure
AP Required 50
Type Command
Description Uses a letter to call upon the power of words.
Information Allows to use letters from an enemy's name to call a random action.
Level 2 ability
Name Conjure
AP Required 100
Type Command
Description Uses a letter to call upon the power of words.
Information Allows to use letters from an ally's name to call a random action.
Level 3 ability
Name Write
AP Required 200
Type Command
Description Write down your action.
Information Uses letters from an enemy's name to write down a specific action.
Level 4 ability
Name Write
AP Required 400
Type Command
Description Write down your action.
Information Uses letters from an ally's name to write down a specific action..
Level 5 ability
Name Rename
AP Required 999
Type Command
Description Rename ally or enemy.
Information Changes the name of any ally or foe once per battle.

Made ByEdit

--Cid of the Lufaine 23:04, December 24, 2009 (UTC)

CommentsEdit

Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 23:53, December 24, 2009 (UTC)
*Tries to keep his serious* Look at the description of "Write" : "Intercept foes with a blitzball to the face." Anyway, that's great.

Oh thanks for the heads up.--Cid of the Lufaine 03:01, December 25, 2009 (UTC)


TrapperEdit

"Furtive hunters that are constantly planning ahead"

AbilitiesEdit

  • Job Abilities - Trigger Trap, Time Trap
  • Equipment - Knives, Bows

The trapper doesn't have any kind of action that has immediate effect. That is, every trapper action will have an effect a few turns in the future or when an enemy/ally activates the trap. There are to types of traps, the Time Traps and the Trigger Traps.

Time Traps come into effect after a set time and are more effective as defensive actions. Trigger Traps are activate with actions from allies and foes, and are good for counter attacks. A trigger trap placed on a foe will be activated whenever that enemy acts, a trigger trap placed on an ally will be activated whenever an action is performed against that character.

Most traps disappear after being activated, but some traps might be activated multiple times before disappearing.

Level 1 ability
Name Trigger Trap
AP Required 30
Type Command
Description It's a trap!
Information Allows the character to use mechanical traps.
Level 2 ability
Name Trigger Trap
AP Required 80
Type Command
Description It's a trap!
Information Allows the character to use healing traps.
Level 3 ability
Name Time Trap
AP Required 150
Type Command
Description Place it and watch it go.
Information Lets the character use trigger traps as time traps.
Level 4 ability
Name Trigger Trap
AP Required 200
Type Command
Description It's a trap!
Information Lets the character use explosive traps.

TrapsEdit

Traps are found/purchased in the world map and during battles.

Trap Type Effect
Beartrap Mechanical Paralyses and damages the enemy for a few turns.
Man Hole Mechanical May remove enemies from combat. Works only against small to medium sized non-flying enemies.
Poison Darts Mechanical Shoots darts at enemies, dealing damage and causing poison. Can be activated three times.
Potion Needle Healing Heals ally that is attacked. Can be activated three times.
Caged Angel Healing Casts Life on ally that is attacked
Smoke Bomb Explosive Sets off a smoke veil that lowers the accuracy of every enemy
Dynamite Explosive Deals fire damage to every enemy

Made ByEdit

--Cid of the Lufaine 12:15, December 25, 2009 (UTC)

WeaponsmasterEdit

"Will handle any weapon with unrivaled skill"

AbilitiesEdit

  • Job Abilities - Weaponskill, Weaponsoul
  • Innate Abilities - Tetra Limb
  • Equipment - Any weapon

The weaponmaster job can equip four different weapons at once. When the Tetra Limb ability is available, the Weaponsmaster is able to equip weapons in the armor and helmet slots, and thus attack four times.

Level 1 ability
Name Weaponskill
AP Required 50
Type Command
Description Beautiful and skilled attack.
Information Uses a special skill based on the type of the equiped weapons.
Level 2 ability
Name Weaponsoul
AP Required 100
Type Command
Description Draws the hidden power within every weapon.
Information Casts spells from different weapons.
Level 3 ability
Name Tetra Limb
AP Required 500
Type Passive
Description Fight like Gilgamesh
Information Allows the character to strike four times with equiped weapons.

WeaponskillsEdit

Weaponskills are attacks based on weapon type. Each weapon type, regardless of the specific equiped weapon, will unleash a unique attack.

Skill Weapon Effect
Barbarian Axes and Hammers Attack that reduces target's defense, agility and strength.
Big Bang Bells Sends out a shockwave that silences everyone on battle for a few turns.
Satellite Boomerangs Makes the boomerang orbit around the enemy. The boomerang by itself will attack the enemy for the rest of the battle. However, the character won't be able to use the boomerang anymore.
Diana's Arrow Bows Attack that is extra strong against beast enemies.
String Quartet Harps Plays a random Bard song. Multiple equiped harps will result in multiple songs with stacked effects.
Dark Blade Katanas Damages every enemy with dark elemental attack but reduce caster's HP (Souleater).
Thief Strike Knives Performs Mug on chosen target.
Runic Rod Rods When activated, will absorb the next magical attack and turn it into MP.
Highwind Spears Uses Jump.
Minor Gospel Staves Heals and removes status ailments from one ally.
Swordsmaster Swords Randomly uses Excaliber (Heavy damage against one enemy), Excalipoor (1 point of damage to one enemy), Masamune (Strong damage against all enemies), Zantetsuken (chance for instant death against all enemies).
Tamer Whips Charms one enemy.
Black Belt Bare Handed Special attack that increases in power and hits as the Weaponmaster has less equiped weapons.

Made ByEdit

--Cid of the Lufaine 13:15, December 25, 2009 (UTC)

You forgot bare hands. Exdeath64 23:33, January 19, 2010 (UTC)

Void MageEdit

"Dark wizards who tap into the all-consuming power of the Void"

AbilitiesEdit

  • Job Command - Void Magic
  • Innate Abilities - Tentacles
  • Equipment - Swords and staves

The Void Mage is intended to be an overpowered mage, at the same time having good defence and attack. However, whenever Void Magic is used, the character may be consumed by the void. So the Void Mage has the chance of being inflicted with confuse, a smaller chance of instantly dying and an even smaller chance of being warped out of battle.


Level 1 ability
Name Void Magic
AP Required 50
Type Command
Description Draw from the power of nothingness.
Information Lets any job cast Neutron Ring, Reverse Polarity and Warp.
Level 2 ability
Name Void Magic
AP Required 100
Type Command
Description Draw from the power of nothingness.
Information Lets any job cast Maelstrom, Vacuum Wave and Earthshaker.
Level 3 ability
Name Void Magic
AP Required 150
Type Command
Description Draw from the power of nothingness.
Information Lets any job cast Particle Beam, Almagest and Lightning.
Level 4 ability
Name Void Magic
AP Required 250
Type Command
Description Draw from the power of nothingness.
Information Lets any job cast Grand Cross.
Level 5 ability
Name Tentalces
AP Required 400
Type Passive
Description Summon tentacles from darkness.
Information Lets the Void Mage have two tentacles which attack enemies and cast spells whenever the character acts.

Void MagicEdit

Ability Effect
Neutron Ring Non-elemental damage to one enemy. Inflicts Paralisys.
Reverse Polarity Reverse the row of allies in battle.
Warp Sends target(s) to another dimension.
Maelstrom Reduces target's HP to 1. Hit all enemies.
Vacuum Wave Damages one enemy and deals Sap. Works on Sap immune enemies.
Earthshaker Earth damage to all enemies with chance of instant death. Ineffective against flying enemies.
Particle Beam Heavy non-elemental damage to one enemy.
Almagest Envelopes an ally with holy energy. The target receives regen and when attacked, counter attacks with damage equals to the difference between current and max HP.
Lightning Lightning damage to all enemies.
Grand Cross Massive non-elemental damage to all enemies, inflicts every negative status.

Made ByEdit

--Cid of the Lufaine 13:05, December 26, 2009 (UTC)

Cactuar KnightEdit

"Fast, reliable and above all: annoying"

AbilitiesEdit

  • Job Command - Bury, Needles.
  • Innate Abilities - Cactuar Dance, Spiky.
  • Equipment - One-handed Swords, Shields, Light Armor.

The Cactuar Knight is a translation of the Cactuar enemy into a playable character. They have extremely high evasion and superior speed, but lower defense and HP. They are hard to hit, but can't take much punishment.

Level 1 ability
Name Bury
AP Required 10
Type Command
Description Hide like a Cactuar.
Information When buried, the character can't act nor be attacked.
Level 2 ability
Name Needles
AP Required 50
Type Command
Description Attack like a Cactuar.
Information Attack power varies with character level. The needles has 100% hit rate against any target and always deals the same damage.
Level 3 ability
Name Spiky
AP Required 80
Type Passive
Description Be like a Cactuar.
Information Enemies that use physical attacks against the character will be hit for 75% of the damage of Needles.
Level 4 ability
Name Cactuar Dance
AP Required 150
Type Passive
Description Dance like a Cactuar.
Information When hit by physical attacks automatically casts Haste and Blink on self.

Made ByEdit

--Cid of the Lufaine 13:24, April 18, 2010 (UTC)

Doom KnifeEdit

"Patient and deadly warriors, thy deliver Karmic justice."

AbilitiesEdit

  • Job Command - Chef's Knife, Karma, Anti-Karma.
  • Innate Abilities - Guiding Lantern.
  • Equipment - Knives and robes.

The Doom Knife is a class based on the Tonberry enemy. Like a Tonberry, they are slow but resiliant, with high HP and defense, despite using light armor.

Level 1 ability
Name Guiding Light.
AP Required 20
Type Passive
Description Let the Tonbery lantern show you the way.
Information It indicates the paths leading to precious treasures in dungeons.
Level 2 ability
Name Chef's Knife
AP Required 80
Type Command
Description Take one step closer to deliver a deadly blow.
Information After closing in the enemy three times, attack for instant K.O. or heavy damage.
Level 3 ability
Name Karma
AP Required 200
Type Command
Description Balance the scale of justice.
Information Damage dealt to a single enemy equals the total number of ally K.O. times the number of times allies were K.O.'d in the current battle.
Level 4 ability
Name Anti-Karma
AP Required 500
Type Command
Description Unfair attack that throws the universe off balance.
Information Damage dealt to a single enemy is equal to the number of enemies the player has killed in the game x 10.

Note: Each use of the Chef's Knife ability will make the character approach the enemy group. The character will act normally during this approach, and on the third and final step the Chef's Knife ability will attack instead of closing in. The character can only return to the original position after being killed. The closer to the enemy party, the more damage the Doom Knight will take from physical attacks.

Both Karma and Anti-Karma break the damage limit but are usable only once per battle. However, they can be randomly activated multiple times as a counter attack after the Doom Knife uses Chef's Knife. The closer to the enemy the higher the chance of activating Karma or Anti-Karma.


Made ByEdit

--Cid of the Lufaine 00:24, April 27, 2010 (UTC)

FiendsterEdit

"Evoke the power of forbidden demons"

AbilitiesEdit

  • Job Command - Evoke.
  • Equipment - Rods and robes.

The Fiendster is a kind of a summoner that can summon the Fiends from Final Fantasy I and Final Fantasy IV. The summon is based on their elemental, rather than on the Fiend itself. So a Fire elemental evoking will randomly cast either Rubicante or Marilith.


Level 1 ability
Name Rotten Evocation.
AP Required 50
Type Command
Description Evokes the fiends of Earth.
Information Summons either Lich or Scarmiglione.
Level 2 ability
Name Flame Evocation
AP Required 50
Type Command
Description Evokes the fiends of Fire.
Information Summons either Marilith or Rubicante.
Level 3 ability
Name Water Evocation
AP Required 50
Type Command
Description Evokes the fiends of Water.
Information Summons either Kraken or Cagnazzo.
Level 4 ability
Name Storm Evocation
AP Required 50
Type Command
Description Evokes the fiends of Wind.
Information Summons either Tiamat or Barbariccia.
Level 5 ability
Name Chaos Evocation
AP Required 500
Type Command
Description Evokes the power of all fiends.
Information Summons Geryon.

EvokeEdit

Fiend Type Skill Effect
Lich Earth Earthquake Casts Earthquake mixed with Lvl.X Death, X being a random value from 3 to 5.
Scarmiglione Earth Curse Curses the enemies, reducing their stats by 20%.
Marilith Fire Raining Swords Randomly attack enemy targets 4-8 times in a row.
Rubicante Fire Hell Cloak Allied team will absorb any elemental attack for a few turns.
Kraken Water Ink Temporarily blinds all targets regardless of immunity and resistance.
Cagnazzo Water Tsunami Blasts every enemy with a water based attack.
Tiamat Wind Twister Deals damage to one target's HP and MP
Barbariccia Wind Cyclone shield Casts a variation of blink on the entire party. The spell wears off with time rather than enemy attacks.
Geryon Chaos None Randomly uses any of the Fiend's actions twice in a row.

Made ByEdit

--Cid of the Lufaine 02:38, April 27, 2010 (UTC)

SorceressEdit

"Inherits primordial magical powers"

AbilitiesEdit

  • Job Command - Barrier Shift/Angel Wing, Astral Punch/Energy Bomber/Apocalypse, Time Loop/Absorb/Time Compression
  • Equipment - Bows, Rods, Staves and robes.

The Sorceress class works on different states, each state with a skill set. The Barrier Shift allows the Sorceress to switch to different states. State switching and using the skills of each state require specific criterias to be met by the Sorceress. Each phase corresponds to different Sorceress characters from Final Fantasy VIII.

Barrier Shift does not need to be learned and is the standard Sorceress command. Each Barrier Shift will also give the character a random elemental weakness/immunity.

Level 1 ability
Name Third Generation Sorcery.
AP Required 30
Type Command
Description Uses the powers from modern Sorceresses.
Information Lets the character use third generation skills (Astral Punch and Time Loop).
Level 2 ability
Name Second Generation Sorcery
AP Required 150
Type Command
Description Uses the powers from a warring Sorceress.
Information Lets the character use second generation skills (Energy Bomber and Absorb).
Level 3 ability
Name First Generation Sorcery
AP Required 300
Type Command
Description Uses the power from the supreme Sorceress.
Information Lets the character use first generation skills (Apocalypse and Time Compression).
Level 4 ability
Name Angel Wing
AP Required 999
Type Command
Description Ultimate sorcery power.
Information Changes Barrier Shift to Angel Wing. May be used only once per battle.

Sorcery CommandsEdit

There are two types of Sorcery commands, offensive and tactical. Barrier Shift is used to change between command types. For an instance, when Barrier Shift is used, Astral Punch becomes Energy Bomber and Time Loop becomes Absorb. Certain commands require specific conditions to be used. Barrier Shift follows this generation route third->second->first->third.

Command Type State Condition Effect
Astral Punch Offensive Third Generation None Physical damage based on Magic instead of Strength
Time Loop Tactical Third Generation None Restarts the battle. However, every one of the Sorceress' status will be conserved.
Energy Bomber Offensive Second Generation Have at least one character absorbed. Multiple characters absorbed increase the skill's power. Releases a powerful non-elemental attack against one target.
Absorb Tactical Second Generation None Absorbs an ally. Character is removed from battle and the Sorceress gains that character's skills.
Apocalypse Offensive First Generation Four different elemental spells must be cast consecutively before using Apocalypse. Powerful attack that damages every enemy.
Time Compression Tactical First Generation Full MP and critical HP. Stops everyone on the battle except the Sorceress for two turns.
Angel Wing Tactical Third Generation Astral Punch, Energy Bomber and Apocalypse must be used. Character enters a magical berserk mode in which the spells available to the character in the battle will be randomly cast with increased damage and no MP cost.

Notes: Absorbed characters are removed from battle can only be returned if the Sorceress is killed (absorbed characters will be returned dead). If the Sorceress absorbs every ally and dies it is game over.

During Time Compression, Barrier Shift is instantaneous and doesn't count as a turn.

CommentsEdit

The idea for the Sorceress is that if she is used as a stand alone boss killer. However the player must be careful in using them. For an instance, absorbing characters will power Energy Bomber and give new skills, but it'll make it harder for Apocalypse to be triggered, as the player will only have one available character to cast the spells. If the enemy, for an instance, casts Blizzard twice in a row, the conditions for Apocalypse will be ruined and the character will have to start over.

