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Job/Class FAQ

by Alecander

---------------------------------------------------------------------------
Final fantasy 5 Advanced, jobs and abilities Faq!

Written by Alecander

----------------
Version history
----------------
1.00
-----
-Jobs and abilities
-Including the new jobs
-Magic including dark arts+blue magic
-Well, where to find them of course.
2.00
----
-Well, everyone else seemed to be adding all of the magic, so i joined in
-Corrected a few typo's, thanks to KiaLobeli for pointing some out
3.00
----
-Yet to come, but in this I'll be adding more unique magic.
----------------
----Contents----
----------------
To skip to a certain area, hold Ctrl and F and type in the number to the side
0.00: Intro
1.00: The jobs 
1.01: wind
1.02: water
1.03: fire
1.04: earth
1.05: inherited abilities
2.00: New jobs
3.00: Black/Red magic
3.01: White/Red magic
3.02: Time magic
3.03: Summon magic
4.00: unique magic
4.01: Blue magic
4.02: The art of cursed magic
5.00: Credits/thanks

---------------------
--0.00 Introductions--
---------------------
Well, being the first Faq I've composed, I hope it's not too shabby for 
Gamefaq standards. My thanks and credits are towards the end of the Faq.
Well, as the title says, this is a jobs and abilities Faq for the all time
great final fantasy 5 advance. 

If you feel there's something missing in my Faq, you can email me via
[email protected]. But please, no black mail; D.
Anyway, enough talk, you came here to look up the jobs so I'll get on with 
that right away. 

-----------------
--1.00 The jobs--
-----------------
Well, to begin, in total, there used to be 22 (including bare) jobs, but in 
the new ffva, there are 4 more, named in order of display: Necromancer, Oracle
Cannoneer and Gladiator. I'll be including them in a later section since 
there is some other info I'll be including. Abilities with a ! in front 
signify that they are a battle command. 
Well, here they are:

---------------------
--1.01 Jobs of wind--
---------------------
Knight
Monk
Thief
White mage
Black mage
Blue mage

------
Knight: Swords, Knifes, and Shields
------
"Valiant warriors who protect allies low on hp"
Abp to master: 690
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
Cover             010           Defends allies who are low on hp

!Guard            030           Increases Defense significantly for 1 turn

2 handed           050          when equipped, doubles attack power of a 
                                Knight sword, Katana, axe. When equipped
                                cannot equip a shield

Eq Shields        100           enables job/class to eq shields who can't

Eq Armour         150           enables job/class to eq armour who can't

Eq swords         350           enables job/class to eq swords/ katanas 
                                who can't


Favourite ability: 2-hands, with a good enough weapon, you can have a decent
                  killing machine early in the game


----
Monk: N/A
----
"Masters of hand-to-hand combat who intuitively counterattack"
Abp to master: 700
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Focus            015           Takes a bit more time to deal 2x damage

Barehanded        030           Gives same attack power as a monk, with
                                no weapons equipped

!Chakra           045           Restores hp and cures poison and darkness

Counter           060           When attacked physically, can execute a
                                counterattack back on the damager

Hp+10%            100           Raises hp by 10%. With certain classes, can
                                stack up to +30%

Hp+20%            150           Raises hp by 20%. With certain classes, can
                                stack up to +60%

Hp+30%            300           Raises hp by 30%. With certain classes, can
                                stack up to +90%


Favourite ability: Hp+30%, with this you can charge up to 9999hp easily, I 
                  would say counter, but that automatically is passed on to
                  bare and mime.


-----
Thief: Knifes
-----
"Expert bandits who espy secret passages and foil back attacks. Can sprint
by holding the B button"
Abp to master: 635
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
Find passages     010           hidden paths are revealed

!Flee             020           Party flees battle

Sprint            030           Increases running speed, required to get 
                                some items

!Steal            050           Attempt at stealing an item from a foe, 
                                to improve chances, equip the thief glove

Vigilance         075           Prevents "back attack/ambush"

!Mug              150           Perform !steal while inflicting damage

Artful dodger     300           Same speed as thief


Favourite ability: !steal/!Mug, depending on the situation. Stealing items
                  is well worth it, especially on some of the later bosses


----------
White mage: Staves
----------
"Priests who use white magic to heal and protect allies"
Abp to master: 580
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!White lv1        10            Eq to any job to use up to lv1 white magic
                              
!White lv2        20            Eq to any job to use up to lv2 white magic

!White lv3        30            Eq to any job to use up to lv3 white magic

!White lv4        50            Eq to any job to use up to lv4 white magic

!White lv5        70            Eq to any job to use up to lv5 white magic

!White lv6        100           Eq to any job to use up to lv6 white magic

Mp +10%           300           Increase max mp by 10%. With certain class
                                can stack up to +30% 


Favourite ability: White lv5/6, mainly for Curaga and holy/arise. Cant do a 
                  strong boss without Curaga and arise. 


