I, the Ninja of Wind, would like to welcome you NEWTs to... MY MIND! That's right. Every single sentence you read on my pages is just a small part of my digital mind. Since I'm running this show, I protect you NEWTs from those peskey, insanity inducing parts. I have also hidden everything that could get me kicked out of the wiki from the higher-ups. They have no clue! ; P
Humes[]
Humans in Ivalice are called Humes, and in FFTA, they have the most job opportunities. There must be racial cults everywhere to keep the magically focused Nu Mou from getting their paws (or whatever appendages those elephant-like-things have) off of the Blue Mage job. Humans start with a total of five starter jobs and can earn six more. That is a lot compared to everyone else's. So let's start in the most logical place, the starting jobs:
Soldier[]
Soldier | |||||||||
---|---|---|---|---|---|---|---|---|---|
Primary Job | To Earn: | None | None | ||||||
Move | Jump | Evade | ATK UP | DEF UP | HP UP | MP UP | SPD UP | MGC UP | RES UP |
3 | 2 | 50 | B+ | B+ | B | D- | C- | D- | C- |
Soldiers are one of the most basic classes in the game. Their stat growth is more well rounded than others, so they can be paired up with other types of jobs more easily. But soldiers fail to finish all the way in any area of the game. If you train a soldier all the way to level 50, they will lack the massive power of fighters and paladins, and not worth their magic growth. When leveling, get out of this class as fast as you can to prevent being sucked into it's vortex of averageness.
For abilities, though, soldiers pull through with a very interesting, and flexible, set of AAs. They mostly focus on taking away the stats of the enemy unit. "First Aid" heals for very minimal HP, even in the beginning of the game, but gets rid of all harmful status effects. "Powerbreak" and "Speedbreak" can cripple a physical attacker while "Magicbreak" and "Mindbreak" will make magic users useless. "Mug" just combines an weaker attack with sealing a few gil, which you will get a lot of in FFTA. "Provoke" can be amazing if used correctly... say on little, annoying magicians. I never really used "Sensor", but from what it says, I still don't know what it's uses are. If any NEWTs out there know, please tell me.
So, overall: Don't level up as a soldier, come back to learn the abilities for job mixing. But I'll get into what mixes are good latter on.
AA (Battle Tech) |
Weapon Learned From | Effect | Range | AP To Master |
---|---|---|---|---|
First Aid | Shortsword | Recover some HP and cure status ailments. | Self | 100 |
Powerbreak | Barong | Lower the Weapon Attack power of target. | Wep. Range | 200 |
Mindbreak | Buster Sword | Lower the Magic Power of target. | Wep. Range | 200 |
Magicbreak | Ancient Sword | MP damage. | Wep. Range | 200 |
Speedbreak | Silver Sword | Lower the Speed of target. | Wep. Range | 200 |
Mug | Diamond Sword | Damage and steal an abysmal amount of gil. | Wep. Range | 300 |
Provoke | Blood Sword | Inflicts Berserk. | 1 | 300 |
Sensor | Burglar Sword | Search for concealed equipment. This skill will only work on enemies with the "Item" A-ability as their secondary. | 4 | 300 |
SA | ||||
Monkey Grip | Vigilante | Hold a two-handed weapon with one hand. | N/A | 300 |
Shieldbearer | Bronze Shield Opal Shield |
Allows shieldwielding, regardless of Job. | N/A | 300 |
CA | ||||
Combat Combo | Mythril Sword | Allows the unit to start or join in a Combo during combat. | 1 | 100 |
Thief[]
Thief | |||||||||
---|---|---|---|---|---|---|---|---|---|
Primary Job | To Earn: | None | None | ||||||
Move | Jump | Evade | ATK UP | DEF UP | HP UP | MP UP | SPD UP | MGC UP | RES UP |
4 | 3 | 65 | C | C | D | D | C+ | C | D |
At first glance, the thief job seems worse than the soldier job. At second glance, you are still thinking the same thing. So I'll let you NEWTs in on a little secret. The speed stat in FFTA can only grow in 0s, 1s, or 2s. That means a job can only get a speed rating of A, C, or F. The plus or minus is the key to all this. Theif's speed growth has a much better chance of randomly adding a point than most other C rated. Only ninjas and assassins can reach A rated speed every time, but training a thief, even just for a while, will get some of that speed growth too.