Correct usage would be unlocking the conditions for Angel Wing, absorbing every character, using Time Compression and entering Angel Wing mode.

Made ByEdit

--Cid of the Lufaine 14:47, April 27, 2010 (UTC)

Onion KnightEdit

"Though they seem weak, these strange warriors possess some hidden talent..."

  • Job Command: Onion (working title)
  • Innate Abilities: None
  • Weapons: Knives and Swords
  • Armor: Light Armor, Caps, and Gloves

The Onion's SecretsEdit

Onion Knights are an odd bunch. Originally, they are stat-wise the worst Job Class in the game. They also can only be equipped with passive abilities. No command abilities at all! However, the "onion" ability has a unique function. Whenever you master a Job Class, that Job Class' name will be added to a menu that is open when selecting the Onion ability. When you select that Job Class, a second menu will open, and from there, you can select any Command Ability from that Job. Also, the Onion ability cannot be mastered. The only way to master Onion Knight is to completely fill the "Onion" menu. Effectively, this means that in order to master Onion Knight, all other Job Classes have to be mastered first, with the obvious exception of Berserker.

Made ByEdit

VoidCommanderExdeath 20:39, December 26, 2009 (UTC)

CommentsEdit

ArcanistEdit

"Master of the Dark Arts that distort reality"

AbilitiesEdit

  • Job Command - Arcane Magic
  • Innate Abilities - None
  • Equipment - Knives, Rod
Level 1 ability
Name Arcane Magic (1)
AP Required 10
Type Command
Description Perform arcane magic.
Information Lets any job cast Toxin, Undead and Dark.
Level 2 ability
Name Arcane Magic (2)
AP Required 40
Type Command
Description Perform arcane magic.
Information Lets any job cast Curse, Darkra and Vanish.
Level 3 ability
Name Arcane Magic (3)
AP Required 80
Type Command
Description Perform arcane magic.
Information Lets any job cast Ardor, Darkga and Megalith.

Arcane MagicEdit

Ability Effect Level MP Cost
Toxin Deals minor non-elemental damage and inflicts Sap. 1 6
Undead Inflicts Zombie. Fully cures the undead. 1 8
Dark Deals minor Dark damage. 1 4
Curse Inflicts Countdown. 2 10
Darkra Deals moderate Dark damage. 2 10
Vanish Inflicts Blink on allies, but nullifies Magic Evasion 2 8
Ardor Deals moderate Fire damage, may lower Defense and M.Defense. 3 18
Darkga Deals heavy Dark damage. 3 16
Megalith Deals moderate Earth damage, may inflict Petrify. 3 20

It may sound overpowered, but almost all enemies are immune to those, after all...

Made ByEdit

Xelias-

CommentsEdit

Ah... Arcanists, or Arcane Mages... My favorite job class, with the Paladin and the Dark Knight.

It's okay. Not your best work, but it's not bad at all! VoidCommanderExdeath 05:10, December 28, 2009 (UTC)

I know. Arcanists are supposed to know more spells than that, but other schools of magic get it all... Poison ? Black Magic. Death ? Ditto. Countdown ? Blue Magic. The same for LV5 Death. Shadow Flare ? Dark Arts. Freeze ? Dark Arts again. Arcane Magic was totally destroyed and scattered. Yes for the reunification of Arcane Magic ! Xelias-

Yeah, that does make it a little problematic. Anyways, have you noticed the new FFXI section I made? It's empty right now, but I'm sure that the good people will make some great contributions. VoidCommanderExdeath 19:45, December 28, 2009 (UTC)

BarbarianEdit

"Like the Berserker, but minus the suckage."

AbilitiesEdit

  • Job Command - Rage
  • Innate Abilities - None
  • Equipment - Axes, Swords
Level 1 ability
Name Rage
AP Required 50
Type Command
Description Temporarily enter a state wherein Strength and Speed are doubled, but suffer increased damage and become unable to cast magic.
Information Lets any job use Rage.
Level 2 ability
Name Bestial Reflexes
AP Required 70
Type Innate
Description Prevent back attacks.
Information Back attacks will never occur.
Level 3 ability
Name HP +40%
AP Required 400
Type Command
Description Increases maximum HP by 40%
Information Increases the character's Max HP by 40%.

Made ByEdit

Silver Dragon XXVIII

CommentsEdit

Inspired by the D&D Barbarian class and a question: "What if the Berserker wasn't totally without merit?" Rage is similar to Terra's Morph and can only be used once in a battle. Silver Dragon XXVIII 20:56, January 21, 2010 (UTC)

Hey, not bad! Yeah, Berserker isn't all that good unless you're in an area where you're fighting the same enemy over and over. You gave it a nice little upgrade. VoidCommanderExdeath 21:13, January 21, 2010 (UTC)

It's not even useful then, that's ABP being wasted on the Berserker when it could be going into something awesome, like a Mystic Knight. Silver Dragon XXVIII 22:01, January 21, 2010 (UTC)

Yeah, that IS a good point...unless you want to have another Job Class able to equip axes. VoidCommanderExdeath 16:45, January 22, 2010 (UTC)

MachinistEdit

"Men with fast hands, who build elaborate devices."

AbilitiesEdit

  • Job Command - Tinker, Build
  • Innate Abilities - Inoculation - Grants immunity to poison.
  • Weapons - Bows, Guns, and Daggers


Level 1 ability
Name Tinker
AP Required 50
Type Command
Description Creates an object that casts a status effect on an enemy.
Information Poison Bomb, Blind Gas, Distortion Clock (Slow, Old, or Stop), etc..
Level 2 ability
Name Build
AP Required 80
Type Command
Description Build powerful offensive machines.
Information Builds an elaborate device that only one can be built per battle, and will be reused for the rest of the fight. The created device is random.

Build skillsEdit

Ability Percent Effect
Auto-Crossbow 35 Deals physical damage to all opponents.
Chainsaw 10 There is a 75% chance that it will deal unblockable physical damage ignoring defense to one opponent with 252 Battle Power. There is a 25% chance that it will cause instant death to one opponent which will not revive the undead.
Homing Beacon 2 Summons Ark. Uses the Eternal Darkness ability that inflicts massive non-elemental damage.
Shishkebab 13 Deals massive, unblockable, physical, fire-elemental damage to a single enemy.
Mechano-Suit 20 Turns the character into a robot, increasing its Attack and Defense but causing him only to attack.
Large Bomb 20 Deals average fire-elemental damage to all enemies.

Made ByEdit

Caellach

CommentsEdit

Fix'd. Feel free to expend your job with an in-detail description of the abilities. Xelias-

Thankies. I'm a bit new to the Wiki, so I don't know how to do everything just yet. Caellach

Well, well, I'll help. See, you can put "tabs" to detail your spells... just like that. Xelias-

Thanks a bunch! ~Cael

Final Fantasy X-2Edit

War MagusEdit

An offensive magic-user who is more powerful than a Black Mage.

War Magic

Name Description AP to learn MP to cast Required
Blind Severely reduces Accuracy of one target to 30%. n/a 8 Already learned
Silence Prevents one target from casting any spells. n/a 8 Already learned
Drain Absorbs 800 HP from one target. 20 8 Already learned
Drainra Absorbs 2400 HP from one target. 40 16 Drain
Drainga Absorbs 4000 HP from one target. 60 24 Drainra
Osmose Absorbs 80 MP from one target. 30 0 Drain
Osmoga Absorbs 320 MP from one target. 60 0 Osmose
Sleep Puts one target to sleep. 20 8 Default
Hastega Speeds up actions of all party members. 80 32 Default
Flare A blast explodes near one target, dealing heavy non-elemental damage. 60 54 Drainga
Holy Several balls of light encircle one target, shooting small rays for heavy holy-elemental damage. 100 85 Hastega
Ultima A sphere of energy engulfs all enemies for extreme non-elemental damage. 120 90 Flare
Auto-Life Automatically revives a KO'ed ally with 25% of max HP (Added to the Attack menu). 160 99 Default
Half MP Cost Reduces MP cost of spells by half. 60 n/a Default
Silenceproof Grants permanate immunity to Silence status. 40 n/a Default
SOS Spellspring Reduces MP cost to 0 if HP is low. 40 n/a Silenceproof

Made ByEdit

--Cluna 06 01:06, December 20, 2009 (UTC)

CommentsEdit

That's pretty good. But maybe a little overpowered. This Dressphere would kill most of the enemies in the game. But I saw you have created more than one dressphere. You should post more of them. Xelias-

Wind ChaserEdit

A spear-wielder who uses the power of the wind.

Aerial Play

Name Description AP to learn MP to cast Required
Attack Deal damage to one enemy. n/a n/a Already learned
Jump Leaps in the air for one round before dealing moderate damage to one enemy. n/a n/a Already learned
Aero Deals wind magic damage to one or all enemies. n/a 10 Already learned
Aerora Deals greater wind magic damage to one or all enemies. 40 30 Default
Aeroga Deals massive wind magic damage to one or all enemies. 80 50 Aerora
White Wind Consumes user's HP to split it among allies equally. 30 18 Default
Lancet Absorbs HP and MP from all enemies and split them equally among allies. 50 36 White Wind
NulWind Protects all allies from wind-elemental attacks for one round. 20 12 Default
Aqua Rake Deals heavy wind damage with the power of water. 70 40 Aerora
1000 Darts Deals 1000 damage to all enemies using darts. 50 24 Default
Meltdown Deals massive wind-fire damage that reduces Defense and Magic Defense to 0. 90 60 Aeroga
Tornado Deals tremendous wind damage on one enemy. 100 74 Aeroga
Auto-Float The user is immediately inflicted with Float status n/a n/a Already learned
Evade & Counter Evades attacks then counter-attacks. 40 n/a Auto-Float
Wind-Eater Wind-elemental attacks heal the user 40 n/a Auto-Float
High Jump Allows the user to be in the air for three rounds instead of one when performing Jump 80 n/a Default

Made ByEdit

--Cluna 06 07:00, December 20, 2009 (UTC)

CommentsEdit

Fangfaceshot
Xepscern - It's Morphin Time!!
TALK - 05:15, December 26, 2009 (UTC)
I have some suggestions for the lines they say when they turn into the jobs:

Yuna: Let our spears bring our foes to their death!

Rikku: Turbo-powered (Cluna knows the joke)

Paine: Wind isn't the only thing I chase.....

What do you think?

Holy MageEdit

A mage who attacks with the power of the Holy element.

Flash Magic

Name Description AP to learn MP to cast Required
Flash Deal damage to one enemy, ignoring Defense and sometimes inflicting Blind. n/a n/a Already learned
Silent Light A holy magic attack that inflicts Silence on one enemy. n/a 8 Already learned
Night Light A holy magic attack that inflicts Sleep on one enemy. 20 8 Default
Charming Light A holy magic attack that inflicts Confuse on one enemy. 20 12 Night Light
Stop Light A holy magic attack that inflicts Stop on one enemy. 20 12 Night Light
Dia A magical holy attack that ingnores enemy Defense and Magic Defense. 40 24 Default
NulAll Makes all allies immune to all attacks for three rounds. 60 40 Dia
Syphon Light Drains 400 MP from one enemy. 60 4 Charming Light
Barrier Light Casts Shell and Protect on all allies. 40 20 Default
Holy Combo Shoots a ball of light at each target, dealing minimal damage each. 60 40 Stop Light
Holy Renewal Summons a holy light that restores full HP and MP to all allies. 80 60 Holy Combo
Holy Eater Holy-elemental attacks heal the user. 30 n/a Default
SOS Reflect Bestows Reflect on the user when HP is low. 20 n/a Default
Gravityproof Gravity-elemental attacks have no affect on the user. 40 n/a SOS Reflect
SOS Holy Chemist Holy-elemental items gain more effect when the user's MP is out. 60 n/a Gravityproof
SOS NulDeath Immunity to Instant Death attacks when HP is low. 40 n/a SOS Reflect

Made ByEdit

--Cluna 06 07:00, December 20, 2009 (UTC)

CommentsEdit

Buster BasherEdit

A heavy fighter who uses brute strength with a giant axe-sword.

Soldier Arts

Name Description AP to learn MP to cast Required
Attack Deal physical damage to one target. n/a n/a Already learned
Tri-Fire Shoots three balls of fire at random enemies (Added to the Attack menu). 30 n/a Default
Double Cut A massive two-hit combo on one target. 30 10 Already learned
Sonic Break A massive three-hit combo on one target. 50 30 Default
Cross-Slash A massive five-hit combo on one target. 90 70 Sonic Break
Assault Twister Spins around, hitting two targets at once. 30 14 Default
Sky Grinder Jumps up to stay in midair for one round before delivering a powerful blow on one target. 40 18 Assault Twister
Climhazzard Charges forward, jumps, and slams down on one target for moderate damage. 30 14 Default
Blade Beam Swings blade to release energy at all targets. 30 20 Climhazzard
Rising Fang Jumps and circles to slam down one target for heavier damage. 50 20 Climhazzard
Braver Dashes forward foe for a quick stab before jumping up to slam down one foe for massive damage. 70 36 Rising Fang
Meteor Strike Propells one target upward before slamming it down to the ground for massive damage. 80 44 Braver
Howling Fang Slashes one target five times, then leaps above it and dives down for a final strike. 60 40 Sky Grinder
Finishing Touch Jumps in the air and spins around one target to strike multiple times. 80 50 Climhazzard
Omnislash Bombards random targets with fourteen sword slashes leading up to a stronger fifteenth slash (Added to the Attack menu). 100 n/a Default
SOS NulBlaze Immunity to all fire-elemental attacks if HP is low. 30 n/a Tri-Fire

Made ByEdit

--Cluna 06 07:05, December 20, 2009 (UTC)

CommentsEdit

I see you where you got the name from. Clouds fighting style in Dissidia -sadbutrue

Spry StrikerEdit

A quick and agile swordsman who specializes in evasive fiends.

Speed Strike

Name Description AP to learn MP to cast Required
Attack Deal physical damage to one target. n/a n/a Already learned
Speed Up Bestows Haste on one party member for the rest of the fight (Added to the Attack menu). 20 n/a Default
Hop Step Slashes with the sword and then kicks one target. 30 10 Already learned
Sonic Thrust Charges through twice and then knocks one target down for the third hit. 30 12 Default
Full Slide Slides through one target three times. 40 16 Sonic Thrust
Sticky Edge A speedy attack that inflicts Slow on one target. 30 12 Default
Venom Bite A speedy attack that inflicts Poison on one target. 30 12 Default
Dart & Weave Spins in midair to strike two times that deal moderate damage each. 50 20 Sonic Thrust
Speed Buster A speedy attack that reduces Accuracy and Evasion of one target to 20%. 40 16 Sticky Edge
Quick Hit A speedy attack with reduced recovery time. 20 6 Default
Stick & Move Throws the sword to strike all targets at once, each dealing minimal damage. 30 10 Default
Energy Rain Jumps on a random target and then sends energy that converges on all targets, causing a small burst. 60 24 Default
Spiral Cut Performs four acrobatic moves before slicing one target for heavy damage. 80 30 Energy Rain
Slice & Dice Dances around striking random opponents with six consecutive slashes. 60 30 Stick & Move
Sphere Shot Throws a Blitzball that unleashes an electrical sphere upon all targets (Added to the Attack menu). 80 n/a Default
SOS Haste Is inflicted with Haste if HP is low. 40 n/a Default

Made ByEdit

--Cluna 06 07:05, December 20, 2009 (UTC)

CommentsEdit

Yes, I'm pretty much Dissidia-inspired...--Cluna 06 07:05, December 20, 2009 (UTC)

That was quick... Xelias-

Green MageEdit

Casts strategical magic to buff allies and debuff foes.