----------
Black mage: Knifes, rods
----------
"Wizards who�s powerful black magic strike fear into enemies"
Abp to master: 730
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Black lv1        010           Eq to any job to use up to lv1 black magic
!Black lv2        020           Eq to any job to use up to lv2 black magic
!Black lv3        030           Eq to any job to use up to lv3 black magic
!Black lv4        050           Eq to any job to use up to lv4 black magic
!Black lv5        070           Eq to any job to use up to lv5 black magic
!Black lv6        100           Eq to any job to use up to lv6 black magic
Mp+30%            450           Increase max mp by 30%. With certain class,
                                can stack up to +90%

Favourite ability: Black lv5/6, ----aga spells are the way to go at world 2
                  and early world 3, but its overall usefulness against 
                  some bosses and enemies begin to decrease due to auto-
                  reflect and the fact that some of them absorb. You'll 
                  probably find !sword and !blue will even get more attention
                  

---------
Blue mage: Knifes, Swords, Rods, Shields
---------
"Mages with the ability to learn monsters' special skills"
Abp to master: 350

*To see the blue magic abilities, refer to section 4_01

--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Check            010           Scan targets hp only
Learning          020           enables job to learn blue magic. does NOT 
                                need to be equipped on a blue mage.
!Blue             070           Enables job to use monster skills
!Scan             250           Scan the enemy's lv, hp, vulnerability and 
                                status


Favourite ability: Learning/Blue, with learning, you gain enemy skills, but 
                  if you know you're not in vicinity to gain blue magic,
                  you might as well equip the almighty !blue itself, 
                  mighty guard has to be one of the best moves in the game
                  or THE best defensive-wise.


----------------------
--1.02 Jobs of water--
----------------------
Mystic knight
Time mage
Summoner
Red mage
Berserker
Mime

-------------
Mystic knight: Knifes, Swords, Shields
-------------
"Able to enchant swords, these magical warriors automatically cast shell 
 when hp is low"
Abp to master: 680
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
Magic shell        010           When character hits low hp, shell is 
                                 activated for the rest of the battle
!Spell blade lv1   020           Enables use of lv1 sword magic to other jobs
!Spell blade lv2   030           Enables use of lv2 sword magic to other jobs
!Spell blade lv3   050           Enables use of lv3 sword magic to other jobs
!Spell blade lv4   070           Enables use of lv4 sword magic to other jobs
!Spell blade lv5   100           Enables use of lv5 sword magic to other jobs
!Spell blade lv5   400           Enables use of lv6 sword magic to other jobs


Favourite ability: Spell blade 5&6, well, it's better than black magic so
                  I reckon the reason why I like them is self-explanatory


---------
Time mage: Knifes, Staves, Rods
---------
"Masters of space and time, these mages easily bend space and dimension to 
their will"
Abp to master: 530
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Time lv1        010           Enables use of lv1 time magic to other jobs
!Time lv2        020           Enables use of lv2 time magic to other jobs
!Time lv3        030           Enables use of lv3 time magic to other jobs
!Time lv4        050           Enables use of lv4 time magic to other jobs
!Time lv5        070           Enables use of lv5 time magic to other jobs
!Time lv6        100           Enables use of lv6 time magic to other jobs
Eq Rods          250           Allows any character to equip a rod/stave

Favourite ability: Well, the time mages hastaga is useful, but the lv6 meteor
                  is way to go.


--------
Summoner: Knifes, Rods
--------
"Sorcerers with the ability to summon magical beasts and harness their power"
Abp to master: 750
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Summon lv1       015           Allows any job to call lv1 summons
!Summon lv2       030           Allows any job to call lv2 summons
!Summon lv3       045           Allows any job to call lv4 summons
!Summon lv4       060           Allows any job to call lv4 summons
!Summon lv5       100           Allows any job to call lv5 summons
!Call             500           Call a random summon for 0 mp.

Favourite ability: Summon lv5 for Bahamut and Phoenix, very powerful
                  if up against multiple or strong enemies. 