For abilities, thiefs can (obviously) steal stuff. They can leave their victims naked in the street with their "Steal X" where X = some piece of equipment. "Steal Gil" is like the soldier's "Mug" in that it is unnecisary with FFTA's cash flow. "Steal Exp" is ammazing for training units, especially if you surround the last enemy on the battlefield for that last bit of Exp. "Steal JP" is good, but I consider JP attacks to be over-rated. "Steal Ability" is limited way too much. It has a low chance of success and you can't steal RAs or SAs, so that means no stealing "Double Sword".
So overall: keep your unit on thief for a while if you plan to use that speed stat, then move him to somewhere faster with more attack growth (ninja anyone?).
AA (Steal) |
Weapon Learned From | Effect | Range | AP To Master |
---|---|---|---|---|
Steal:Armor | Rondell Dagger | Attempt to steal any armor that the target is wearing. | 1 | 200 |
Steal:Shield | Scramasax | Attempt to steal any shield that the target is wearing. | 1 | 200 |
Steal:Access. | Jambiya | Attempt to steal any accessory that the target is wearing. Boots cannot be stolen. | 1 | 300 |
Steal:Helm | Kard | Attempt to steal any headwear that the target is wearing. | 1 | 300 |
Steal:Weapon | Sword Breaker | Attempt to steal any weapon that the target has equipped. | 1 | 300 |
Steal:Gil | Jack Knife | Attempt to steal gil equal to the HP of the thief. Randomly affected positively or negatively. | 1 | 100 |
Steal:EXP | Khukuri | Attempt to steal the target's Exp points. Steal any number between 1 and the most that the target has. | 1 | 100 |
Steal:JP | Orichalcum | Attempt to steal one JP from the target. | 1 | 200 |
Steal:Ability | Cinqueda | Attempt to steal an ability that the target has. The ability must be able to be learned in any Job and the ability must be mastered. Reaction and Support abilities cannot be stolen. Success rate is low. | 1 | 300 |
RA | ||||
Counter | Brigandine | Follow up an enemy attack with an attack of your own. | Wep. Range | 300 |
SA | ||||
Maintenance | Adaman Vest | Absolutely assures that equipped items cannot be stolen or destroyed. Includes gil, EXP, JP, and Ability theft as well. | N/A | 300 |
CA | ||||
Thief Combo | Mythril Knife | Allows the unit to start or join in a Combo during combat. | 1 | 100 |
White Mage[]
White Mage | |||||||||
---|---|---|---|---|---|---|---|---|---|
Primary Job | To Earn: | None | None | ||||||
Move | Jump | Evade | ATK UP | DEF UP | HP UP | MP UP | SPD UP | MGC UP | RES UP |
3 | 2 | 40 | D- | C- | D- | C+ | C- | B | B- |
White mages do exactly what they are supposed to do, and that is heal people. They don't get this done in any kind of interesting way, nor do they gain much of a status increase from being a white mage. Healing and the defence spells are all they got. Their stat increases are attrotious too, except for the magic power and resistance.
Though the abilities are not much to look at, they can still save your life. The "Cure" trio has been around since the beginning of the series, and isn't going away yet. "Protect" and "Shell" are also veterain spells. "Life" is realy "Raise" with a new name, which means "Full-Life" is "Arise". "Esuna" is the last of the long-repeated abilities. The white mage's only support ability is "Turbo MP", which doubles MP cost of spells for double the effect. This is pretty good with offensive magic, not white magic. It should be learned, then left alone until a job change occurs. I leave "Auto-Life" for last because it is the best. It makes it so a unit will automatically be revived after it dies. If nothing else, use this ability often.
So overall: If you plan on making your unit a magical class, you will probably have to pass by white mage anyway, but don't try to stay there for the rest of the game. If your unit is going to be an offensive magic user, I would suggest the use of "Turbo MP".