Green MagicEdit

Name Description AP to learn MP to cast Required
Attack Deal physical damage to one target. n/a n/a Already learned
Protect Bestows Protect on one party member. 25 n/a Default
Protectga Bestows Protect on all party members. 60 n/a Protect
Shell Bestows Shell on one party member. 35 n/a Protect
Shellga Bestows Shell on all party members. 70 n/a Shell
Bio Causes Poison effect on target 25 n/a Default
Blind Causes Blind effect on target 30 n/a Bio
Silence Causes Silence effect on target 35 n/a Blind
Sleep Causes Sleep effect on target 40 n/a Silence
Toxin Inflicts non-elemental damage and causes Pleep effect on target 60 n/a Bio
Barrier Bestows Shell and Protect and on user (Added to 'Attack' menu) 35 n/a Shellga
Spellbound Sometimes keeps buffs when dispelled. 50 n/a Default

Made ByEdit

Xelias-

CommentsEdit

None

IonomancerEdit

Casts the power of lightning down on foes.

Lightning Magic

Name Description AP to learn MP to cast Required
Thunder Deals lightning-elemental damage to one or more targets. n/a 8 Already learned
Thundara Deals heavy lightning-elemental damage to one or more targets. 40 16 Default
Thundaga Deals massive lightning-elemental damage to one or more targets. 100 24 Thundara
Tri-Thundaga Deals massive lightning-elemental damage to one or more targets three times. 120 40 Thundaga
Shock Inflicts Paralyze on one target, gradually dealing lightning-elemental damage overtime. 60 18 Default
Choke Inflicts Sap on one target, gradually dealing wind-elemental damage overtime. 60 18 Aero
Aero Deals wind-elemental damage to one or more targets. 20 8 Default
Aera Deals heavy wind-elemental damage to one or more targets. 40 16 Aero
Aeroga Deals massive wind-elemental damage to one or more targets. 100 24 Aera
Electrocute Reapeatedly deal lightning-elemental damage to one target. 60 4 Thundara
Hell Thundara Deals heavy lightning-elemental damage to one or more targets, inflicting Stop, Silence and Darkness. 50 20 Thundara
Thunderfall Deals tremendous lightning-elemental damage to all enemies. 140 50 Thundaga
Razorgale Deals tremendous wind-elemental damage to all enemies. 140 50 Aeroga
SOS Waterproof Immunity to the water element when the user's HP is Critical. 40 n/a Default
SOS Lightning Eater Lightning element heals the user when HP is Critical. 40 n/a SOS Waterproof

Made ByEdit

--Cluna 06 20:21, December 24, 2009 (UTC)

CommentsEdit

PyromancerEdit

Casts the power of fire upon enemies.

Fire Magic

Name Description AP to learn MP to cast Required
Fire Deal fire-elemental damage to one or more targets. n/a 8 Already learned
Fira Deal heavy fire-elemental damage to one or more targets. 40 16 Fire
Firaga Deal massive fire-elemental damage to one or more targets. 100 24 Fira
Meltdown Deal heavy fire-elemental damage while reducing one target's Defense to 0. 80 20 Fire
Comet One meteor crashes down on one target. Sometimes fails... 30 10 Default
Cometeo Several meteors crash down on random targets. Sometimes fails... 60 20 Comet
Hell Fira Deal heavy fire-elemental damage on one or more targets, inflicting Blind, Poison and Berserk. 60 20 Fira
Tri-Fire Deal fire-elemental damage three times on all targets. 40 14 Default
Caltrop Bomb Deals fire-elemental damage on one enemy, with chances of Eject. 40 18 Tri-Fire
Burn Gradually deals fire-elemental damage to one target overtime. 60 24 Tri-Fire
Meteor Strike Throws a giant earth boulder at all enemies, crushing them for very heavy damage. 100 40 Burn
Heat Blow Charges up in attempt to instantly kill all targets. 120 48 Burn
Hot Rod Repeatedly deal fire-elemental damage to one target. 60 28 Tri-Fire
Ardor Deals massive fire-elemental damage to all enemies. 120 60 Firaga
SOS Iceproof Immunity to the ice element if the user's HP is Critical. 40 n/a Default
SOS Fire Eater Fire-elemental attacks heal the user if HP is Critical. 40 n/a SOS Iceproof

Made ByEdit

--Cluna 06 22:36, December 24, 2009 (UTC)

CommentsEdit

I'm in the elemental frenzy!! --Cluna 06 22:36, December 24, 2009 (UTC)

Hey, this gives me an idea! Mind if I make one based off of the Ice element? VoidCommanderExdeath 04:47, December 26, 2009 (UTC)

Bounty HunterEdit

Uses unknown technology from another world.

Chozo Technology

Name Description AP to learn MP to cast Required
Power Beam Deal non-elemental damage to one targets. n/a n/a Already learned
Missile Fires a Missile to deal heavy damage, can kill frozen enemies with one shot. n/a 10 Already learned
Super Missile Fires a Missile to deal massive damage, can kill frozen enemies with one shot. 100 20 Missile
Ice Beam Deal heavy ice-elemental damage to one or more targets. 20 15 Default
Wave Beam Deal heavy lightning-elemental damage to one or more targets. 20 15 Default
Aqua Beam Deal heavy water-elemental damage to one or more targets. 30 25 Ice Beam
Plasma Beam Deal massive fire-elemental damage to one or more targets. 60 30 Aqua Beam
Light Beam Deal massive holy-elemental damage to one or more targets. 60 30 Wave Beam
Dark Beam Deal massive dark-elemental damage to one or more targets. 60 30 Ice Beam
Nova Beam Deal massive non-elemental damage to one or more targets. 100 45 Aqua Beam
Annihilator Beam Deal massive dark and holy-elemental damage to one or more targets. 100 45 Light Beam and Drak Beam
Phazon Beam Deal massive non-elemental damage to one or more targets and may cause sap. 120 50 Annihilator Beam, Nova Beam and Plasma Beam.
Hyper Beam Deal massive non-elemental damage to one or more targets. 150 60 Phazon Beam
Morph Bombs Throw a Blize ball that release bombs to damage one target. 5 2 Default
Morph Power Bombs Throw a Blize ball that release one bomb to do massive damage to all enemies. 120 60 Morph Bombs
Screw Attack Deals massive damage physical to one target. 150 60 Default
Scan Visor Shows enemy data. n/a n/a Already learned

Made ByEdit

 NeoZEROX Dissicon ff6 Ter4 03:06, December 25, 2009 (UTC)

CommentsEdit

Metroid theme job, sorry I've been in a Metroid mood lately  NeoZEROX Dissicon ff6 Ter4 23:17, December 24, 2009 (UTC)

CryomancerEdit

(Still a work in progress, but it's open to everyone.)

Ice Queens who harness the frigid powers of the cold.

Ice Magic: Magic that is used to chill enemies to the core.

Name Description AP to learn MP to cast Required
Blizzard Deal minor ice-elemental damage to one target. n/a 8 Already Learned
Blizzara Deal moderate ice-elemental damage to one target. 40 16 Blizzard
Blizzaga Deal major ice-elemental damage to one target. 100 24 Blizzara
Frost Ice attack that saps target's health over time. 20 12 Default
Snowstorm Deal ice-elemental damage to all targets. 150 30 Blizzaga, Frost
Freeze Deal heavy ice-elemental damage to one target, may inflict Stop. 300 45 Snowstorm, Stop
Slow Decreases opponent's Speed. 25 8 Default
Stop Prevents target from moving altogether. 100 24 Slow
NulFrost Negates next Ice-elemtntal attack. 20 8 Default
Diamand Dust Deal heavy ice-elemental damage to all targets. 300 48 Freeze
Ice Eater Absorb Ice-elemental attacks. n/a n/a Already learned
SOS Flameproof Nulls damage from Fire attacks when in Critical status. 30 n/a Ice Eater
Cool it! Prevents Berserk. n/a n/a Already Learned

Made ByEdit

VoidCommanderExdeath 05:21, December 26, 2009 (UTC)

CommentsEdit

Inspired by Cluna's elemental Dresspheres. It's my first one for X-2, so if you have an idea to add, then by all means feel free to contribute! Just be sure to ask me first, to let me know what you're adding. VoidCommanderExdeath 05:21, December 26, 2009 (UTC)


Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 08:17, December 26, 2009 (UTC)
You should put
  • NulFrost (Negates next Ice attack)
  • Absorb Ice as a passive ability
  • Freeze (Ice damage + Stop)

And I would think that a Cryomancer would have spells to prevent the opponent from moving (Slow, Stop...)

Hey, thanks! I'll get right on it! VoidCommanderExdeath 17:35, December 26, 2009 (UTC)

SoldierEdit

Elite warriors whose skills exceed all limits.

Limit

(Note: Although Limits to not cost any MP, the more powerful ones have longer charge times)

Name Description AP to learn MP to cast Required
Attack Standard physical attack. n/a n/a Already Learned
Braver Leaps boldly at the target. n/a n/a Already Learned
Cross Slash Cuts opponent with three quick slashes. 15 n/a Braver
Blade Beam Long-ranged attack that shoots a shockwave from sword. 30 n/a Cross Slash
Climhazzard Stabs target, then jumps for an upward slash. 60 n/a Blade Beam
Meteorain Long-ranged attack that calls down small meteorites to bombard all targets. 120 n/a Climhazzard
Finishing Touch Sends a tornado to inflict instant death on all enemies. If the enemy is immune to instant death, they take damage instead. 240 n/a Meteorain
Omnislash Deals a total of 14 hits to all enemies. Each individual slash is done to a random target. 480 n/a Finishing Touch
Rush Assault Deals a total of 18 barehanded hits to up to three enemies. 150 n/a Default
Octaslash Deal a total of 8 hits to an enemy. 100 n/a Default
Super Nova Deal fire-elemental magic damage to all enemies. 300 n/a Octaslash
Apocalypse Deals heavy non-elemental magic damage to all enemies. 500 n/a Omnislash, Rush Assault, Super Nova
Lucky Stars Increases Critical Hit rate and reduces the charge time for Limits. 100 n/a Default

MiscellaneousEdit

When in the Soldier dressphere, each of the girls has a rather nostalgic costume and weapon.

  • Yuna wears a standard SOLDIER uniform and carries the Buster Sword.
  • Rikku wears a modified version of Genesis' clothing, and carries the Rapier.
  • Paine wears a modified version of Sephiroth's attire, and carries the Masamune.

They also quote their respective characters.

  • Yuna: "...Not interested."
  • Rikku: (insert quote from Loveless here)
  • Paine: "Shall I give you despair?"

Made ByEdit

VoidCommanderExdeath 05:01, December 27, 2009 (UTC)

CommentsEdit

Damn, I must be such a nerd, staying awake at midnight to make this Job Class! I guess I'm a little TOO dedicated... VoidCommanderExdeath 05:01, December 27, 2009 (UTC)

Wow, I didn't exactly expect to see someone almost completely copy FFVII in a dress sphere. Good work, I love it. -sadbutrue

NinjaEdit

A quick fighter who specializes in oriental-related techniques.

Ninjutsu

Name Description AP to learn MP to cast Required
Attack Deals physical damage to one target. n/a n/a Already learned
Smoke Allows the party to escape instantly (Added to the Attack menu). 10 n/a Default
Flame Exploits one target's weakness to the fire element. n/a 8 Already learned
Flood Exploits one target's weakness to the water element. 20 8 Default
Shock Exploits one target's weakness to the lightning element. 20 8 Default
Gale Exploits one target's weakness to the wind element. 20 8 Shock
Blink Increases the user's Evasion by 25%. 30 8 Default
Mirage Grants the user immunity to physical attacks. 30 6 Blink
Heal Pill Restores 300 HP to all party members. 30 6 Mirage
Shadow Bind One target is stopped from attacking for a time. 30 6 Heal Pill
Payback Wave Difference in current HP and max HP is dealt as damage. 50 26 Default
Scintilla Charges forward with a sword in each hand to hit one target multiple times. 50 28 Payback Wave
Octaslash Hits one target with eight powerful slashes 60 32 Scintilla
Reaper Fires four energy waves at one target. 60 36 Octaslash
Throw Throws hatchets, darts, shuriken, knives, and other throwing weapons from an inventory (Added to the Attack menu). 20 n/a Default
Oblivion Creates a large vortex to strike all targets, dealing massive non-elemental damage (Added to the Attack menu). 100 n/a Throw

Made ByEdit

--Cluna 06 00:19, January 1, 2010 (UTC)

CommentsEdit

Just because Ninjas rule...--Cluna 06 00:19, January 1, 2010 (UTC)

I approve. :P --JFHavoc 05:55, April 23, 2010 (UTC)

FusilierEdit

A gunblade warrior with equal skill in melee and ranged attacks

Renzokuken

Name Description AP to learn MP to cast Required
Attack Deals physical damage to one target. n/a n/a Already learned
Aim Boosts Accuracy of all party members by 20% (Added to the Attack menu). 20 n/a Default
Rough Divide A charged melee attack on one target. n/a 10 Already learned
Blizzard Barret Fires an ice bullet at one target. n/a 8 Already learned
Thunder Barret Fires a stream of lightning at one target. 30 8 Default
Heel Crush Rushes toward one target for a powerful slamming attack. 30 12 Default
Fusillade Fire several magic projectiles ending with a stream of lightning at random targets. 50 18 Thunder Barret
Beat Fang Repeatedly cut one target. 50 20 Heel Crush
Dark Flurry Fires several bullets that randomly inflict Darkness, Silence, Poison, Confusion, Petrification, and Doom at random targets. 60 24 Fusillade
Flame Flurry Fires several fireballs at random targets. 60 24 Dark Flurry
Canister Flurry Fires powerful grenades at random targets. 80 28 Dark Flurry
Scene Drive Fires an electrical shot that stuns all enemies before electrocuting them. 80 28 Canister Flurry
Blasting Zone Fires a blast of energy at all targets. 100 40 Default
Fated Circle Fires energy orbs that engulf all targets. 120 48 Blasting Zone
Stormstrike Adds ice and lightning elements to physical attacks. 40 n/a Default
Life Presever Grants the user permanate immunity to KO and Petrification. 40 n/a Stormstrike

Made ByEdit

--Cluna 06 00:19, January 1, 2010 (UTC)

CommentsEdit

Whatever. Next!--Cluna 06 00:19, January 1, 2010 (UTC)

WeaponsmaterEdit

A warrior who is skilled in various forms of weaponary.

Weaponary

Name Description AP to learn MP to cast Required
Attack Deals physical damage to one target. n/a n/a Already learned
Nab Gil Deals minimal damage while stealing random amount of gil from one target (Added to the Attack menu). 30 n/a Default
Chain Slash Strikes one target with a sword four times. n/a 8 Already learned
Iron Fist Punches one target for minimal damage, ignoring Defense. 30 8 Default
Vital Slash Inflicts a strong sword attack on one target, dealing Critical damage. 30 12 Default
Reel Axe Throws an axe to hit one target from a distance, dealing minimal damage. 20 8 Default
Dual Strike Strike one target twice with a dagger in each hand. 30 10 Reel Axe
Barrage Shoots multiple arrows at random targets. 50 18 Vital Slash
Lance Combo Strikes one target with a spear eight times, each dealing minimal damage. 50 16 Vital Slash
Pinpoint Fires a powered arrow at one target, stunning and dealing heavy damage. 30 14 Barrage
Exploder Blade Smashes sword to the ground and creates a shockwave that hits all targets, dealing non-elemental damage. 60 24 Lance Combo
Rope Knife Draws one target towards the user with a dagger attached to a rope and knocks it back with a powerful punch. 60 28 Exploder Blade
Pyrotechnics Throws a fiery bomb to deal fire-elemental damage to all targets. 80 24 Exploder Blade
Weaponsmaster Summon a magical aura and throw weapons forward to bombard them with powerful attacks. 100 48 Pyrotechnics
Auto-Protect The user is always bestowed with Protect. n/a n/a Already learned
SOS Critical All physical attacks deal Critical damage if HP is low. 40 n/a Default

Made ByEdit

--Cluna 06 00:19, January 1, 2010 (UTC)

CommentsEdit

Firion FTW! --Cluna 06 00:19, January 1, 2010 (UTC)

Split SoulEdit

A knight who possesses both the powers of darkness and the powers of the light.