--------
Red mage: Knifes, Swords, Rods, Staves
--------
"Versatile mages, versed in both black and white magic"

The catch? They can only cast up to lv3 magic.
Abp to master: 1159
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Red lv1          020           Enables casting of lv1 black and white magic
!Red lv2          040           Enables casting of lv2 black and white magic
!Red lv3          100           Enables casting of lv3 black and white magic
Dualcast          999           Cast any 2: sword, white, black, time, summon
                                In 1 turn


Favourite ability: well, the obvious! Dualcast! On it's own, its not much, 
                  but by adding !black or !summon ect, into an empty ability 
                  slot along side it, you can cast any spell, so longs as 
                  it is the kinds of magic mentioned a bit above.


---------
Berserker: Axe's, knifes, hammers, shields
---------
"Always berserk in battle, these feral warriors sacrifice commands to gain
attack strength and power"
Abp to master: 500
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
Berserk           100           lifts damage but you lose control over 
                                Character
Eq axes           400           enables any job to equip axes and hammers


Favourite ability: gee! The choices I have! And two wonderful abilities. I
                  just can't choose. But for usefulness, eq axes I guess.


----
Mime: Knifes, Staves, Rods, Shields
----
"Skilled mimics who can copy allies' actions perfectly"
Abp to master: 999
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Mimic             999           copy last action taken in battle


Favourite ability: I'm dazzled with the choices presented before me.


---------------------
--1.03 Jobs of fire--
---------------------
Beastmaster
Geomancer
Ninja
Bard
Ranger

-----------
Beastmaster: Knifes, Whips
-----------
"Trainers who's open hearts and strong wills allow them to capture and 
control enemy monsters"
Abp to master: 460
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Calm             010           Calms a magic beast
!Control          050           controls an enemy
Eq whips          100           allows any job to equip whips
!Catch            300           Catch a monster with critical health


Favourite ability: It has to be !control. That exact ability gives access to
                  some of the best blue magic like mighty guard.


---------
Geomancer: Knifes, bells
---------
"Harnessing the power of their surroundings, they easily avoid pits and 
floors with damaging effects"
Abp to master: 175
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Gaia             025           Attack is determined by the surroundings
Find pits         050           Find holes in the ground
Light step        100           Avoid damage from harmful floors.


Favourite ability: !Gaia, very good for dispatching skull-eaters earlier in 
                   the game. 


-----
Ninja: Knifes, ninja blades (sword)
-----
"Stealthy fighters who excel at surprising enemies and can wield 2 weapons at
once"
Abp to master: 690
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Smoke            010           Use a smoke bomb to escape from monsters
!Image            030           Create a double-image to nullify 2 attacks
First strike      050           Chances of having a pre-emptive go up
!Throw            150           Throws a tool or weapon
Dual-wield        300           Enables the handling of 2 weapons at once, 
                                the exception being of course, harps and bows


----
Bard: Harps, Knifes
----
"Musicians whose dulcet tones soothe savage beasts...or kill them"
Abp to master: 175
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Hide             025           Hide off the battle screen
Eq harps          050           Enables any job to equip harps
!Sing             100           Sing a song from the song menu


Favourite ability: !sing I guess, although I don't use the bard very often.
                  Romeo's ballad has a melody so beautiful, it can even calm
                  the likes of omega!


------
Ranger: Bows, Knifes
------
"Nature loving archers who can call on local wildlife for aid"
Abp to master: 600
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Animals          015           Call on local wildlife for help
!Aim              045           Aims a shot so it can't miss unless the enemy
                                is in the air jumping, or hiding, or so on
                                so fourth
Eq bows           135           Enables any job to equip bows
!Rapid-fire       405           Regular damage is halved but attacks 4 times
                                for each weapon you have equipped. 


Favourite ability: it's a 100/100 rapid fire. It has to be the best physical
                  damager in the game. It allows up to around 79992 damage, 
                  normally if the enemy has an elemental weakness, this and
                  spell blade will achieve that amount of damage, big enough
                  to destroy almost any boss in 1 or 2 rounds. 



----------------------
--1.04 jobs of earth--
----------------------
Samurai
Dragoon
Dancer
Chemist

-------
Samurai: Knifes, Katanas, Shields
-------
"Master swordsmen whose keen reflexes allow them to intercept and deflect
enemy attacks"
Abp to master: 820
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Mineuchi         010           Paralyse enemies
!Zeninage         030           Throw GP at all enemies
Shirahadori       060           Prevent an enemy attack
Eq katana's       180           Enables any job to equip a katana
!Ianuki           540           Instant death to all enemies


Favourite ability: $Toss. If you've got the gil! This is great for picking off
                  multiple targets very quickly.


