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Character Classes
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Level One Classes
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Squire
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Requirements: None
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One
of two default classes, the squire class will lead your character
down the road to other physically oriented classes, such as
Knight, Lancer, and Monk. A lot of the skills from this class
can be used to help your fighters later on in the game. Accumulate
and Throw Stone are great skills at the beginning of
the game. Gained JP Up is probably the most essential
skill at the beginning of the game.
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Chemist
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Requirements: None
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As with the Squire class, the Chemist class has a lot of
skills that are useful later on in the game. Potion,
Hi-Potion, X-Potion and Phoenix Down
are great for any character and Ether is great for
magic users. Auto-Potion is essential later in the game. Be
careful with Chemists though, they are low on HPs and can't
use anything decent in the way of weapons until later in the
game when you can purchase guns.
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Level Two Classes
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Knight
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Requirements: Squire LV2
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The Knight class is probably one of the strongest physical-type
classes in the game. They have a high amount of HPs, defense
and attack. You will probably want to have at least one or
two characters as a Knight throughout the first part of the
game until you gain other classes. The only real drawbacks
for the class are a lack of MP and that most of the skills
are not really essential. The Break Skills have a low hit
% making them almost not worth the effort.
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Archer
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Requirements: Squire LV2
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Being the first physical class that lets you attack from
a distance, the archers are really good if you want to have
a person move to the high ground and attack from a distance.
With weapons that lack the power of a sword, gaining Charge
Skills is essential in this fight (Please note that the higher
the Charge, the longer it takes to attack.). When arming bows,
note the difference between crossbow and long bows. Long bows
will let you shoot over walls at hidden enemies, while crossbows
will let you hit a close enemy by aiming just behind them
(Trust me ¿ try it.).
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Priest
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Requirements: Chemist LV2
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The Priest allows you to cure your allies without the use
of items. Cure, Cure 2 and Raise are
great skills to pick up. If you wish to develop this character,
skills like Shell, Protect and Wall are great for raising
the character's defense. Holy is that only attack spell
for this class, but it's a good one. For only 600 JP, it's
actually the cheapest heavy damage spell available. The real
drawbacks for this class are a lack of HP and no ability to
cause physical damage (the staff is one of the weakest weapons
in the game).
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Wizard
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Requirements: Chemist LV2
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Easily the best magic-based class, you'll want to have a
number of people learn Black Magic. It has a wide range of
spells, from the cheap Fire, Bolt and Ice
spells all the way up to Death and Flare. With
very weak HP, physical damage and defense, Wizards can be
a liability in the heat of battle, but if you give them Auto
Potion and keep them away from the enemy, they can help
eliminate whole groups of enemies.
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Level Three
Classes
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Monk
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Requirements: Knight LV2
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Except for the lower defense and HPs due to a lack of armor,
the Monk is probably the best, all-around class in the game.
Their hand-to-hand attacks cause more damage than most weapons
and they have distance attacks in Wave Fist and Earth
Slash. Stigma Magic acts like Esuna for
your character and everyone surrounding him. Chakra
heals both HP and MP and Revive allows the monk to
raise characters from the dead. Move HP Up is one of
the best move skills that doesn't increase distance. Note:
the higher the character's Brave is, the more damage they
can cause with attacks.
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Thief
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Requirements: Archer LV2
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You will probably make a couple characters Thieves just so
you can learn Steal Armor and Steal Weapon.
Also get Steal Accessory, because there are a lot of
great items to be stolen in battle late in the game. Other
than these skills and a high speed, the Thief can be a real
liability. The Steal Skill is a great secondary skill, but
may force your battles to extend dangerously long while you
make attempt after attempt to get that single precious item.
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Oracle
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Requirements: Priest LV2
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The Oracle has the ability to cause all sorts of status ailments.
"So what?" On its own, this class is really weak. For you
to use this class effectively, give the Oracle either the
Summon Magic or Black Magic secondary skills. The only skills
worth using this class are Paralyze (causes Don't Act)
and Move MP Up. Other than these, wait until you get
the chance to use the Mediator. Their skills are a little
bit better.
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Time Mage
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Requirements: Wizard LV2
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Time magic is a great secondary skill for Wizards and Summoners.
Haste, Slow and Don't Move are all good,
cheap skills to get. Down the line, you'll want to get Meteor
and the best skill for the Time Mage, Short Charge.