Soul Shift

Name Description AP to learn MP to cast Required
Attack Deal physical damage to one target. n/a n/a Already learned
Blood Blade A sword attack that absorbs 400 HP from one target. n/a 8 Already learned
Dark Flame Fires a fissure of black fire to engulf all targets, absorbing 20 MP from them each. 20 2 Default
Soul Eater A stab attack that consumes 1/8 of the user's HP to follow up with a blast of darkness. n/a 10 Already learned
Dark Cannon Fire dark orbs to strike one target four times. 30 12 Soul Eater
Gravity Ball Fires a slow-moving ball of energy that travels downward in an arc to slam down on all targets. 40 18 Dark Cannon
Nightfall Flips into the air and descend to slam one target into air. 40 16 Dark Cannon
Lightning Rise Dash forward to attack and spin one target into the air. n/a 12 Already learned
Searchlight Throws a magic seal towards all targets that fires projectiles of light. n/a 14 Already learned
Sacred Cross Slashes one target four times, each dealing minimal damage. 30 14 Default
Saint Dive Jumps up then charges down to unleashes a vortex that strikes all targets. 30 18 Sacred Cross
Radiant Wings Unleashes wings behind the user's back to shoot a projectile of light and stun all targets. 40 24 Saint Dive
Twilight Rampage Strikes random targets multiple times with a sword in each hand. 60 36 Radiant Wings
Pressure Draws attacks of one target toward the user (Added to the Attack menu). 30 n/a Default
Deathproof Grants permanate immunity to Instant Death attacks. 30 n/a Default
Holy Eater Holy-elemental attacks heal the user. 60 n/a Deathproof

Made ByEdit

--Cluna 06 00:19, January 1, 2010 (UTC)

CommentsEdit

Combat AcolyteEdit

Person able to cast some unique magics.

Green Magic

Name Description AP to learn MP to cast Required
Clean Eyes Allies' Accuracy backs to normal. N/A 8 Already learned
Demute Allies can cast magics again. N/A 8 Already learned
Antibody Removes Poison from all allies and prevents poisoning. 40 18 Default
Vitalize Recovers one ally from KO with 1 HP and Regen*. 80 32 Clean Eyes, Demute, Antibody
Recoverasa Restores all allies' HP based on caster's actual HP. 120 24 Vitalize
Combat Help Bestows Strength Up, Magic Up, double HP effect and Evasion Up on all allies. 150 36 Vitalize, Recoverasa
Rush Assault Bestows Haste, Strength Up and Magic Defence Up on all allies. 120 28 Rush Assault
Blaze Deals moderate fire damage to all foes. N/A 12 Recoverasa
Frost Deals moderate ice damage to all foes. 50 12 Blaze
Tide Deals moderate water damage to all foes. 50 12 Blaze
Spark Deals moderate thunder damage to all foes. 50 12 Tide
Geta X Deals 15 random attacks for small non-elemental damage. 255 99 Recoverasa, Combat Help
Auto-Rebirth Automatically revives oneself with 1 HP and Regen*. 180 N/A Vitalize, Recoverasa
SOS Medic When HP reaches Critical state character can use all learned White Mage's spells. 220 N/A Auto-Rebirth
Endure Doubles Defence when character's HP reaches Critical state. 240 n/a Vitalize, Combat Help, Rush Assault, Auto-Rebirth
SOS Ravager When HP reaches Critical state character can use all learned Black Mage's spells (exclude Fira, Blizzara, Thundara, and Watera). 210 N/A Auto-Rebirth

Made By & Additional InfoEdit

"Free to edit, just me credit!"
Kaimi 19:27, April 20, 2010 (UTC)

As you see Endure is most workable Auto-Ability here — just imagine when youu're 1 HP and 15 Defence and enemy can kill you; suddenly Endure is induced and damage dealt to you is 0 (which is not very probable)!

CommentsEdit

  1. N/A

Ultima busterEdit

A warrior who uses the power of strong magic.

Magic strikes

Name Description AP to learn MP to cast Required
Attack Phisical damage to one enemy. n/a n/a Already learned
Hell sword Deals moderate phisycal fire-elemental damage to all enemies. 20 10 Default
Tsunami Deals moderate phisycal water-elemental damage to all enemies. 20 10 Default
Void Absorbs all HP of one enemy. Is gravity-elemental. 100 50 Default
Freeze Deals moderate phisycal ice-elemental damage to all enemies. May inflict petrification. 20 10 Hell sword
Thunderbolt Deals moderate phisycal lightning-elemental damage to all enemies. May inflict stun. 20 10 Tsunami
Apocalypce Deals extreme phisycal non-elemental damage to all enemies. 80 85 Hell sword, Tsunami, Freeze and Thunderbolt
Ultima dance Deals 20 random phisycal non-elemental strikes to all enemies. 120 n/a Apocalypse
Strike force Inflicts berserk and slow on one enemy. 30 20 Default
X-speed Protects against slow and stop. 50 n/a Default
Angel's heart Cures all status ailments of party. 100 80 Default
Nulification Prevents enemy from executing commands. Sometimes fails. 120 100 Angel's heart
X-shield Protects against pointless and petriefication. 50 n/a X-speed
Shift soul Deals extreme non-elemental damage to all enemies. 350 300 Ultima dance, Angel's heart ,Strike force and X-shield.

MiscellaneousEdit

The dressphere is found after you deafeat Ultima weapon. The girls look like it, the atacks are familiar, but the girls don't degrade after they are KO'ed. When they change into that dressphere they say:

  • Yuna: Death awaits you!
  • Rikku: Not gonna let Omega control me! Die!
  • Paine: Rest in peace, in eternal darkness!
  • Any girl casting Shift soul: Nova!

CommentsEdit

PirateEdit

Warriors whom uses both a sword and a gun to gain treasures when they sail the high seas.

Piracy

Name Description AP to learn MP to cast Required
Attack Phisical damage to one enemy. n/a n/a Already learned
Steal Steals an item from target. n/a n/a Default
Firebomb Throw a bomb to deal fire damage to area of targets. 20 10 Default
Mugging Phisical damage to one enemy and steal an item from it. 100 n/a Default
Curse Coins Attempts to cause an enemy to flee battle, if fail inflict a random Debuff 20 n/a Mugging
Flee Lets the party escape from battle. n/a n/a Default
Silver Bullets Inflicts multiple hits of physical damage. 80 n/a Firebomb
Gold Bullets Inflicts multiple hits of physical damage to all enemies. 120 n/a Silver Bullets
Bulletblade Inflicts multiple hits of physical damage to all enemies. Steals huge amount of Gil. 150 n/a Silver Bullets, Gold Bullets
Cannon Enter Defence mode and counter attack when user gets physical damage. 50 n/a Default
Firaga Bullet Inflicts major Fire damage to target(s). 24 n/a Default
Fire Eater Absorb fire base damage into user's HP. 120 n/a Firaga Bullet
Stop Proof Immune to Stop effect. 50 n/a Default
SOS Haste Bestows Haste when critical HP. 50 n/a Stop Proof.

MiscellaneousEdit

When in the Piate dressphere, each of the girls will wear an outfit that based on Yoshitaka Amano's drawing of Faris, weild a Rapier and a Relover in each hand. Each girl will have one thing different.

  • Yuna wears an outfit that based on Yoshitaka Amano's drawing of Faris. Yuna will be based more on Faris by having her hair slightly purple.
  • Rikku wears an outfit that based on Yoshitaka Amano's drawing of Faris along with a bandanna across her forehead.
  • Paine wears an outfit that based on Yoshitaka Amano's drawing of Farisa along with a pirate hat and an eye patch over her left eye.

Made ByEdit

Final7Darkness

CommentsEdit

Final Fantasy XIEdit

ArcanistEdit

The Arcanist is the master of Status-inflicting spells. It can be considered as a mix between the Dark Knight and the Black Mage.


Job AbilitiesEdit

Level  Name
01  Damnation
15  Black Flurry
45  Catharsis


Job TraitsEdit

Level  Name
10  Status Accuracy Bonus
15  Clear Mind
20  Resist Plague
30  Clear Mind II
30  Status Accuracy Bonus II
45  Resist Plague II
50  Status Accuracy Bonus III
60  Clear Mind III
70  Resist Plague III
75  Status Accuracy Bonus IV



Damnation is the Two-Hour ability of the Arcanist. It allows to inflict status effect regardless of status immunity. It lasts 30 seconds and fails on most Notorious Monsters. Death is not compatible with that ability.

Black Flurry allows the Arcanist to cast the following spell - if it is a status spell- by combining it with the Dark spell of the same level. Example : Poisonga II with Black Flurry will result in a Poisonga II inflicting the damage of Darkga II.

Catharsis allows the Arcanist to cast a status spell ignoring status immunity if he is under this status effect.

Status Accuracy Bonus increases the chances a Status Effect will be inflicted.


Spell ListEdit

Level  Spell
01  Poison
03  Blind
04  Dark
05  Silence
07  Sleep
09  Rasp
10  Drain
10  Bio
12  Aspir
13  Poisonga
15  Paralyse
16  Darkga
17  Slow
17  Dia
18  Endark
19  Dread Spikes
20  Gravity
20  Bardark
20  Vanish
21  Tractor
22  Dispel
Level  Spell
23  Blindga
24  Drainga
24  Bardarkra
25  Sleepga
25  Blind II
26  Break
27  Bioga
28  Drain II
29  Silencega
30  Aspirga
30  Sleep II
31  Slowga
32  Bio II
34  Vanishga
35  Darkga II
36  Poison II
38  Slow II
40  Graviga
40  Paralyzega
41  Aspir II
Level  Spell
42  Breakga
43  Bioga II
44  Paralyze II
45  Poisonga II
46  Blindga II
48  Dark III
50  Death
51  Drainga II
52  Sleepga II
53  Silencega II
54  Break II
55  Aspirga II
56  Slowga II
56  Gravity II
57  Paralyzega II
58  Shade
59  Breakga II
60  Meltdown
61  Scourge
62  Bio III
Level  Spell
63  Darkga III
64  Deathga
65  Poison III
66  Drain III
67  Dark IV
68  Graviga II
69  Silence III
70  Blind III
71  Slow III
72  Paralyze III
73  Megalith
73  Scourge II
74  Meltdown II
75  Death II
Merit  Shade II


The Dark element is now considered like any other element. Shade is the Ancient Magic version of this element and causes vulnerability to Holy. Death and Break are now available to players. Meltdown inflicts Fire damage and lowers Defense. Scourge deals Wind damage and damage over time. Megalith inflicts Earth damage and may inflict Break.

Combat Skill RatingsEdit

 Skill Skill Ranking Cap at Level 1 Cap at Level 37 Cap at Level 75
Staff B- 5 109 240
Scythe C+ 5 105 230
Dagger D 4 101 210
Throwing D 4 101 210
Evasion E 4 94 200


Magic Skill RatingsEdit

 Skill Skill Ranking Cap at Level 1 Cap at Level 37 Cap at Level 75
Enfeebling Magic A+ 6 114 276
Dark Magic A- 6 114 269
Elemental Magic B- 5 105 230
Enhancing Magic D- 4 101 210

Made byEdit

Xelias-

CommentsEdit

All those spells... I feel dizzy... No, Exdeath, not the Tome ! Xelias-

That's really nice, actually. *puts tome away and uses a Remedy* Yeah, I just bought some from the Item Shop. VoidCommanderExdeath 17:59, December 31, 2009 (UTC)

You should make a Job Class, too. By the way *gives White Mage Job Class*, use that next time instead of Remedies. Xelias-

Hi! I saw your class and wanted to offer a little bit of constructive criticism. Let me begin by saying that I like it, and, as someone who has played FFXI, it looks incredibly broken. Breakga II? at 59? I can see the carnage this job would wreak, especially in Ballista (PvP). Oh, and also, I wouldn't worry about making Damnation fail on Notorious Monsters. 2-Hours are designed to be broken, and it wouldn't be the first broken 2-Hour I've seen. Plus, of course, for the most part Notorious Monsters are the only monsters with resistance to status effects. But that's just my thoughts on the subject. Nice work. Jimcloud 04:08, May 22, 2010 (UTC)

GenomeEdit

The Genome is a very agile, and rather versatile fighter, with special "Dyne" abilities with some unusual targeting. Though its versatility in dealing both physical AND magical damage makes it a nice choice for all races, the race most suited for this Job is the Mithra.

Job AbilitiesEdit

Level  Name
01  Trance
01  Free Energy
10  Tidal Flame
20  Scoop Art
30  Shift Break
40  Stellar Circle 5
50  Meo Twister
60  Solution 9
70  Grand Lethal


Job TraitsEdit

Level  Name
01 Resist Silence I
05 Evasion Bonus I
10 Subtle Blow I
15 Resist Bind I
18 Resist Paralyze I
20 Resist Slow I
25 Dual Wield I
30 Resist Silence II
32 Resist Slow II
35 Resist Paralyze II
45 Resist Bind II
55 Subtle Blow II
57 Evasion Bonus II
60 Resist Bind III
65 Subtle Blow III
70 Evasion Bonus III
75 Resist Bind IV
Merit Large Crosshair


Trance is the two-hour ability for the Genome. It increases the range and power of "Dyne" abilities, while also increasing the stats of the Genome. The Dyne abilities are as follows:

  • Free Energy deals physical damage to the closest enemy
  • Tidal Flame deals fire-elemental damage to all enemies at a wide angle (think Cloud of Darkness' [Wide-Angle] Particle Beam)
  • Scoop Art does three hits of non-elemental damage to the furthest enemy
  • Shift Break deals water-elemental damage to all enemies that are not being attacked by the other members of the party
  • Stellar Circle 5 deals non-elemental damage to all enemies within a 2-meter radius from the Genome
  • Meo Twister strikes all enemies that are being fought by other party members for non-elemental damage
  • Solution 9 does non-elemental damage to a random enmy that is behind the caster
  • Grand Lethal does non-elemental damage to all enemies in the four cardinal directions around the caster

The Large Crosshair Merit ability allows for more enemies to be hit with "Dyne" abilities. For multi-targeting attacks, this means that the range is increased. For single-targeting attacks, this means that they hit more than one enemy.

Combat Skill RatingsEdit

 Skill Skill Ranking Cap at Level 1 Cap at Level 37 Cap at Level 75
Boomerang C+ 5 101 200
Sword B- 5 105 219
Dagger A+ 6 115 273
Throwing C- 4 101 200
Evasion A 6 107 246


MiscellaneousEdit

The only other thing really worth noting is that, when a male character is in the Genome Job Class, they adopt a modified version of Zidane's attire. The modification differs by race. Likewise, a female character will wear a modified version of Kuja's clothes.

Oh, right, and although "Dyne" abilities are not considered a Magic school, they are still disabled when the Genome is inflicted with Silence.

Made ByEdit

VoidCommanderExdeath 20:32, December 31, 2009 (UTC)

CommentsEdit

Squadalah! It's done! But ungaaah, it was hard! And it's still not quite done yet. *looks at the Job Traits table* VoidCommanderExdeath 20:32, December 31, 2009 (UTC)

Told you. However, it's pretty good. Inspired by Shantotto's comment ? And I laughed at "a female character will wear a modified version of Kuja's clothes." Poor Kuja... He won't like that. Ready to be the first person dead because of Flare Star, Exdeath ? Xelias-

Yeah, it was inspired by Shantotto's joke. Besides, I can't help pokin' fun at Kuja! Dude looks like a lady! VoidCommanderExdeath 19:17, January 1, 2010 (UTC)

Kuja is, like Marluxia, an awesome villan, intelligent, schemer, sadistic, whose personality is spoilt by a girly look. And even Marluxia - pink hair, pink scythe, flower power - is manlier than Kuja ! Xelias-

Pretty cool. I had considered doing myself a genome job on the FFV section, but I couldn't figure out how.--Cid of the Lufaine 17:35, January 19, 2010 (UTC)

Hello! I wanted to offer some constructive criticism for your class. While I do like the idea of a Genome class (and there was much snickering, I will admit), I'm afraid that the job you created.. is going to die a lot. in FFXI, traditionally, people work together in groups to take on one really tough monster at a time, instead of multiple monsters, and so the multiple area of effect attacks would probably do more harm than good in that kind of environment. I do certainly like the idea, though the idea of my mithra in Kuja's outfit has left me emotionally scarred (the horror.. the horror...!) And a final word, the Boomerang actually falls under the "Throwing" class of weapon, so I would just add to that skill. Jimcloud 04:21, May 22, 2010 (UTC)

Final Fantasy XII International + Job SystemEdit

PaladinEdit

The Paladin is your usual Knight which trained to learn White Magick. With an impressive list of equipment and healing spells, he comes with a downside : he has few Augment Abilities and Technicks.