-------
Dragoon: Knifes, spears, shields          
-------
"Dragoon knights who specialize in jumping and lance attacks"
Abp to master: 600
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Jump             050           Jump high in the sky, avoid all damage for 
                                one turn, then land for a large sum of damage
!Lance            150           Absorb hp and mp from target
Eq lances         400           Enables any job to equip lances


Favourite ability: !Jump, very clever ability for avoiding damage especially 
                  when playing a SCC (Single character challenge)


------
Dancer: Knifes
------
"Fighters whose smooth moves confuse enemies, leaving blood on the dance 
floor"
Abp to master: 400
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
!Flirt            025           Enemies miss an attack
!Dance            050           Performs a random dance against an enemy
!Eq ribbons       325           Equip ribbons like the man-eater and ribbon


Favourite ability: Don't really have one for this. But I guess it
                  Has to be Eq ribbons.


-------
Chemist: Staves, Knifes
-------
"Apothecaries who can mix powerful brews, and gain twice the benefit when 
drinking potions and ethers"
Abp to master: 630
--------------------------------------
Ability-----------Abp-----------effect
--------------------------------------
Pharmacology      015           the effect of healing items is doubled
!Mix              030           mixes a cocktail in which either good, or bad
                                outcome is possible
!Drink            045           Drink a unique brew
!Recover          135           Heal the party from various status aliments
!Revive           405           Revive a Ko'd character



----------------------------
--1.05 Inherited abilities--
----------------------------
When a certain job is mastered, I could give stat boosts or other things, 
but some jobs, when mastered transfer an inherited ability, known as an 
Innate ability, over to both the freelancer and mime. 
This is like an auto-ability that boosts the usefulness of the character. 
Like you would have to normally equip duel-wield for to equip 2 weapons, 
but master the ninja, and you don't need to equip it to the freelancer/bare 
or mime for it to be active. Well, yes, it's pretty obvious what I'm going' 
to tell you in this section. Innate abilities! 
Here's a list of the jobs and the innate abilities they give you.

======
Knight: Cover

Monk: Barehanded, Counter

Thief: Artful dodger, Vigilance, find passages, Sprint

Dragoon: N/A

Ninja: Duel-wield

Samurai: Shirahadori 

Berserker: N/A

Ranger: N/A

Sorcerer: Magic shell

White mage: N/A

Black mage: N/A

Time mage: N/A

Summoner: N/A

Blue mage: Learning

Red mage: N/A

Beastmaster: 

Chemist: Pharmacology

Geomancer: Light step, find pits

Bard: N/A

Dancer: N/A

Necromancer: N/A

Oracle: N/A

Cannoneer: N/A

Gladiator: N/A

Mime: N/A


Try to master all of the jobs for great benefits like hp boosts and mp/magic 
boosts too.


---------------------
--2.00 The new jobs--
---------------------
The new jobs include: Gladiator, Oracle, Cannoneer and the Necromancer.

To obtain them: 
---------------------

The Gladiator, Oracle and Cannoneer are easy enough to obtain. Once you get 
to world 3, you must obtain the 4 tablets that unseal the 12 legendary weapons 
at the sealed castle of kuza. They are found in the pyramid in the stretch of
desert, automatically obtained at the start of world 3, in the island shrine, 
in the middle of the big bridge, then get the submarine by going to the tower 
that appears on Crescent Island. Get flare and holy from there and it will 
collapse, leaving a hatch for the airship to enter. Go down there and cid and 
mid will take care of it for you. Then submerge into the water and press R1 to 
view map. The northwest mark and the southwest marks are the ones you want. 
After obtaining the tablets, go to the sealed castle and unseal the 12 weapons.
try to exit. At the entrance, a man will say "there was an earthquake down 
south" and he "hopes no-one was hurt". Fly the airship south, a bit below 
phantom village, the water will be bubbling wildly. Submerge on the bubbles 
and you'll be taken to the 3 shards. 


Are they worth it?: 
------------------------
Well they don't carry the most useful of moves but are interesting to level 
the jobs up. The oracle has the abp up ability, which is handy for mastering 
off jobs, but I wouldn't advise using the oracle for combat. The Gladiator 
has the power to execute a single blow that will do 9999 damage. 
But it sometimes fails or ends up as a critical hit. However, blade blitz 
might be worth your while. Finally, the Cannoneer. It can be pretty useful 
with his !Combine ability, experiment with different artillery for effects 
or refer to the other faqs here.

want more info?