This skill will let you cast large spells and summons in a
fraction of the time it would normally. Imagine being able
to cast Bahamut, Lich and Cyclops in a turn or two. Makes
you want to go out a gain the 800 JP as soon as you can, doesn't
it?
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Level Four Classes
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Geomancer
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Requirements: Monk LV3
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The Geomancer is a hybrid class. They can use swords and
axes like knights but have Elemental Skills that act like
spells. The Elemental Skills are activated by the type of
terrain the character is standing on. Therefore, you have
to get a number of the skills before you can use the class
effectively. Don't bother getting Blizzard or Lava
Ball until the end - neither skill will see much use.
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Lancer
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Requirements: Thief LV3
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As
good as the Knight class, the Lancer has a two-panel reach
with their spears and the ability to Jump. The Jump skill
allows the Lancer to leap in the attack and land on an opponent
panels away causing massing damage. The only draw-back is
that you cannot gauge when the Jump will land until after
you commit to it. Also, when buying for this class, buy
the minimum to start out and then save up for the max. Anything
in between is just a waste. Also, get Ignore Height
¿ you'll find it useful in some of the later levels.
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Mediator
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Requirements: Oracle LV2
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Not the best class in the game, but the Mediator has some
useful skills. Plus, they can equip guns, which makes them
useful from a distance. Praise, Threaten, Preach
and Solution allow you to manipulate your characters
Brave and Faith points. Invitation lets you turn an
enemy into an ally, but I find Train is better. It
allows you to automatically Invite with a near-fatal attack.
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Summoner
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Requirements: Time Mage LV2
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Think of Summoners as Wizards that cause more damage over
larger areas, but take longer to cast, more MP and lower HP.
On its own, this class suffers some severe handicaps, but
add either Half MP or Short Charge and the Summoner
can be a great long distance addition to your party.
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Level Five Classes
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Samurai
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Requirements: Knight LV3, Monk LV4,
Lancer LV2
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Much
like the Monk, the Samurai is an excellent physical class.
With a higher level of armor and a good attack, the main gist
of the Samurai is using katanas in the Draw Out skill, which
casts both attack and beneficiary skills. Understand, though,
that this is probably the most expensive class to have. Since
you must have a katana in your inventory to use Draw Out,
you'll have to buy a number of them for the skills to be useful.
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Ninja
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Requirements: Archer LV3, Thief LV4,
Geomancer LV2
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The ninjas are light, quick, have a distance attack with
their Throw skill and attack twice with their regular attack.
The real drawback to this class is the lack of armor. The
speed and attack capabilities of this class really make it
an asset. When buying skills, only bother to get Shuriken
and Ball. Anything else is just an expensive accident
waiting to happen. Also, get the Two Swords skill and attach
it to any of the physical classes as an added benefit.
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Calculator
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Requirements: Priest LV4, Wizard LV4,
Time Mage LV3
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This class takes some time and work to really get the benefit
from it. Calculators are slow and weak, making them extremely
frustrating. If you can develop one or two, the Math skill
is an excellent secondary skill for any class. You can cast
almost any skill instantly and for free. The drawback is that
it will hit anyone who meets the criteria of the casting parameters.
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Dancer
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Requirements: Geomancer
LV4, Lancer LV4
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Dancers are weak. Even with the ability to Dance, causing
spells that attack all enemies regardless of distance, keeping
a character as a Dancer is asking for trouble. The only Dance
worth mentioning is the Nameless Dance, which adds
various status anomalies.
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Bard
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Requirements: Mediator
LV4, Summoner LV4
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The Bard is only a little more useful than the Dancer in
that his Songs aid all allies on the field, raising speed,
HP, MP, attack strength. Nameless Song causes positive
status effects like Reraise and Regen and the
Move +3 is a great movement skill.
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Mime
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Requirements: Squire
LV8, Chemist LV8, Geomancer LV4, Lancer LV4, Mediator LV4,
Summoner LV4
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The Mime is a mixed bag. If you don't have a game plan when
you use one of these, you're not going to like the Mime. The
Mime has no skills; they just mime what the character before
them did. This is great if you want to plan out a strategy.
Imagine having four mimes and a Summoner with the Short
Charge ability and the Cyclops Summon spell. Not
much would be left alive after the first round.
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