EquipmentEdit

Name Description LP cost
Greatswords (1) Lets the character equip the Claymore 50
Greatswords (2) Lets the character equip the Defender and Save the Queen 70
Greatswords (3) Lets the character equip the Ultima Blade 80
Greatswords (4) Lets the character equip the Ragnarok 100
Excalibur Lets the character equip the Excalibur 135
Heavy Armor (8) Lets the character equip the Platinum Helm and the Platinum Armor 65
Heavy Armor (9) Lets the character equip the Giant's Helmet and the Carabineer Mail 70
Heavy Armor (10) Lets the character equip the Dragon Helm and the Dragon Mail 80
Accessory (1) Lets the character equip Orrachea Amulet 5
Accessory (2) Lets the character equip Bangle and Firefly 20
Accessory (3) Lets the character equip Diamond Armlet and Argyle Armlet 25
Accessory (4) Lets the character equip Battle Harness and Steel Gorget 35
Accessory (5) Lets the character equip Tourmaline Ring and Embroidered Tippet 35
Accessory (6) Lets the character equip Golden Armlet and Leather Gorget 35
Accessory (7) Lets the character equip Rose Corsage and Turtleshell Choker 40
Accessory (8) Lets the character equip Thief's Cuffs and Gauntlet 45
Accessory (9) Lets the character equip Amber Armlet and Black Belt 30
Accessory (10) Lets the character equip Jade Collar and Nishijin Belt 40
Accessory (11) Lets the character equip Pheasant Netsuke and Blazer Gloves 45
Accessory (12) Lets the character equip Gillie Boots and Steel Poleyons 60
Accessory (13) Lets the character equip Berserker and Magick Gloves 60
Accessory (14) Lets the character equip Sage Ring and Agate Ring 70
Accessory (15) Lets the character equip Ruby Ring and Bowline Sash 70
Accessory (16) Lets the character equip Cameo Belt and Cat-Ear Hood 70
Accessory (17) Lets the character equip Bubble Belt and Fuzzy Miter 80
Accessory (18) Lets the character equip Sash and Power Armlet 80
Accessory (19) Lets the character equip Indigo Pendant and Winged Boots 100
Accessory (20) Lets the character equip Opal Ring and Hermes Sandals 115
Accessory (21) Lets the character equip Quasimodo Boots and Nihopalaoa 130
Accessory (22) Lets the character equip Germinas Boots and Ring of Renewal 160
Equip Ribbon Lets the character equip a Ribbon. 215

MagickEdit

Name Description LP cost
White Magick 3 Lets the character cast Protect and Shell 25
White Magick 4 Lets the character cast Cura and Raise 30
White Magick 7 Lets the character cast Cleanse and Esuna 60
White Magick 11 Lets the character cast Holy and Esunaga 100
White Magick 12 Lets the character cast Protectga and Shellga 110

TechnicksEdit

Name Description LP cost
First Aid Heals an ally with critical health 20
Revive Consume user's all HP to revive and fully restore HP of a KO'd ally 40

AugmentsEdit

Name Description Number on board LP cost(s)
Headsman Recover MP when you kill an enemy 1 30
Battle Lore Increases Strength, making physical damage stronger 3 50/70/100
Focus Attack is 20% stronger while at Full HP 1 70
Last Stand Defense increases when HP critical 1 70
Magick Lore Increases Magick Power, making spells stronger 2 30/50
Spellbound Positive buffs last 50% longer 1 30
Gambit Slot Adds an additional Gambit slot to the character 10 15/20/25/30/35/40/45/50/70/100

Espers and QuickeningsEdit

Name Licenses unlocked LP cost
Quickening None 50
Quickening None 75
Quickening White Magick 11 100
Belias None 20
Mateus Last Stand 30
Zalera None 30
Adrammelech Power Lore 35
Shemhazai None 50
Hashmal Focus 50
Cúchulainn Headsman 50
Zeromus None 65
Exodus None 65
Famfrit None 100
Chaos Power Lore 100
Ultima None 115
Zodiark White Magick 12 200


Made ByEdit

Xelias-

CommentsEdit

None for the moment

Dark KnightEdit

The Dark Knight is the opposite of the Paladin, as well as one of the most powerful job classes. It would pay HP to increase the damage dealt, and drain HP and SP from the opponent - as well as crippling them with status effects.

EquipmentEdit

Name Description LP cost
Greatswords (1) Lets the character equip the Claymore 50
Greatswords (2) Lets the character equip the Defender and Save the Queen 70
Greatswords (3) Lets the character equip the Ultima Blade 80
Katanas (3) Lets the character equip the Murasame and Kiku-ichimonji 50
Katanas (4) Lets the character equip the Yakei and Ame-no-Murakumo 70
Katanas (5) Lets the character equip the Muramasa 80
Masamune Lets the character equip the Masamune 80
Bloodsword Lets the character equip the Blood Sword 80
Heavy Armor (8) Lets the character equip the Platinum Helm and the Platinum Armor 65
Heavy Armor (9) Lets the character equip the Giant's Helmet and the Carabineer Mail 70
Heavy Armor (10) Lets the character equip the Dragon Helm and the Dragon Mail 80
Accessory (1) Lets the character equip Orrachea Amulet 5
Accessory (2) Lets the character equip Bangle and Firefly 20
Accessory (3) Lets the character equip Diamond Armlet and Argyle Armlet 25
Accessory (4) Lets the character equip Battle Harness and Steel Gorget 35
Accessory (5) Lets the character equip Tourmaline Ring and Embroidered Tippet 35
Accessory (6) Lets the character equip Golden Armlet and Leather Gorget 35
Accessory (7) Lets the character equip Rose Corsage and Turtleshell Choker 40
Accessory (8) Lets the character equip Thief's Cuffs and Gauntlet 45
Accessory (9) Lets the character equip Amber Armlet and Black Belt 30
Accessory (10) Lets the character equip Jade Collar and Nishijin Belt 40
Accessory (11) Lets the character equip Pheasant Netsuke and Blazer Gloves 45
Accessory (12) Lets the character equip Gillie Boots and Steel Poleyons 60
Accessory (13) Lets the character equip Berserker and Magick Gloves 60
Accessory (14) Lets the character equip Sage Ring and Agate Ring 70
Accessory (15) Lets the character equip Ruby Ring and Bowline Sash 70
Accessory (16) Lets the character equip Cameo Belt and Cat-Ear Hood 70
Accessory (17) Lets the character equip Bubble Belt and Fuzzy Miter 80
Accessory (18) Lets the character equip Sash and Power Armlet 80
Accessory (19) Lets the character equip Indigo Pendant and Winged Boots 100
Accessory (20) Lets the character equip Opal Ring and Hermes Sandals 115
Accessory (21) Lets the character equip Quasimodo Boots and Nihopalaoa 130
Accessory (22) Lets the character equip Germinas Boots and Ring of Renewal 160
Equip Ribbon Lets the character equip a Ribbon. 215

MagickEdit

Name Description LP cost
Green Magick 2 Lets the character cast Drain and Reverse 50
Green Magick 3 Lets the character cast Bubble and Syphon 90
Arcane Magick 1 Lets the character cast Dark and Darkra 40
Arcane Magick 2 Lets the character cast Death and Darkga 50
Time Magick 3 Lets the character cast Vanish and Balance 40
Black Magick 7 Lets the character cast Bio and Blindga 60

TechnicksEdit

Name Description LP cost
Souleater Consumes HP to deal damage to one enemy. 35
Revive Consume user's all HP to revive and fully restore HP of a KO'd ally. 40
Bonecrusher Consumes HP to reduce the HP of one enemy to 0. 30

AugmentsEdit

Name Description Number on board LP cost(s)
+ 70/110/150/190 HP Increase HP by 70/110/150/190 3 30/40/50
Adrenaline Attack power increases when HP critical 1 65
Martyr Recover MP after taking damage 1 30
Gambit Slot Adds an additional Gambit slot to the character 10 15/20/25/30/35/40/45/50/70/100

Espers and QuickeningsEdit

Name Licenses unlocked LP cost
Quickening None 50
Quickening None 75
Quickening Arcane Magick 2 100
Belias None 20
Mateus None 30
Zalera Bonecrusher 30
Adrammelech None 35
Shemhazai Masamune 50
Hashmal None 50
Cúchulainn None 50
Zeromus Martyr 65
Exodus None 65
Famfrit None 100
Chaos None 100
Ultima Black Magic 7 115
Zodiark None 200


Made ByEdit

Xelias-

CommentsEdit

None for the moment

AlchemistEdit

The Alchemist boosts the power of items he used, which compensates for his lack of Magicks.

EquipmentEdit

Name Description LP cost
Guns (4) Lets the character equip the Ras Algeti and Aldebaran 70
Guns (5) Lets the character equip the Spica and Antaras 90
Guns (6) Lets the character equip the Arcturus and Fomalhaut 100
Guns (7) Lets the character equip the Aldebaran Y 190
Hand-bombs (1) Lets the character equip the Hornite 35
Hand-bombs (2) Lets the character equip the Fumarole and Tumulus 55
Hand-bombs (3) Lets the character equip the Caldera and Volcano 75
Hand-bombs (4) Lets the character equip the Volcano T 105
Hand-bombs (4) Lets the character equip the Volcano T 190
Light Armor (1) Lets the character equip the Leather Cap and the Leather Clothing 10
Light Armor (2) Lets the character equip the Headgear, Headguard, the Chromed Leathers and Leather Breastplate 15
Light Armor (3) Lets the character equip the Leather Headgear, Horned Hat, the Bronze Chestplate and Ringmail 20
Light Armor (4) Lets the character equip the Balaclava, Soldier's Cap, Windbreaker and Heavy Coat 25
Light Armor (5) Lets the character equip the Green Beret, Red Cap, Survival Vest and the Brigandine 30
Light Armor (6) Lets the character equip Headband, Pirate Hat, Jujistu Gi and Viking Coat 40
Light Armor (7) Lets the character equip Goggle Mask, Adamant Hat, Metal Jerkin and Adamant Vest 50
Light Armor (8) Lets the character equip Officer's Hat, Chakra Band, Barrel Coat and Power Vest 60
Light Armor (9) Lets the character equip the Thief's Cap, Gigas Hat, Ninja Gear and Gigas Chestplate 70
Light Armor (10) Lets the character equip the Chaperon and the Minerva Bustier 75
Light Armor (11) Lets the character equip the Crown of Laurels, Rubber Suit 80
Light Armor (12) Lets the character equip the Renewing Morion and the Mirage Vest 90
Light Armor (13) Lets the character equip the Dueling Mask and the Brave Suit 110
Accessory (1) Lets the character equip Orrachea Amulet 5
Accessory (2) Lets the character equip Bangle and Firefly 20
Accessory (3) Lets the character equip Diamond Armlet and Argyle Armlet 25
Accessory (4) Lets the character equip Battle Harness and Steel Gorget 35
Accessory (5) Lets the character equip Tourmaline Ring and Embroidered Tippet 35
Accessory (6) Lets the character equip Golden Armlet and Leather Gorget 35
Accessory (7) Lets the character equip Rose Corsage and Turtleshell Choker 40
Accessory (8) Lets the character equip Thief's Cuffs and Gauntlet 45
Accessory (9) Lets the character equip Amber Armlet and Black Belt 30
Accessory (10) Lets the character equip Jade Collar and Nishijin Belt 40
Accessory (11) Lets the character equip Pheasant Netsuke and Blazer Gloves 45
Accessory (12) Lets the character equip Gillie Boots and Steel Poleyons 60
Accessory (13) Lets the character equip Berserker and Magick Gloves 60
Accessory (14) Lets the character equip Sage Ring and Agate Ring 70
Accessory (15) Lets the character equip Ruby Ring and Bowline Sash 70
Accessory (16) Lets the character equip Cameo Belt and Cat-Ear Hood 70
Accessory (17) Lets the character equip Bubble Belt and Fuzzy Miter 80
Accessory (18) Lets the character equip Sash and Power Armlet 80
Accessory (19) Lets the character equip Indigo Pendant and Winged Boots 100
Accessory (20) Lets the character equip Opal Ring and Hermes Sandals 115
Accessory (21) Lets the character equip Quasimodo Boots and Nihopalaoa 130
Accessory (22) Lets the character equip Germinas Boots and Ring of Renewal 160
Equip Ribbon Lets the character equip a Ribbon. 215

TechnicksEdit

Name Description LP cost
Poach Captures a HP critical foe to obtain loot. 30
Steal Steal item(s) from an enemy 20
Horology Damages all enemies in range based on game time 50
Numerology Deal damage that increases with successive hits 40

AugmentsEdit

Name Description Number on board LP cost(s)
Potion Lore 1-2-3 Potions restore 10% more HP per augment 3 20/35/70
Ether Lore 1-2-3 Ethers restore 10% more MP per augment 3 20/35/70
Remedy Lore 1-2-3 Increases Remedy potency to include curing more status effects 3 20/30/70
Phoenix Lore Greater amount of HP restored with use 3 30/50/90
Swiftness Action time is reduced by 10% 2 30/50
Gambit Slot Adds an additional Gambit slot to the character 10 15/20/25/30/35/40/45/50/70/100

Espers and QuickeningsEdit

Name Licenses unlocked LP cost
Quickening None 50
Quickening None 75
Quickening Arcane Magick 2 100
Belias None 20
Mateus None 30
Zalera Bonecrusher 30
Adrammelech None 35
Shemhazai Masamune 50
Hashmal None 50
Cúchulainn None 50
Zeromus Martyr 65
Exodus None 65
Famfrit None 100
Chaos None 100
Ultima Black Magic 7 115
Zodiark None 200


Made ByEdit

Xelias-

CommentsEdit

None for the moment

Final Fantasy XIIIEdit

ThiefEdit

Auto AbilitiesEdit

Ability Effect Lightning Sazh Snow Vanille Hope Fang
Mug Physically attacks while stealing. 7 - 9 - - 10

Command AbilitiesEdit

Ability ATB Effect Lightning Sazh Snow Vanille Hope Fang
Steal 1 Steals items from one target. - 7 8 5 7 8
Nab 1 Steals gil from one target. - 7 8 6 7 9
Seize 1 Steals accessories from one target. - - - 5 - 8
Dismantle 1 Steals components from one target. 7 8 - 6 - 7
Drain 1 Steals HP from one target. 8 10 - 9 8 -
Osmose 1 Steals 1 ATB gauge from one target. 8 - 10 8 8 -

Made ByEdit

Cluna 06 21:59, May 29, 2010 (UTC)

CommentsEdit

I dunno if this counts .... Cluna 06 21:59, May 29, 2010 (UTC)

Final Fantasy Tactics: War of the LionsEdit

RiskbreakerEdit

Derived from the Riskbreakers of Vagrant Story. While they may be powerful, their starting days will NOT be easy. The Riskbreaker's Stats, other than HP and MP, are heavily reliant on what kind of equipment they wear, and thus, they have a high mortality rate. In essence, they're like the Onion Knight, but their true power comes when they are actually wearing the game's best equipment, give or take on what you want them to have high stats in.

Agents hardened to be the most efficient killers. Their Break Arts show their proficiency with all weapons to get the job done.

Break Arts

There are two kinds of Break Arts: Arts that require JP to use, and Arts that require an amount of kills to be utilized.

====Casualty Break Arts====
Casualty Break Arts are attack orientated abilities, and have up to four different attacks for nearly every kind of weapon. These abilities require both HP and MP to utilize.