Gladiator-
========
Lure (30ABP) Attracts enemies
!Finisher (70ABP) Deals lots of damage but often is unreliable
Long Reach (150ABP) Attacks with full strength from the back row
!Blade blitz (450ABP) Hits all enemies. Hits twice with duel-wield

Oracle-
======
!Condemn (20ABP) Casts a bad spell on an enemy (doom can be useful) 
!Predict (50ABP) don�t use this. It damages your party too.
ABP Up (150ABP) increases amount of abp earned by half.
Read Ahead (300ABP) Reduces amount of random encounters

Cannoneer-
==========
!Open Fire (50ABP) Opens fire with cannon. may confuse
EXP Up (150ABP) Same as abp up, except its xp!
!Combine (300ABP) Mix artillery


The Necromancer-
--------------------------
This can be found in the same cavern as the other 3 jobs, but first, you need 
to complete the game and fight Neo X-Death. Kill him and head back to where 
you found the other 3 shards. Now you can press the switch. Enter the door to 
the left. In here, they'll be lots of puzzles. I am not going to write a whole 
essay on how to complete them so I'll let you use an faq-walkthough. You'll 
find, at the very bottom of this metropolis, Euno. Creator of the void. Beat 
him, give him everything you've got!!! after the fight, you'll be back at the 
entrance and the dark shard "Necromancer" will be yours. 

Necromancer-
===========
The necromancer is automatically undead in the battle, but like with bone mail, 
death will fully heal, or you could equip a flame ring and heal with firaga, 
it's up to you, but unlike with bone mail, the character can be revived in 
battle with normal terms. Just don't try to heal with cure spells. The 
"undead effect" is off out of battle so feel free to heal with potions and 
cure spells out-of-battle. The necromancer is a user of the dark arts. 
The way in which you learn them way remind you of blue magic, but you learn 
them by landing the finishing blow upon certain enemies with the necromancer. 
Dark arts cannot be duel-cast.

Necromancer abilities-
==================
!Oath (15ABP) calls forth a demon
!Dark Arts Lv1 (30ABP) enables the use of lv1 dark arts
!Dark Arts Lv2 (45ABP) enables the use of lv2 dark arts
!Dark Arts Lv3 (60ABP) enables the use of lv3 dark arts
!Dark Arts Lv4 (100ABP) enables the use of lv4 dark arts
!Dark Arts Lv5 (200ABP) enables the use of lv5 dark arts
Undead (300ABP) Makes character "Undead"

AND...

Dark arts: 
=======
Drain touch
Dark haze
Deep-freeze
Evil mist
Meltdown 
Hell wind
Chaos drive
Curse
Dark flare
Doomsday 

For more info, refer to section 4-07, what monster to find the art from.


---------------------
---3.00 Black/Red----
---------------------
*Note: Gold hairpin halfs all mp cost. Very useful. Also if the number is odd, 
       the result number is rounded UP.

Can be used with dualcast
=======================
Level 1 Black/Red magic
=======================
Fire-Small fire damage 
Mp: 4
available at: Tule

Blizzard-Small ice damage
Mp: 4
available at: Tule

Thunder-Small lightning damage
Mp: 4
available at: Tule

=======================
Level 2 Black/Red magic
=======================
Poison-Inflicts poison
Mp: 2
available at: Karnak

Sleep-Induces sleep
Mp: 3
available at: Karnak

Toad-Induces toad/recover from toad
Mp: 8
available at: Istory Village
              -walk anti-clockwise around the flowers with the grassy patch in
              -the middle. When it opens, examine the hole to get the spell

=======================
Level 3 Black/Red magic
=======================
Fira-medium fire damage
Mp: 10
available at: Karnak

Blizzara-medium ice damage
Mp: 10
available at: Karnak

Thundara-medium lightning damage
Mp: 10
available at: Karnak

======================
==Level 4 Black magic=
======================
Break-inflicts "petrifacation" on a target
Mp: 15
available at: Border Lugor town

Drain-Drains hp from a single target
Mp: 13
available at: Border Lugor town

Bio-Makes a virus that eats away at enemies (causes sap)
Mp: 16
available at: Border Lugor town

======================
==Level 5 Black magic=
======================
Firaga-Large fire damage
Mp: 25
available at: Moore village

Blizzaga-Large ice damage
Mp: 25
available at: Moore village

Thundaga-Large lightning damage
Mp: 25
available at: Moore village

======================
==Level 6 Black magic=
======================
Flare-Astounding fire damage
Mp: 39
available at: Defeat Omniscient at the fork tower

Death-Causes death to target, heal undead to full hp
Mp: 29
available at: Phantom/Mirage village

Osmose (Aspir)-Drains Mp
Mp: 1
available at: Phantom/Mirage village


---------------------
3.01 White/Red magic-
---------------------
Can be used with dualcast
=======================
Level 1 White/Red magic
=======================
Cure-Gain small amount of hp back, opposite effect on undead
Mp: 4
available at: Tule