AA (White Magic) |
Weapon Learned From | Effect (MP) | Range | AP To Master |
---|---|---|---|---|
Cure | White Staff | Recovers a decent amount of HP in an area. Deals damage to undead. Holy-elemental. (6) | 4 | 100 |
Cura | Cure Staff | Recovers a great amount of HP in an area. Deals more damage to undead. Holy-elemental. (10) | 4 | 200 |
Curaga | Spring Staff | Recovers a very large amount of HP in an area. Deals massive damage to undead. Holy-elemental. (16) | 4 | 300 |
Esuna | Pure Staff | Cure physical status ailments such as Blind and Poison. (18) | 4 | 200 |
Life | Bless Staff | Revive a KO'd ally with half of their maximum HP. Deals a large amount of damage to undead. (10) | 4 | 200 |
Full-Life | Nirvana Staff | Revive a KO'd ally with all of their HP. Deals an enormous amount of damage to undead. (20) | 4 | 300 |
Auto-Life | Cheer Staff | Bestows Auto-Life. (18) | 4 | 200 |
Shell | Judge Staff | Bestows Shell. (6) | 4 | 100 |
Protect | Guard Staff | Bestows Protect. (6) | 4 | 100 |
SA | ||||
Turbo MP | White Robe | Double MP use to increase damage and accuracy of skills requiring it. | N/A | 300 |
CA | ||||
White Combo | Mythril Staff | Allows the unit to start or join in a Combo during combat. | 4 | 100 |
Black Mage[]
Black Mage | |||||||||
---|---|---|---|---|---|---|---|---|---|
Primary Job | To Earn: | None | None | ||||||
Move | Jump | Evade | ATK UP | DEF UP | HP UP | MP UP | SPD UP | MGC UP | RES UP |
3 | 2 | 35 | D | D+ | F | C+ | C- | B+ | F- - |
Black Mages have gotten weak when transfering over to FFTA. All their amazing abilities, like "Flare" and "Meteor", were handed over to other jobs. Square, have you no shame? These little guys have been making things explode in FF since day 1 and this is how you repay them? Landing them with their most basic elemental abilities and probably the worst stat growth in the game? Oh how the mighty have fallen. Look at that Resistance. Black Mage has the worst Resistance growth in the game.
Black mages use only three families of spells in FFTA. "Fire", "Blizzard", and "Thunder". It is very simple to figure out the element aligned with each spell. Other than that, they have a reaction and a support ability that both sucks monkey balls. "Return Magic" sounds good, but you are supposed to keep your mage out of the way in a fight, so there is little for you to return. "Geomancy" got increadably idiotic in FFTA. It takes away your opponent's elemental protection in battle. For example, if your target would normally prevent all fire damage, "Geomancy" will make it only halve fire damage. This, again sounds good, but there arn't enough opportunities to put it to use.
So overall: unless you have specific plans to use the black mage, or because you need to advance to a further job, skip this one. Square has sucked all the fun out of our friend here, so if you need a better one, go play FF9. Vivi will be pleased.
AA (Black Magic) |
Weapon Learned From | Effect (MP) | Range | AP To Master |
---|---|---|---|---|
Fire | Rod | Fire Damage (6) | 4 | 100 |
Fira | Firewheel Rod | Strong Fire Damage (12) | 4 | 200 |
Firaga | Flame Rod | Heavy Fire Damage (24) | 4 | 300 |
Thunder | Rod | Lightning Damage (6) | 4 | 100 |
Thundara | Thunder Rod | Strong Lightning Damage (12) | 4 | 200 |
Thundaga | Thor Rod | Heavy Lightning Damage (24) | 4 | 300 |
Blizzard | Rod | Ice Damage (6) | 4 | 100 |
Blizzara | Sleet Rod | Strong Ice Damage (12) | 4 | 200 |
Blizzaga | Chill Rod | Heavy Ice Damage (24) | 4 | 300 |
RA | ||||
Return Magic | Black Robe | Counter offensive magic skills by casting the same spell back at the attacker. | N/A | 300 |
SA | ||||
Geomancy | Sage Robe | Reduces all target's elemental resistances by one level. [Asrb > Null > Half > Norm > Weak] |
N/A | 300 |
CA | ||||
Black Combo | Mythril Rod | Allows the unit to start or join in a Combo during combat. | 4 | 100 |