Knuckle Break Arts

Name Description HP Cost MP Cost Range Effect Speed Affinity Kills Needed
Lotus Palm Lotus Palm. Focus energies in the fist to unleash a powerful palm strike. 25 15 2 panels from user 3 Now As weapon 10
Vertigo Vertigo. Focus energies in the legs to strike one with crippling power. 40 25 2 panels from user 3 Now As weapon 25
Vermillion Aura Vermillion Aura. Harmonize life energy and Mist to unleash a newfound power. 55 30 4, straight line from user 3 Now Holy 30
Retribution Retribution. The full use of the body channels into an attack of pure devastation. 75 50 3x3 in front of user 3 Now Dark 35

Dagger, Ninja Blade Break Arts

Name Description HP Cost MP Cost Range Effect Speed Affinity Kills Needed
Whistle Sting Whistle Sting. Swing a focused shot of magic from afar. 25 15 3 3 Now As weapon 10
Shadoweave Shadoweave. Use the shadows to aid in assaulting the enemy. 40 25 4 3 Now Dark 25
Double Fang Double Fang. Continously attack the same area for double damage. 55 5 1 3 Now As weapon 30
Wyrm Scorn Wyrm Scorn. Mastery of the Dagger and Magick allows one to attack from all places. 75 30 4 3 Now As weapon 35

Sword Break Arts

Name Description HP Cost MP Cost Range Effect Speed Affinity Kills Needed
Rending Gale Rending Gale. Swing a shockwave to assault the enemy. 25 15 3 3 Now As weapon 10
Vile Scar Vile Scar. Lash out with abdominal fury. 40 25 4 3 Now Dark 25
Cherry Ronde Cherry Ronde. Draw your weapon and attack with a blinding assault, ending it with precision and flair. 55 5 1 3 Now As weapon 30
Papillion Reel Papillion Reel. Channel sacred magick to unleash it with expertise. 75 30 4 3 Now As weapon 35

Knight Sword, Fell Sword, Katana Break Arts

Name Description HP Cost MP Cost Range Effect Speed Affinity Kills Needed
Sunder Sunder. Cut gracefully enough to even scar the threads of life. 25 15 1 3 Now As weapon 10
Thunderwave Thunderwave. Channel Thunder Magick to attack from all ranges. 40 25 4 3 Now Thunder 25
Swallow Slash Swallow Slash. Harness one's energy to attack with amazing phenomena. 55 5 1 3 Now As weapon 30
Advent Sign Advent Sign. Mastery allows one to shred enemies with rippling spiritual energy. 75 30 360 degrees around user/2 3 Now Holy 35

Axe Break Arts

Name Description HP Cost MP Cost Range Effect Speed Affinity Kills Needed
Bear Claw Bear Claw. Swing a-swath a luminescent flash, expertly performing a most lethal and cunning blow. 30 5 1 3 Now As weapon/Inflict: Critical, Death 10
Accursed Umbra Accursed Umbra. Call upon the dins and cries of warfare and bloodshed past with the weapon, unleashing brutal rending terror onto opposition. 30 35 4 3 Now As weapon/Inflict: Curse 25
Iron Ripper Iron Ripper. Recall the technique of powerful warriors, to manifest annihilation to armor and flesh. 55 20 1 3 Now As weapon 30
Emetic Bomb Emetic Bomb. Will and might come forth in unstoppable meteoric explosive blows, this attack destroying anything in its path. 100 30 3x3 in front of user 4 Now As weapon/Inflict: 35

Gun, Bow Break Arts

Name Description HP Cost MP Cost Range Effect Speed Affinity Kills Needed
Brimstone Hail Brimstone Hail. Launch a terrifying fury of Dark hellfire on to the opposition. 25 25 4 3 Now Dark, Fire 10
Heaven's Scorn Heaven's Scorn. Channel your faith into the weapon, to strike with firmament's divine retribution. 40 30 3 2 Now Holy, Thunder 25
Death Wail Death Wail. Unleash the Dark Lilith Factor within one's self to channel the demonic id of the soul. 55 40 3 4 Now Dark, Earth 30
Sanctus Flare Sanctus Flare. Envelop yourself in the memories of sacred joy spanning eons in history, calling upon the power of ancient gods and their power over life. 90 60 4 4 Now Holy, Water 35

Made byEdit

Mask no Oni 08:23, January 1, 2010 (UTC)

CommentsEdit

I was thinking about adding a FFT section. But you did it before me... Good job anyway ! Xelias-

Final Fantasy Tactics A2Edit

Master ThiefEdit

Master Thief is a job exclusive to Humes. Master Thieves excel at stealing the opponent's every possession, while disabling their movements.

StatsEdit

Weapons Head Body Equip Shields?
Knives Hats Light Armor No


Move Jump Evasion Unarmed
Attack Raise
Resilience
6 4 60 5 65

AbilitiesEdit

Master Thieves uses these abilities to rob opponents of their every belonging, and disable their ability to fight back

Expert Thievery

Skill Weapon Learned From Effect Range AP To Master
Trained Eye Dagger Doubles accuracy of steal-abilities Self 200
Steal Weapon Jackknife Attempts to steal the target's Weapon Weapon Range 200
Steal Shield Kard Attempts to steal the target's Shield Weapon Range 200
Steal Headgear Zwillblade Attempts to steal the target's Headgear Weapon Range 200
Steal Armor Cinquedea Attempts to steal the target's Armor Weapon Range 200
Steal Accessories Swordbreaker Attempts to steal the target's Accessories Weapon Range 200
Steal Life Scramasax Attempts to steal the target's HP Weapon Range 200
Steal Magic Orichalcum Dirk Attempts to steal the target's MP Weapon Range 200
Steal Ability Khukuri Attempts to steal one of the target's abilities at random and add them to the user's command menu Weapon Range 200
Trip Tiptaptwo Cause the target to trip and damage it's foot. Inflicts Immobilize. Weapon Range 200
Amnesia Kris Hit the target's head, causing amnesia. Inflicts Addle. Weapon Range 200
Acupuncture Tonberrian Touch touch-points on the target. Inflicts random Debuffs. Weapon Range 200

Reaction

Skill Armor Learned From Effect AP To Master
Synchronize Brint Frock If inflicted with a debuff, inflict it back at the opponent. Does not work if the target is immune. Stolen from Pokémon :D 300


Made ByEdit

 Uppfinnarn (U/T)

CommentsEdit

I didn't bother writing equipment...  Uppfinnarn (U/T) 11:56, December 20, 2009 (UTC)

I did... Your moves are pretty good. I allowed myself a little edit : in "Steal Weapon", I replaced "Steal the target's" by "Steal the target's Weapon". You forgot a word... And I strongly doubt thieves use Astromancy... So I replaced it with something else. Feel free to edit if you don't like it. Xelias-

Uh, in case you haven't noticed accupuncture is a type of treatment. It wouldn't inflict debuffs. how about it inflicting random buffs? genesisrocks


Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 14:20, December 21, 2009 (UTC)
It would, but... I wouldn't try to have acupuncture with knives and daggers... *shivers*

Come on, haven't you seen Fist of the North Star? One wrong acupuncture point and your head could EXPLODE. Mask no Oni 02:15, April 4, 2010 (UTC)

AstrologerEdit

The Astrologer is a job exclusive to the Nu Mou. It is a mix between the Nu Mou Alchimist and Arcanist for the most part. It has low physical stats, like most mages, but compensates with excellent Magic Stats.

StatsEdit

Weapons Head Body Equip Shields?
Maces Hats Robes, Light Armor No


Move Jump Evasion Unarmed
Attack Raise
Resilience
3 2 0 6 35

AbilitiesEdit

ASTROLOGERS are able to control the movement of the stars to wreak havoc on their opponents.

Astromancy

Skill Weapon Learned From Effect Range AP To Master MP Use
Auspice Life Crosier Bestows Haste and Regen on one unit. 3 350 12
Starveil Energy Mace Bestows Vanish in a small area. 3 300 10
Predict Druid Mace Shows treasure, items, and gil of a unit 3 250 6
Graviga Morning Star Deals damage equal to half of target's current HP 3 450 22
Meteor Scorpion Tail Strong area damage 3 400 8
Eclipse Zeus Mace Nullifies magical status enhancements, and a select few status ailments. Lowers target's Resilience 3 400 18
Black Hole Lotus Mace Drains MP and HP from the unit, User regains HP and MP equal to half of amount drained 3 350 22
Astra Sage Crosier Nullify the next status ailment 4 200 8

Reaction

Skill Armor Learned From Effect AP To Master
Absorb MP Lordly Robe Absorb the MP used in attacks against you. The attack has to use MP in order for the reaction to work. 300


Support

Skill Equipment Learned From Effect AP To Master
Turbo MP Ever Robe Double MP use to increase damage and accuracy of skills requiring it. 300
Pierce Red Robe Spells ignore Reflect 200


Made ByEdit

Xelias-

CommentsEdit

None for the moment

PsychicEdit

The Psychic is a job exclusive to Humes. They have high HP and Resistance, moderate magic and low attack and defense.

StatsEdit

Weapons Head Body Equip Shields?
Knuckles Hats Robes, Light Armor No


Move Jump Evasion Unarmed
Attack Raise
Resilience
3 3 10 29 40

AbilitiesEdit

PSYCHICS are able to manipulate and debilitate their opponents solely with the power of their minds.

Kinetics

Skill Weapon Learned From Effect Range AP To Master MP Use
Pulse Rising Sun Concentrate your mind to raise your Magic and Accuracy. Self 100 4
Bidding Dream Claws Convinces the enemy to act for your team for one turn. 2 300 18
Warped Flash Kaiser Knuckles Creates a mental distortion in an area. Deals damage and has a chance to lower Attack or Magic. 3 250 24
Float White Fang Bestows the Float status. Allows the receiver to ignore elevation and avoid traps. 3 450 20
Energy God Hand Expend all your mental power in one attack. The total of your damage equals your current MP x 5, depleting all MP. 3 500 Current MP.
Force Field Metal Knuckles Covers allies in a mentally generated shield. Greatly increases Evasion and Resilience to surrounding units. All sides 400 25
Soul Break Death Claws A single attack assaults the mind and body. Deals damage equal to half of the opponent's current HP and MP. 3 350 28
X-Zone Magick Gloves Rips open a gate into the void to remove the opponent from battle. 3 450 24

Reaction

Skill Armor Learned From Effect AP To Master
Critical: Vanish Lordly Robe Enters Invisible status when at critical health. 400


Support

Skill Equipment Learned From Effect AP To Master
Evade Magick Magick Robe Allows user to avoid damage spells. 250
Levitate Winged Boots Permanent Float status. 300


Made ByEdit

AtmaCombo 01:00, December 20, 2009 (UTC)Atma Combo

CommentsEdit

N/A

Black MonkEdit

The Black Monk is a class exclusive to the Bangaa. It mixes Arcane Magick with their powerful attacks to cripple its opponent

StatsEdit

Weapons Head Body Equip Shields?
Knuckles Hats Light Armor No


Move Jump Evasion Unarmed
Attack Raise
Resilience
3 3 5 42 20

AbilitiesEdit

BLACK MONKS are able to taint the essence of the World with darkness and use it to corrupt the opponent.

Blackarts

Skill Weapon Learned From Effect Range AP To Master MP Use
Lifebane Dream Claws Damage and may inflict Doom. 1 400
Darkra Survivor Deals moderate Dark damage in an area 4 300 14
Corruption Poison Knuckles Inflicts Zombie on one target. 3 350 10
Roundhouse Metal Knuckles A spin attack that damages surrounding units All sides 150
Withering Strike White Fangs Does damage equal to Max HP - Current HP, accuracy is half of normal hit rate 4 400
Heart Render Magick Hands Does damage equal to opponent's Current HP to opponent's MP, accuracy is half of normal hit rate 4 400
Dark Pummel Gleisburst Consumes 10% of user's HP, then attacks up to four times. The more HP consumed, the more hit dealt. 1 350
Vampire Fist Death Knuckles Absorbs some of the opponent's HP using a physical attack. 1 300

Reaction

Skill Armor Learned From Effect AP To Master
Reverse Counter Wygar Counters an opponent counter for double damage. Only works on Blink Counter, Counter and Bonecrusher. 350


Support

Skill Equipment Learned From Effect AP To Master
Blood Price Bone Plate Use HP instead of MP for casting. HP cost is twice the usual MP cost. 150


Made ByEdit

Xelias-

CommentsEdit

most of those abilities are from both the master monk and monk classes. you are just combining them.


Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 14:27, December 21, 2009 (UTC)
3 abilities out of 10 are from the White Monk or Master Monk. Those are Withering Strike, Lifebane (Those two being moves that stick with the Dark Knight side of the job) and Roundhouse, which references Monks. Other than that is a counter ability, but almost all physical jobs have one of those. Black Monk mixes Arcanist and Master Monk, like White Monk mixes White Mage and Master Monk.

WarlockEdit

The Warlock is a character-exclusive job. It uses Destruction Magick to crush his opponent. However, its lack of physical stats and the great MP cost used for its spells make it a slow Job Class.

StatsEdit

Weapons Head Body Equip Shields?
Rods Hats Robes No


Move Jump Evasion Unarmed
Attack Raise
Resilience
3 2 0 10 25

AbilitiesEdit

WARLOCKS crush their opponent with their mighty magicks.

Destruction Magick

Skill Weapon Learned From Effect Range AP To Master MP Use
Ardor Flame Rod Heavy Fire Damage, lowers defense and resistance. 4 400 24
Freeze Chill Rod Heavy Ice Damage, inflicts Stop. 4 400 24
Shock Thor Rod Heavy Thunder Damage, may inflict Confuse. 4 400 24
Tornado Lilith Rod Wind damage that reduces a unit's HP to single digits. 4 450 28
Scathe Bomb Arm Heavy magic damage in a straight line 4 sq. line in front of user 450 32
Toxify Heretic Rod Magic damage that inflicts Poison 4 400 26
Megalith Terre Rod Earth Damage, inflicts Break. 4 400 22
Waterga Stardust Rod Heavy Water Damage. 4 300 20

Reaction

Skill Armor Learned From Effect AP To Master
Magick Flurry Samite Coat Counters an opponent's elemental Offensive Magick with the Warlock's version of the same element's spell (Fire => Ardor, Blizzara => Freeze...) 500
Critical: Manafont Black Robe Spells cost 1 MP when in critical state. 450


Support

Skill Equipment Learned From Effect AP To Master
Geomancy Sage's Robe Reduces all target's elemental resistances by one level.

[Absorb > Null > Half > Norm > Weak]

300
Elementalism White Robe Increases elemental resistances by one level.

[Weak > Norm > Half > Null > Absorb]

300


Made ByEdit

Xelias-

CommentsEdit

Overpowered a little, I know. Xelias-

totally. it's prequisites should be fully master black mage, illusionist, arcanist, and alchemist. genesisrocks


Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 14:23, December 21, 2009 (UTC)
I don't make Prerequisites, but I would see this job as a character-exclusive job.

DoomknightEdit

The Doomknight is a character-exclusive job. It uses Vampire Magicks to drain his opponent's powers. At first, it is quite weak, but it quickly gains power thanks to his spells. Note that any stats bonuses will disappear after the battle.

StatsEdit

Weapons Head Body Equip Shields?
Katanas Helmets Heavy Armor Yes


Move Jump Evasion Unarmed
Attack Raise
Resilience
2 1 0 16 35

AbilitiesEdit

DOOMKNIGHTS gain their powers from their opponents.