Libra/Scan-Scan for the enemies weakness, as well as current hp + mp
Mp: 1
available at: Tule

Poisona-Heals poison effect
Mp: 2
available at: Tule

=======================
Level 2 White/Red magic
=======================
Silence-Prevents target from casting magic
Mp: 2
Available at: Kerwin/Carwen

Protes/Protect-Reduces amount of physical damage taken
Mp: 3
available at: Kerwin/Carwen

Mini-Induces mini/recover from mini
Mp: 5
available at: Catapult-living quarters (fire ship sink site)
             -at the bottom of the living quarters, on the right hands side, 
              go to the bottom, and choose to push the switch. Follow the steps
              you get and on one of them, you'll get the spell. Note, to get
              the treasure you can also choose "no" and then a second set of
              options will appear to pull the switch. You can also reach the
              treasure that way without it affecting you getting the spell, 
              just exit and re-enter to reset options.

=======================
Level 3 White/Red magic
=======================
Cura-Gain medium amount of hp back, opposite effect on undead
Mp: 9
available at: Karnak

Raise/Life-Revive KO'd target, opposite effect on undead
Mp: 29
available at: Karnak

Confuse-Muddle the target
Mp: 4
available at: Karnak

=======================
==Level 4 White magic==
=======================
Blink-create an illusion of self, raising evasion
Mp: 6
available at: Lugor border town

Shell-Reduce amount of magical damage taken
Mp: 5
available at: Lugor border town

Esuna-heal most status effects
Mp: 10
available at: Karnak castle 
             -when the castle is burning down, run the to the chest to the left
              of the entrance.


=======================
==Level 5 White magic==
=======================
Curaga-Gain all for 1 char or large for party hp back. Opposite on the undead.
Mp: 27
available at: Moore village

Reflect-Magic bounces off target
Mp: 15
available at: Moore village

Berserk-Drive target wild, increasing their strength but disabling magic use.
Mp: 8
available at: Moore village


=======================
==Level 6 White magic==
=======================
Arise/Full life-Revives ko'd target with full hp. Opposite on undead
Mp: 50
available at: Phantom/Mirage village (hidden behind real shop, entrance is to 
                                      the left of the shop outside)
          
Holy-Deals divine damage
Mp: 20
available at: Defeat Minotaur at the fork tower

Dispell-Negates posotive magic effects (Shell, protect ect.)
Mp: 12
available at: Phantom/Mirage village (See 2 above)


---------------------
---3.02 Time magic---
---------------------
Can be used with dualcast
=======================
==Level 1 Time magic===
=======================
Speed-Hastens battle speed
Mp: 1
available at: Walse castle basement (In pot)

Slow-Slows an enemy down
Mp: 3
available at: Walse town

Regen-Gains back hp over time
Mp: 3
available at: Walse town

=======================
==Level 2 Time magic===
=======================
Mute-Silences all targets on field (Note: if it doesn't work on but 1 target, 
                                    effect is aborted)
Mp: 3
available at: Walse town

Haste-hastens a characters atb speed
Mp: 5
available at: Walse town

Float-Levitates target avioding earth moves
Mp: 10
available at: Surgate castle (Put the books back on the right shelves to open
                              a new path in the library)

=======================
==Level 3 Time magic===
=======================
Gravity-Halves targets hp
Mp: 9
available at: Karnak

Stop-Stops targets atb gauge
Mp: 8
available at: Karnak

Teleport-Warps through space and time to exit dungeons or battle
Mp: 15
available at: Bal castle (throne room)

=======================
==Level 4 Time magic===
=======================
Comet-Calls stardust to barrage enemies
Mp: 7
available at: Lugor border town

Slowga-Slows all enemies down
Mp: 9
available at: Lugor border town

Return-Reset the whole battle
Mp: 1 (0)
availabel at: Lugor border town

=======================
==Level 5 Time magic===
=======================
Graviga-reduces targets hp to 1/8
Mp: 18
available at: Moore village

Hastaga-Hastens party's atb gauge
Mp: 15
available at: Moore village

Old-Reduces enemies level gradually
Mp: 4
available at: Moore village

=======================
==Level 6 Time magic===
=======================
Meteo(r)-Calls fourth a meteor close to earth to barrage all enemies
Mp: 42
available at: Great sea trench

Quick-Stops all other time, but the users keep running for 2 rounds
Mp: 77
available at: Phantom/mirage village (secret magic shop)

X-zone/Banish (I prefer X-zone)-same effect as death, does not heal undead
Mp: 20
available at: Phantom/mirage village (Secret magic shop)