Vampire Magick

Skill Weapon Learned From Effect Range AP To Master MP Use
Speed Syphon Nosada Inflicts Slow on unit, bestows Haste on self. 3 250 18
Agility Syphon Kotetsu Lowers opponent's movement by 1, bestows Leap on self. 3 200 14
Dodge Syphon Murasame Lowers opponent's Evasion and adds it to the user. The amount of absorbed Evasion is proportional to the opponent's Evasion. 3 300 22
Power Syphon Osafune Lowers opponent's Strength and adds it to the user. The amount of absorbed Strength is proportional to the opponent's Strength. 3 300 22
Magick Syphon Kiku-ichimonji Lowers opponent's Magic and adds it to the user. The amount of absorbed Magic is proportional to the opponent's Magic. 3 300 22
Guard Syphon Adazakura Lowers opponent's Defense and adds it to the user. The amount of absorbed Defense is proportional to the opponent's Defense. 3 300 22
Mind Syphon Ragetsu-Denbu Lowers opponent's Resistance and adds it to the user. The amount of absorbed Resistance is proportional to the opponent's Resistance. 3 300 22
Stamina Syphon Sumihomura Lowers opponent's Resilience and adds it to the user. The amount of absorbed Resilience is proportional to the opponent's Resilience. 3 300 22
Aerial Syphon Sumihomura Lowers opponent's movement by 1, increases self's movement by 1 3 200 14
Heart Syphon Zanmato Drains HP from a unit; the lower the user's HP are, the higher the damage dealt. User regains HP equal to damage dealt 3 350 16
Mana Syphon Masamune Drains MP from a unit; the higher the target's MP are, the higher the damage dealt. User regains MP equal to damage dealt 3 350 16

Reaction

Skill Armor Learned From Effect AP To Master
Syphon Counter Platemail When attacked, may counter by absorbing a small portion of one of the attacker's stats. 500


Support

Skill Equipment Learned From Effect AP To Master
Negate Syphon Peytral The unit cannot be targeted by Syphon Magicks. 300


Made ByEdit

Xelias-

CommentsEdit

MercenaryEdit

The Mercenary is a job exclusive to Humes. It consumes Gils to activate powerful effects. It also has great physical stats.

StatsEdit

Weapons Head Body Equip Shields?
Spears Helmets Heavy Armor Yes


Move Jump Evasion Unarmed
Attack Raise
Resilience
3 1 0 19 30

AbilitiesEdit

MERCENARIES use money to help their allies and dispatch their enemies.

Bribery

Skill Weapon Learned From Effect Range AP To Master
Persuade Dragon Whisker Pay any number of Gil to persuade enemies to leave the battlefield. Chances of success are proportionnal to the amount of paid Gil. 1 300
Gil Toss Javelin Pay any number of Gil to inflict damage equal to that number/10 to a unit. Fails on targets immune to Instant Death. 3 350
Motivate Trident Pay any number of Gil to raise the stats of a unit (except user) proportionally to paid gil. 3 400
Trade Lava Spear Buy target's Level 3 Loot. Functions like Steal, but with a 100% success rate. You lose Gil equal to the price of this Loot*1.1. 1 300
Swindle Gae Bolg Steal target's Gil. Proportional to owned Gil. 1 250
Greed Strike Ice Lance Inflicts damage proportional to target's Gil. 1 350
Damages Claim Partisan Destroys target's accessory and loses Gil equal to the price of this accessory. 100% hit rate, fails if you don't have enough Gil. 1 250
Gamble Kain's Lance Uses one selected attack that costs Gil. Randomly doubles, halves, conserves or reduces to 1 the Gil cost for this attack Depends on skill used 450

Reaction

Skill Armor Learned From Effect AP To Master
Gil Snapper Platemail Obtain Gil after receiving a critical hit 300


Support

Skill Equipment Learned From Effect AP To Master
Mercantile Adamant Armor Decreases Gil cost for skills. 300


Made ByEdit

Xelias-

CommentsEdit

Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 19:32, December 23, 2009 (UTC)
The best Job Class I ever created, according to me.

yeah it would be nice to have a class that makes good use of the extra gil you have later on in the game. --Genesisrocks

Black KnightEdit

The Black Knight is a job exclusive to the Moogles. To unlock it, you need to master 3 Abilities as a Moogle Knight and 2 as a Black Mage. It focuses on casting spells while attacking. It is obtainable after the quest: A fright of a Knight.


StatsEdit

Weapons Head Body Equip Shields?
Blades Hats, Helmets Heavy Armor Yes


Move Jump Evasion Unarmed
Attack Raise
Resilience
3 2 0 18 35

AbilitiesEdit

BLACK KNIGHTS combine the power of their weapons with offensive Magicks.

Sword Magicks

Skill Weapon Learned From Effect Range AP To Master MP Use
Runic Sun Blade Allows to absorb the next Black Magick spell cast against the user until his/her next turn. Absorbing Black Magick results in the blade gaining the elemental properties of the spell and increasing his/her MP by the MP used to cast the spell. Self 300
Fire Combo Flametongue Attacks then follows up with
  • Fire if the weapon has no elemental properties and the weapon is not runic-charged.
  • Fira if the weapon has fire-elemental properties or the weapon is runic-charged with fire.
  • Firaga if the weapon has fire-elemental properties and the weapon is runic-charged with fire.
Weapon Range 250 6
Ice Strike Icebrand Attacks then follows up with
  • Blizzard if the weapon has no elemental properties and the weapon is not runic-charged.
  • Blizzara if the weapon has ice-elemental properties or the weapon is runic-charged with ice.
  • Blizzaga if the weapon has ice-elemental properties and the weapon is runic-charged with ice.
Weapon Range 250 6
Thunderblitz Atomos Blade Attacks then follows up with
  • Thunder if the weapon has no elemental properties and the weapon is not runic-charged.
  • Thundera if the weapon has thunder-elemental properties or the weapon is runic-charged with thunder.
  • Thunderaga if the weapon has thunder-elemental properties and the weapon is runic-charged with thunder.
Weapon Range 250 6
Magick Frenzy Ayvuir Red Allows user to use a spell then follow up with a regular attack. Does not work with Raise, Arise, or any Blue Magick (except Quake). Depends on spell used 550 Depends on spell used
Fira Venus Blade Deals strong fire damage 4 250 14
Blizzara Pearl Blade Deals strong ice damage 4 250 14
Thundera Ogun Blade Deals strong thunder damage 4 250 14


Reaction

Skill Armor Learned From Effect AP To Master
Critical: Runic Materia Armor Bestows Runic on the unit when at Critical HP. 350


Support

Skill Equipment Learned From Effect AP To Master
Magickal Blade Maximilian Allows to attack within an increased range (the range of a standard spell) at the cost of 6 MP per attack. If you don't have any MP, it doesn't work. 350


Made ByEdit

Xelias-

CommentsEdit

ShiftbladeEdit

The Shiftblade is a character-exclusive job. It morphs his weapons into different forms and unleashes powerful magick and physical attacks.

StatsEdit

Weapons Head Body Equip Shields?
Knightswords, Blades Hats Light Armor, Heavy Armor No


Move Jump Evasion Unarmed
Attack Raise
Resilience
4 3 0 5 30

AbilitiesEdit

SHIFTBLADES transform their weapons to adapt to battle situations.

Warp

Skill Weapon Learned From Effect Range AP To Master MP Use
Burst Surge Lionheart Unleash a warped weapon's latent power. 2 250 12
Frost Warp Icebrand Ice element added to sword. Resistance Increase. Self 180 6
Flame Warp Flametongue Fire element added to sword. Attack increase. Self 180 6
Bolt Warp Atomos Blade Lightning element added to sword. Magic increase. Self 180 6
Stone Warp Ogun Blade Earth element added to sword. Defense increase. Self 180 6
Sky Warp Air Blade Wind element added to sword. Movement increase. Self 180 6
Flood Warp Pearl Blade Water element added to sword. Jump increase. Self 180 6
Shine Warp Sun Blade Light element added to sword. Speed increase. Self 180 6
Shadow Warp Shadow Blade Dark element added to sword. Evasion increase. Self 180 6
Ultima Warp Materia Blade Elements removed from sword. Attack increase. Defense increase. Movement increase. Self 990 32


Support

Skill Equipment Learned From Effect AP To Master
Geomancy Galmia Frock Reduces all target's elemental resistances by one level.

[Absorb > Null > Half > Norm > Weak]

300


Made ByEdit

MarcusKevaulx

CommentsEdit

Burst Surge performs different attacks depending on what form or lack of form your Shiftblade is using. -MarcusKevaulx

I'll have to say, not too bad for a first-timer! It's quite a bit like the Spellblade Job Class, though... VoidCommanderExdeath 01:41, January 11, 2010 (UTC)

Yeah and a little like the Parivir. I think the Parivir is the best class in A2. I've gotten ton of 1HKs with them. Genesisrocks

Yorutou (Nightblade)Edit

Derived from the game Seiken Densetsu 3, Yorutou are Ninjas highly trained to use weapons and items of all sorts to their maximum potential and lethality, and without mercy. They know deadly jutsus that mimic disasterous accidents and have a specialized Throw command that can have certain weapons be tossed at specific body parts to cause heavy damage and deadly aftereffects.

However, the AP costs for the Yorutou are ridiculously high, unless one has mastered all of the Ninja's commands and abilities. The Yorutou also has a very weak MP pool required for the Jutsu spells.

StatsEdit

Weapons Head Body Equip Shields?
Blades, Katanas Hats Light Armor No


Move Jump Evasion Unarmed
Attack Raise
Resilience
5 4 15 19 5


AbilitiesEdit

YORUTOU use abilities adapted from years of observing the arts of killing.

Satsui Ninjutsu (Murderous Ninjutsu)

Skill Weapon Learned From Effect Range AP To Master/AP To Master after mastering the Ninja Class MP Use
Blaze Jutsu Sumihomura Transform the Mist into magickal oil that sets one ablaze. Causes Oil and reduces Magick stat. 4 350/150 12
Frostbite Jutsu Nosada Cause freezing in one's flesh to induce pain. Causes Blind and reduces Equipment effectiveness. 4 350/150 12
Burial Jutsu Osafune Cause the ground below to sink, trapping them in deadly pressure. Causes Paralysis and reduces Defense Stat. 4 350/150 12
Drown Jutsu Murasame Increase the moisture within the vicinity of the victim, having it accumulate within their lungs in a matter of seconds. Causes Silence and reduces Attack. 4 350/150 12
Electrocute Jutsu Ragetsu-Denbu Increase the intensity of the static around the opponent into fatal doses. Causes Slow and reduces Spirit. 4 350/150 12
Parasitism Jutsu Kotetsu Transform small specks of dust into seeds of a demonic species, that feast upon the opponent's flesh. Causes Disease and reduces movement. 4 350/150 12
Anemia Jutsu Kiku-ichimonji Transmute the metals in the body into lethal obstructions. Causes Sap and reduces Jump. 4 350/150 12
Kamaitachi Ashura Send razor sharp winds that curse the opponent with bad luck. Reduces Accuracy. 4 350/150 12
Poison Breath Kunai Spew a deadly cocktail of poison at an area. 4 300/150 10
Enmazuki Kunai Run forth and attempt to strike with full force at the chest that then pierces the heart and soul. Causes Instant Death, but with a 40% rate of success. If the enemy is immune to death, the attack does damage. 2 450/250
Deadly Weapon Shadow Blade Toss a weapon with deadly force that upon impact, will instill a feeling of weakness. Reduces HP Limit and nullifies status immunites. Works best with Blunt weapons. 4 350/100
Disarming Rupture Ogun Blade Toss a weapon at the arms, to disarm the opponent. Can cause Don't Act, reduces Attack and Defense, and increases the Drop rate from the target. Works best with an Edged weapon. 4 350/100
Headshot Kwigon Blade Toss a weapon at the head, that can cause Addle, Silence, Paralysis, Blind, Sap or Death. 4 350/100
Legshot Paraiba Blade Toss a weapon at the legs, that can cause Immobilize or Sap. Works best with a Piercing weapon. 4 350/100

Reaction

Skill Equipment Learned From Effect AP To Master
Utsutemi Black Garb When an enemy attacks, move fast enough to create an illusion and then strike back. 300
Catch Ninja Gear Anytime an enemy unit uses the Throw or related commands, catch the oncoming object. 300


Made byEdit

Mask no Oni 23:42, December 24, 2009 (UTC)


CommentsEdit

Peanut GalleryEdit

Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 14:17, December 21, 2009 (UTC)
Will you do the abilities, or can I do it ?

you can make abilities. I'm not good at that.


Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 17:08, December 21, 2009 (UTC)
Are you satisfied ?

Yeah that is basically what I had in mind

VIIBCKnifeFemale
Lala the Montblanc Fan - Who says I'm weak?
TALK - 10:35, December 22, 2009 (UTC)
Wouldn't it be better if the range that is "1" is changed into "Weapon Range"?


Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 12:02, December 22, 2009 (UTC)
Your wishes are granted... And I wasn't speaking of those about Montblanc.
VIIBCKnifeFemale
Lala the Montblanc Fan - Who says I'm weak?
TALK - 12:24, December 22, 2009 (UTC)
You thought that I was thinking of Montblanc while posting? I was a bit, but I put my comment so it would be better if the Black Knight gets to be a Chocobo Knight which could equip anything.


Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 15:01, December 22, 2009 (UTC)
No, I just love to mock everybody... And I know your "love" for Montblanc, so... Heheheh...

Your idea was good nonetheless. Proof : I modified my Black Knight...

I changed it from chocobo knight due to the fact that Chocobo Knights don't master abilities


Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 05:07, December 23, 2009 (UTC)
So, that means... that the weapon range is... I am quite confused now. Esuna, someone ?
  • bonks you upside the head with a Tome* Sorry, I can't use White Magic, so I had to use the other way. VoidCommanderExdeath 20:16, December 23, 2009 (UTC)


Xelias0 - Insects may swarm, they are insects nonetheless.
TALK - My reign is absolute ! - 05:07, December 23, 2009 (UTC)
*Casts Curaga on self* Owch... It hurts. At least I'm not confused anymore.

Hooligan Edit

Hooligans use the power of drunken vandalism to wreck the battlefield and anyone nearby. Equips "Blunt Instruments" in battle and can only wear light armor. Due to the Hooligan being wasted out of their heads, they cannot use magic regardless of what ability you give them. Their abilities require a certain amount of "Ruffian points" which are gained by dealing damage (one Ruffian point per attack, none if it misses. Two points if you go critical or hit a weakness.) or using certain free abilities. Blunt instruments include: Desk Chairs, golf clubs, lumber, and other such items. Their ultimate weapon? A cinder-block attached to a chain called "The Defender". They are balanced by the fact that none of their attacks can reach more then one square away, and the Ruffian point system.

Vandalism

Skill Weapon Learned From Effect Range AP To Master
Chug-A-Lug Rusty Deck Chair Downs alcohol for a random stat boost, followed by a random stat reduction, the same stat cannot be effected by both and both only last one turn. Bestows 5 Ruffian points. 1 300
Adrenaline Smash 9-Iron Uses a blunt weapon to crash into the enemy with high velocity and strength, inflicts Armor Break. Costs 5 ruffian points. 1 350
Bribe Trident Pay's off the judge to ignore the Ruffian's actions. Costs 2 Ruffian points and requires 5,000 gil. This effect lasts one turn. 1 400
Looter's Privilege Trashcan lid Smashes open a treasure chest to get bonus loot in addition to whatever is in the chest. Gives 1 ruffian point. 1 300
Innanerts Steel Toed Boots (Accessory) Deals a massive kick to the genitals, deals 150% Damage to the enemy if it is Female or of unknown gender. The damage always goes critical if used on a male enemy (IE: 300% damage) and knocks them back into the nearest obstacle (they will fall off cliffs if they are not stopped by something). Costs 10 Ruffian points. 1 250
Random Mugging Brass Knuckles Steals gill and deals damage, costs 3 Ruffian points. 1 350
Screw the rules, I have money! Baseball Bat Tosses a large amount of gil right at the temple of the enemy, inflicts minor damage and Stop. Costs 4 Ruffian points. 1 250
Wreak your Shit "The Defender" Smashes the foe over the head then slams them into the ground, then tosses them into the nearest foe, knocking both back. Requires 20 Ruffian points. Deals critical damage to both and inflicts stop, and a 25% chance of instant death on both unless immune. 1 (longer due to tossing the enemy) 450

Reaction

Skill Armor Learned From Effect AP To Master
What the hell? White Wifebeater Kicks the enemy in the shins, delaying the attackers turn slightly and dealing some damage. 300


Support

Skill Equipment Learned From Effect AP To Master
Post Bail Soccer Jersey You get one "freebie" with the law, IE: if you use something illegal, you just get a warning the first time. This ability costs 20,000 gil each use and you can choose to reject the "freebie" if you don't want to pay. This ability effects your entire team, not just the Ruffian. 300


Voodoo Mage Edit

The Voodoo Mage works on one simple concept, what happens to the Voodoo Mage happens to the enemy. If it takes damage, it deals the same amount of damage to a random enemy. It gets hit with a status effect? Ditto. Buff? Ditto. HP Restore? Ditto. No matter what happens to it (aside from moving, unless hit with an ability which forces movement, such as Blink Counter) the same thing happens to the enemy.