---------------------
--3.02 Summon magic--
---------------------
Can be dualcast
=======================
==Level 1 Call magic===
=======================
Chocobo/Chocobo kick/Fat chocobo-Deal small damage to 1 enemy or medium to all
Mp: 4
available at: Walse town

Sylph/Whisperwind-Deal damage to 1 target and heal party
Mp: 8
available at: Walse town

Remora/Constrict-Paralyze and sap (I think) on 1 target
Mp: 2
available at: Walse town

=======================
==Level 2 Call magic===
=======================
Shiva/Diamond dust-Deal ice damage to all enemies
Mp: 10
available at: Walse castle. Not the Walse/Worus tower. People get worried about
              this and so post on the message boards. Don't worry, she does end
              up becoming unavailable, but not as soon as you may think. To
              reach her, from the entrance of Walse castle, go up into the 
              first room and turn right down the stairs. Exit out of the bottom
              -right door and go up the stairs there. Follow the water up and
              enter the tower.

Ramuh/Judge bolt-Deal lightning damage to all enemies
Mp: 12
available at: Istory/easterly forest. On the right hand side of the bridge

Ifrit/Hellfire-Deal fire damage to all enemies
Mp: 11
available at: Auto-recieved at the library

=======================
==Level 3 Call magic===
=======================
Titan/Gaia's wrath-Deal earth damage to all enemies
Mp: 25
available at: Auto-recieved from one of the meteorites

Golem/Earthen wall-Blocks a certain amount of physical damage to party
Mp: 18
available at: Drakenvale. Search the bonemail area. 

Catoblepas/Demon eye-same effect as "break"
Mp: 33
available at: Northwest forest in W2. Requires submarine from Xezat.

=======================
==Level 4 Call magic===
=======================
Carbuncle/Ruby flash(light)-Cast reflect on whole party
Mp: 45
available at: ExDeath's castle

Syldra/Thunderstorm-People say Ice/Thunder/Water damage for some reason, but I
                    can assure you it's wind.
Mp: 32
available at: W3. Pirate cave after the party is reunited

Odin/Zantetsuken/Gugnir-Zantetsuken kills all enemies instantly, Gugnir deals
                        non-elemental damage to a single enemy if Zantetsuken 
                        fails
Mp: 48
available at: W3, Bal castle basement, go through Jachol cave

=======================
==Level 5 Call magic===
=======================
Phoenix/Rebirth flame-Fully restore one characters hp/mp
Mp: 99
available at: W3, Phoenix tower

Leviathan/Tsunami-Big water damage to all enemy targets
Mp: 39
available at: Very hard to miss, W3, when getting the lithographs.

Bahamut/Megafire(Megaflare)-Deal extreme damage to all enemies.
Mp: 66
available at: North mountain, after getting the first lithograph


---------------------
--4.00 Unique magic--
---------------------
By unique magic, I mean the sort that cannot be bought, found throughout
regular game play (flare, holy etc. although you don�t NEED these to complete 
ffv) such as blue magic, Dark magic and Gaia magic (which I'll be adding on a
later version at some point in the near future). 
I'll be starting off with how to power up your blue mage as a big blue fighting 
machine. First off, I've heard once or twice before, people were making claims 
that discord is a blue magic skill, well rest assured now, cause it isn�t, 
however, dark spark does the same thing and IS a blue magic skill. So, here's 
the blue magic list.

------------------- 
--4.01 Blue magic--
-------------------

Doom
Mp: 10
------
Puts target to their "doom"...in 30 seconds. (yes, get the will&last testament)
Can be learned from: ExDeath

Roulette
Mp: 1
--------
Kills either a party member, of an enemy.
Can be learned from: Death dealer

Aqua Breath
Mp: 38
-----------
Blows stinging bubbles to damage all the opposition
learn from: Dhorme Chimera

Level 5 Death
Mp: 22
-------------
Hits targets with "death" that have levels divisible by 5
learn from: Page 64

Level 4 Graviga
Mp: 4
---------------
Hits targets with "Graviga" that have levels divisible by 4
learn from: Druid

Level 2 Old
Mp: 11
-----------
Hits targets with "old" that have levels divisible by 2-->cannot be prevented
learn from: Druid

Level 3 Flare
Mp: 18
-------------
Hits targets with "flare" that have levels divisible by 3
learn from: Red dragon (Reflect on him and !control, then have a character who
                        can learn blue magic AND level that is divisible by 3)
Pond's Chorus
Mp: 5
--------------
Inflicts one target with toad status
learn from: Elf toad

Lilliputian Lyric
Mp: 5
-----------------
Inflicts one target with mini
learn from: Mini-mage

Flash
Mp: 7
-----
Can inflict dark on all enemy targets
learn from: Crew dust

Time Slip
Mp: 9
---------
Causes sleep and old status to the target
learn from: Traveller

Moon Flute
Mp: 3
----------
Causes berserk status for all allies
learn from: Mykale

Death Claw
Mp: 21
----------
Causes "near death" and paralysis. Warning: can be fatal to the enemy! ;D
learn from: Iron claw

Aero
Mp: 4
-----
Deals wind damage
learn from: Gigas (counter-attack)

Aera
Mp: 10
-----
Deals medium wind damage
learn from: Gigas

Aeroga
Mp: 24
------
Deals large wind damage
learn from: Elm Gigas

Flame Thrower
Mp: 5
-------------
Hits a target with fire damage
learn from: Flamethrower (never would have guessed)

Goblin Punch
Mp: 0
------------
If your level is the same as the targets, you're in for a treat!!!
learn from: Goblin/black goblin

Dark Spark
Mp: 27
----------
Halves target's level
learn from: Shadow

Off-Guard
Mp: 19
---------
Reduces target's defense
learn from: Page 256

Pep-up
Mp: 13
------
Sacrifices user to restore targets HP and MP
learn from: Mythril dragon

Mind Blast
Mp: 6
----------
Causes paralyse and hp sap as well as damage to target
learn from: Wendigo

Vampire
Mp: 2
-------
Damages target and heals you to full (however much you're healed by is the 
amount of damage dealt)
learn from: Steel bat

Magic Hammer
Mp: 3
------------
Halves target's MP
learn from: Byblos

Mighty Guard
Mp: 72
------------
Casts Protect, Shell and float on the entire party
learn from: Stingray

Self-Destruct
Mp: 1
-------------
deals damage equal to users hp, but the caster dies
learn from: Bomb

???
Mp: 3
-----
Deals however much hp you've lost to a single target
learn from: Curr-Nak

1000 Needles
Mp: 25
------------
Deals 1,000 damage to one target
learn from: Lamia

White Wind
Mp: 28
----------
Restores current hp of the user to the party
learn from: Enchanted fan (confuse it)

Missile
Mp: 7
-------
Quarters the targets current hp
learn from: Rocket launcher



Note: to learn blue magic, the character must either have learning, be a blue
mage, or have mastered blue mage and be a mime or freelancer.



--------------------------------
--4.02 The art of cursed magic--(insert scary music here)
--------------------------------
By this of course, I mean the dark arts. There are 10 dark art spells, each
mentioned in an earlier section, but to save you scrolling back, here they are
again, but now, with what they do:

Drain touch-drain hp, being undead doesn't matter
Dark haze-Unleash a mist that causes old and confuse on all enemy targets
Deep freeze-Freeze a target with sub-zero temperatures, causes stop
Evil mist-Sprays the enemies with liquid poison, surprisingly enough, it causes
          poison.
Meltdown-Burns Target(s) with a scorching inferno 
Hell wind-Calls fourth the gusts of hell to damage and petrify all enemies
Chaos drive-Causes lighting damage too all targets along with paralyse
Curse-Cause negative status aliments
Dark flare-Cursed flares sear enemies. 
Doomsday-the ultimate dark spell, unlike ff9, it doesn't damage you, thankfully


You like? You probably do. Here�s where to find them then: 

Dark arts: 
=======
Drain touch, learned automatically from mind flare.
Dark haze, learned from the exoray flower (sealed temple)
Deep freeze, learned from Assassin (sealed temple)
Evil mist, learned from Dragon zombie (drakenvale)
Meltdown, learned from Liquid flame (Phoenix tower-wall boss)
Hell wind, learned from object d'art (Bal castle basement)
Chaos drive, learned from mini satin (Sealed temple)
Curse, learned from Ironclad (Sealed temple-enuo's domain)
Dark flare, learned from X-deaths ghost (Kuza castle)
Doomsday, learned from Hades (Sealed temple-enuo's domain)


---------------------------
--4.00 Credits and thanks--
---------------------------
Just whom I'd like to say thanks to, nearly every Faq cannot be composed with
out a tiny bit of reference or help. So thanks to: 

The creator of game faq's, put your hands together for CjayC,

1Cyrus1
KiaLobeli
Pokemeister

for informing me of all the innate abilities actually available, 
give them applause, 

and you! Thanks for choosing to read this, it's my first Faq and I hope it 
wasn't too bad... :)

Anyways, thanks everyone and happy gaming!
-----------------------------------End of Faq----------------------------------