The Voodoo Mage is balanced by having weak defense, and the inability to deal a whole lot of damage. All of it's abilities only serve to harm itself so as to harm the enemy. Keep in mind, Esuna and other healing spells/items are randomized too. So theoretically you could hit an enemy with a status effect or damage, then heal the Voodoo Mage and have the possibility of it not hitting the injured enemy. The Voodoo Mage cannot be immune or resist any status effects, but the enemy can resist. BUT, if the foe is immune, the success rate instead drops to 50 percent and lasts half as long.

StatsEdit

Weapons Head Body Equip Shields?
Staves, Instruments Hats Light Armor No


Move Jump Evasion Unarmed
Attack Raise
Resilience
5 4 15 19 5


AbilitiesEdit

Voodoo Mage Uses powerful curses which are both boon and bane.

Voodoo Magick

Skill Weapon Learned From Effect Range AP To Master MP Use
Frog Toxin Todd Staff Uses a powerful toxin to poison the enemy, but watch out for the side effect... Any 150 12
Summon Loa Loa Staff calls upon a spirit of death to hex the enemy, the price is indeed steep though... Any 550 12
Zombify Lamort Staff Uses a special herbal mix to transform the enemy into an undead, though you had best get some holy water after doing so... Any 350/150 12
Voodoo Doll Mortis Staff Uses a effigy doll to wound the enemy and deal moderate damage, just watch where you stick the pins... Any 350 12
Limb Breaker Death Staff Uses a magic stave to render the enemies arms or legs immobile, but be careful not to drop your staff once you do... Any 400 12
Muddling Powder Muerta Staff Use a special powder to cause forgetfulness in the enemy, if can you recall where you left it... Any 350 12
Sleeping Hex Dod Staff Induces fatigue in the enemy, best hope you have something caffeinated on hand... Any 350 12
Shadow Curse Shin Staff Uses a nasty powder to blind the enemy, try not to trip... Any 350 12
Hex of stillness Marwolaeth Staff Freezes the enemy in place, you may feel a slight tingle... Any 300 10
Choking Powder Guasto Staff Gags the enemy enough to hinder spell-casting, check for lozenges... Any 450/250





Reaction abilities

Skill Equipment Learned From Effect AP To Master
Death's Head Black Garb Deals minor damage to HP and MP, you gain whatever they lose. Deals a minimum of ten damage 300
Fear Black Headdress Drives the enemy back one square without dealing damage 300


Comments Edit

There we are, I hope at least it is unique...Exdeath64 04:56, January 21, 2010 (UTC)

JudgeEdit

A character specific job. Most of their moves depend on laws.

Weapons Head Body Equip Shields?
Greatswords Helms Heavy Armor No


Move Jump Evasion Unarmed
Attack Raise
Resilience
5 3 45 5 65

AbilitiesEdit

Judges use their magickal powers to rob opponents of their rights, before destroying them with their immense strength.

Judgement

Skill Weapon Learned From Effect Range AP To Master
Law Save The Queen Imposes a random restriction on the opponent. Weapon Range 100
Privilege Barong Heals and removes debuffs off of an ally. 3 200
Yellow Card Samson Sword Attempts to put target in Stop status and deal damage. 100% guaranteed to work if target broke a law. Weapon Range 250
Red Card Buster Sword Attempts to inflict Doom on the target. 50% guaranteed to work if target broke a law. Weapon Range 300
Swear In Diamond Sword Attempt to Charm opponent. 2 200
Strike Down Zweihander Deal a guaranteed critical hit, but for a 50% chance of hitting. (100 if target broke a law) Weapon Range 350
Forbid Xankbras Attempt to inflict random debuffs on the target. 100% hit rate if target broke a law. 5 300
Redemption Materia Blade Do medium holy damage for low MP. 6 350
Punishment Defender Do medium dark damage for low MP. 6 350
Ultima Judgement Judge Sword Deal a guaranteed 999 damage attack. Requires full MP and has a 100% guaranteed hit rate for targets who broke the law. 5 600

Reaction

Skill Armor Learned From Effect AP To Master
Magick Shield Judge Armor The unit is immune to all magicks. 999
Law Shield Judge Armor The unit cannot break laws. 999


Made ByEdit

SilverCrono 02:26, June 1, 2010 (UTC)

CommentsEdit

Pretty much a tank if laws are broken. Meh. SilverCrono 02:26, June 1, 2010 (UTC)

This is probably the best suggestion. This and the Hooligan were my favorites.  TheBlueDragoon Dissicon ff10 Yun104:16, June 1, 2010 (UTC)
Thanks. I spent a while on this, purposely adding the reliance on laws so this class doesn't become broken. SilverCrono 04:23, June 1, 2010 (UTC)
Seems balanced to me. I might take a shot at this, once exams are over.  TheBlueDragoon Dissicon ff10 Yun104:26, June 1, 2010 (UTC)
You rock at this. Mask no Oni 23:12, June 3, 2010 (UTC)
Thanks. I'll make more later, eh? サイクス、 月の悪魔のダンス 23:50, June 6, 2010 (UTC)

Onion Knight FFXI Edit

Cloud of darkness
Kujo - "Cool story, bro."
TALK - "Drown within the rifts of time..."
I always thought Onion Knight on FFXI would be fun, Like, once all your jobs are 75 (I actually know a few people like that) you could quest the Onion Knight job. Basically, you could equip abilities, skill ratings (such as MNK's A+ Hand-to-Hand), equip attribute bonuses, by 75 you'd be able to raise your HP to that of a 75 Monk, MP to that of a 75 Summoner, STR to that of a 75 Dark Knight, etc.. But never too many attributes at a time. Also, you couldn't learn Blue Magic, use Scrolls, or learn/unlock weapon skills as Onion Knight, you could only use what you already have. Same goes for job abilities/traits gained through Merits. Onion Knights only merits would be to extend the amount of buffs you can have at a time.

Think like...

75ONK/37BRD (ONK = Onion Knight) Two-hour = Limit Break (Set to have the effect of "Hundred Fists") Weapon = Death Scythe, Blau Dolch, or Darksteel Hammer Ability#1 = White Lore (White Magic) Ability#2 = "Souleater" Ability#3 = "Aggressor" Trait#1 = Chaotic Soul (Gives Scythe/Greatsword skill, Dark Magic skill, "Arcana Killer" and STR of a Dark Knight, Lowers accuracy.) Trait#2 = Rogue's Soul (Gives Dagger skill, "Treasure Hunter", "Gilfinder", DEX, and AGI of a Theif, Raises Critical Hit and Accuracy.) Trait#3 = Healer's Soul (Gives Club skill, Healing Magic skill, "Auto-Regen", and MND of a White Mage.) Attribute boost#1 = HP+50 (This would be a boost gained around lv 60-65) Attribute boost#2 = Attack +70 (This would be a merit-gained boost)

Something like that. Set the effect of "Limit Break", 3 abilities, 3 traits, 2 bonuses. Traits would come as "Souls" and would be available at lv 1, but would only be comparable to that of a lv 1 job. Initially, "Limit Break" would have 'None' equipped, meaning you'd only get the message "[Name] used Limit Break." with no effect. Idk, tell me what you think. Kujo999 18:25, December 26, 2009 (UTC)

It would be interesting...I'll add an FFXI section. VoidCommanderExdeath 19:49, December 26, 2009 (UTC)

Final Fantasy in generalEdit

NeA-Leon
Leon5550 - Procede. Fac mevm diem, pvnc.
TALK - 14:39, April 18, 2010 (UTC)
*Job= Badass
  • Weapons= None, each skill have it's own unique weapon, otherwise it depends for the 'path' the Badass takes.
  • Armour= None, with each level gained the Badass can chose which 'path' to take, it's 'armour' will vary according to the 'path' taken.
  • Innate Ability= Intimidation, enemy's magic costs twice more MP and they deal half the damage they should.

Paths
At level 25, 75 and 100, the Badass can chose between:

  • Paths at Level 25:
  1. Badass Longcoat: The Badass wears a longcoat as armour (BuDuh!) and will attack with handguns (even if handguns doesn't exist, because he/she's a Badass, it doesn't matter) This path gives a boost to speed and accuracy, but not so swell for magics. A skill it can learn is Akimbo, which gives the Badass the ability to attack twice and Cigs which gives the Badass a boost in Attack but slightly lowering Vitality.
  2. Badass Cloack: The Badass wears a cloack this time, and attacks with fists. The waving of the cloack means that it's harder to focus on the Badass' body thus rise Evasiveness but lowers HP. Skills that comes with this path are Taunt, making the enemy attack more, rasing their Attack a bit but also drastically lowering their Defense and Evasiveness. Another skill is The Cloak is off: it's not a good sign for you when a Badass takes his/her clothes off (although the latter is much better than the former), because that means the Badass is dead serious and you're seriously dead. The Badass' Attack skyrockets and it will attack in each turn even if he does something else like healing. He will have a few turns off after the time is out.
  • Paths at Level 75:
  1. Bald of Badass: The Badass has shaven all traces of hair on his scalp, increasing Attack and HP. It can now attack by Headbutting the enemy in addition to the previous skill. No matter waht the enemy is, no matter what their head is madce of or what they're wearing, the Bald of Badass can crack it open with his mighty, hairless forehead and scalp. It can learn the skill Reflect which reflects magical attacks and Blind, which uses the light's reflection to blind the opponent, and even damage it. Being Bald have something to do with these skills.
  2. Beard of Badass (Male only): The Badass will grow a thick, manly beard signifying his years of experience and the gruff and tough life he led. The Beard increases Defense and HP. It attacks with a Lumberjack's Axe and can throw it for less damage but longer range. Hard Man is a skill that have the Badass to ram on his enemies, yeah, all of them, and they all suffers damage. Chainsaw Good changes the Badass' Axe and other weapons to Chainsaws, which have more damage but less accuracy.
  3. Boobs of Badass (Female Only): The Most Common Superpower grants additional HP, Defense and Attack to the Badass but lowers Evasiveness. The Badass doesn't have a new way of attacking, thus keeping the previous forms of attack. Superpower renders the enemy motionless and paralizes them, allowing the Badass to attack freely while ignoring defense and counter attacks. Cover reduces the damage done to Badass and gives her more chance to counter an attack, magical of not.
  • Paths at Level 100:
  1. Badass Normal: The Badass normal is a human being with extraordinary capabilities. The Badass Normal removes all MP using and superhuman Skills but triples all the stats, making the Badass Normal a trully deadly warrior. It attacks with Fists and Foot, which can have a high combo input. Kickass allows the Badass to maul on an enemy, trully destroying him in a barrage of fists and feet. Indomitable Will Allows the Badass to survive one more hit from the enemy, only usable once per battle.
  2. Badass Preacher: Preaching God's wisdom and love to others while shooting criminals between the eyes with a massive revolver, the Badass Preacher have a higher MP, Spirit and Intelligence. It attacks with an upgrade of the handgun: a Magnum-BlesstheLordandpasstheammunition .5873 Caliber handgun specifically built to shoot the Devil back to Hell. It can blow non-Devil's head off simply by aiming it at the poor sod. Heal restores life to the Badass and his/her teamate and removing all status effects. God forgives... I don't deals damage to the enemy, if the enemy is killed with this skill, it's soul is absorbed and raises the Badass' Attack and Speed for the duration of the battle.
NeA-Leon
Leon5550 - Procede. Fac mevm diem, pvnc.
TALK - 14:39, April 18, 2010 (UTC)
Job: God
  • Skills:All of the above, not just the post, but the entire page, everything that has been written here and will be written. Can equip any weapon and armour and have infinite minus 1 HP and as much MP as needed. Defeating God will grant you the Key to the World and the Secret of the Universe. For real. As in, in real life. And don't try Gameshark and all or you'll get electrocuted by your device overloading with impossibilities.
Ffl-char-barbara
Pikmin Master - Cordelia! Do we have a third child?
TALK - 02:34, May 25, 2010 (UTC)
My turn.

Job: Skater Weapon: Skateboards, Skates Armor: Clothing Innate Abilities: Trick (increases accuracy and evasion), Skate (Increases movement speed in a non-overworld setting)

The Skater is terrain-based, with its best at artificial ground such as cities and ships and worst on snow and sea.

The Skater has no need for MP and magic, so it's mostly Speed and Attack, with moderate HP and Defense, and weak Magic Attack and Magic Defense.

It only has physical attacks, but can attack twice per turn for skateboards and three for skates. The skateboards do more damage than skates. The attack power is dependant on terrain. The Skater also has an ability called Taunt, which makes the enemy attack the Skater (in which the Trick innate helps the Skater to dodge).


SPELLSLINGER this class can cast all spells for one MP except for archlegend spells the guy can equip everything but metal armors and his weapons are the spell sling shot the spell sling boom (rifle) and the archlegend gigasword the arch legend spells are giga flare giga meteor giga ultima giga armegeddon and Arch Legend Blitz uses every spell known to man in a final combonation that deals 999999999 damage and the spell slinger satan suit negates a gods abilities and the seraph spell slinger suit makes him invincible to magicBlitz 01:08, January 4, 2011 (UTC)

Godslayer has only two moves chant and sacrifice chant transforms godslayer into a level 99 Giga dark knight (giga doubles level of spell or person) and at that point he has all attacks for that class and sacrifice destroys the god slayers followers ( godslayer can recruit followers outside of battle) and the more he has the higher the chance of slaying a god or if he fails he merely reduces a god into a level 99 giga angel for 7 turns a god slayers equipment is dark or light energy (bathed around him or her)Blitz 01:22, January 4, 2011 (UTC)

CommentsEdit

Okay. I have Yojimbo use Zanmoto. Now, where's my Key to the World and Secret of the Universe stuff. Mysidian Nomad 21:22, April 20, 2010 (UTC)

`Watches as God mistakenly takes the powers of a Void Mage (Cid of the Lufaine's) and randomly kills himself` Ditto for me.

"Infinite minus 1 HP", do you have infinite minus 1 gil? I dont think so... And is Void Mage in this article, if he is, then it doesn't matter (Infinite minus 1 HP, people), just hope the ensuing paradox doesn't destroy all realities... Leon5550 10:01, April 21, 2010 (UTC)

This is just like you Leon, making a character that can't died, well he god but still. Maybe I should uses Light of Judgment or Death from XIII. Even a god must fall, if Kefka can be killed one god is safe!  NeoZEROX Dissicon ff6 Ter4 12:55, April 21, 2010 (UTC)

What does how much gil I have have to do with what Yojimbo uses? I've had him randomly use moves on entering battle and pulverizing fiends for mere hundreds of gil. And the Void Mage causes confusion, instant death, and (I think) X-zone. HP has nothing to do with any of those. Mysidian Nomad 02:21, April 22, 2010 (UTC)

Don't worry about, if you know Leon well pull any stupid ass tick to keep his god alive. *coughfranciscoughleoncough*  NeoZEROX Dissicon ff6 Ter4 02:37, April 22, 2010 (UTC)
Ffl-char-barbara
Pikmin Master - Cordelia! Do we have a third child?
TALK - 02:34, May 25, 2010 (UTC)
Oh, that's an epic job, that "Badass".


Now leon you must realize that a satan suit spell slinger and a godslayer with 666 followers or more can crush your god leonidas or whatever hes called if they work together MWAHAAHAHAHAHA Blitz 01:27, January 4, 2011 (UTC)

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