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Job Guide

by Seferaga / egervari3



                            "THE  JOB COMPENDIUM" 

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         |  ____(_)           | | |  ____|        | |                 
         | |__   _ _ __   __ _| | | |__ __ _ _ __ | |_ __ _ ___ _   _ 
         |  __| | | '_ \ / _` | | |  __/ _` | '_ \| __/ _` / __| | | |
         | |    | | | | | (_| | | | | | (_| | | | | || (_| \__ \ |_| |
         |_|    |_|_| |_|\__,_|_| |_|  \__,_|_| |_|\__\__,_|___/\__, |
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                             |_   _|_   _|_   _|
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                             |_____|_____|_____|
 
 
                     For New and Advanced players alike!

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                 | Final Fantasy III In-depth Job Analysis |
                 |        By: Seferaga & Egervari3         |
                 |        Email: [email protected]         |
                 |      All rights reserved (C) 2007       |
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       Started: 10-6-07 | Release Date: 10-14-07 | Last Update: 10-14-07

                                Version 0.1

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                          Introduction to the FAQ                              
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The idea for this FAQ was created by Egervari3, and little by little, it all
came together with the help from a lot of people!

The MAIN purpose of this FAQ is to help all NEW players, in an organized and
user-friendly style, with any Job questions they may have.  

It will inform them of which Job is effective for each area of the game, useful
strategies when using their favorite Jobs, details of Job Abilities, what to
use against those DIFFICULT bosses, and A LOT more! ;)

It's also directed to the more ADVANCED players who want to know all the finer
points of Jobs, such as: Job mechanics, formulas and stats, etc...    

If you need to, check the "Credits" and "Copyright" sections at the bottom of
the document.

Learn something, and ALWAYS have fun!  :)

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                             Table of Contents                                 
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Use Ctrl+F to find what you're looking for, and copy/paste the brackets {}.

I) Job Introduction: {INT}

      {INT-1} The Transition Phase
      {INT-2} Job Level
      {INT-3} Job Points
      {INT-4} JP Overflow
      {INT-5} Mechanics and Formulas
       {INT-5.1} Attacking
       {INT-5.2} Melee Proficiency
       {INT-5.3} Healing Magic
       {INT-5.4} Offensive Magic
       {INT-5.5} Status Magic

II) Descriptions, Stats, and Abilities: {JOB}

      {JOB-FR} Freelancer
      {JOB-WA} Warrior
      {JOB-MO} Monk
      {JOB-WM} White Mage
      {JOB-BM} Black Mage
      {JOB-RM} Red Mage
      {JOB-TH} Thief
      {JOB-RA} Ranger
      {JOB-KN} Knight
      {JOB-SC} Scholar
      {JOB-GE} Geomancer
      {JOB-VI} Viking
      {JOB-DR} Dragoon
      {JOB-DK} Dark Knight
      {JOB-EV} Evoker
      {JOB-BA} Bard
      {JOB-BB} Black Belt
      {JOB-MA} Magus
      {JOB-DE} Devout
      {JOB-SU} Summoner
      {JOB-SA} Sage
      {JOB-NI} Ninja
      {JOB-OK} Onion Knight

III) The Effective Jobs: {E}

      {E-1} Areas
       {E-1.1} Altar Cave
       {E-1.2} The Sealed Cave
       {E-1.3} Dragon's Peak
       {E-1.4} Nepto Temple
       {E-1.5} Tower of Owen
       {E-1.6} The Subterranean Lake
       {E-1.7} The Molten Cave
       {E-1.8} Castle Hein
       {E-1.9} Cave of Tides
       {E-1.10} Goldor Manor
       {E-1.11} Saronia Kingdom 
       {E-1.12} Cave of the Circle
       {E-1.13} The Temple of Time
       {E-1.14} The Ancient Ruins
       {E-1.15} The Cave of Shadows
       {E-1.16} Lake Dohr
       {E-1.17} Bahamut's Lair
       {E-1.18} Doga's Grotto
       {E-1.19} Ancients' Maze
       {E-1.20} Eureka, The Forbidden Land
       {E-1.21} The Crystal Tower
       {E-1.22} The World of Darkness

      {E-2} Bosses
       {E-2.1} Land Turtle
       {E-2.2} Djinn
       {E-2.3} Nepto Dragon
       {E-2.4} Giant Rat
       {E-2.5} Medusa
       {E-2.6} Gutsco
       {E-2.7} Salamander
       {E-2.8} Hein
       {E-2.9} Kraken
       {E-2.10} Goldor 
       {E-2.11} Garuda
       {E-2.12} Odin
       {E-2.13} Leviathan
       {E-2.14} Bahamut
       {E-2.15} Hecatoncheir
       {E-2.16} Doga & Unei
       {E-2.17} Titan
       {E-2.18} Ninja
       {E-2.19} Amon
       {E-2.20} Kunoichi
       {E-2.21} General
       {E-2.22} Guardian
       {E-2.23} Scylla
       {E-2.24} Xande
       {E-2.25} Cerberus
       {E-2.26} Two-Headed Dragon
       {E-2.27} Echidna
       {E-2.28} Ahriman
       {E-2.29} Cloud of Darkness
       {E-2.30} Iron Giant

IV) The Ultimate Setups: {ULT}

       {ULT-0} Introduction
       {ULT-1} Egervari3
       {ULT-2} Seferaga

V)    Help Wanted!!

VI)   Version History  

VII)  Credits

VIII) Copyright



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                         I) Job Introduction: {INT}                            
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Jobs are special classes that can be assigned to each party member.  When you
assign a Job to someone, they will inherit all the different traits and
abilities which that Job is based upon.  All of FFIII revolves around you
changing your Jobs and experimenting with your favorites;  All while attempting
to exploit the weaknesses of your foes, and allowing you to conquer the ever-
growing Darkness!  :)

                                  The Jobs
                                  ~~~~~~~~
                .------------------------------------------.
                |\----------------------------------------/|
                ||                                        ||
                ||    Wind Crystal        Fire Crystal    ||
                ||    ~~~~~~~~~~~~        ~~~~~~~~~~~~    ||
                ||    Warrior                   Ranger    ||
                ||    Monk                      Knight    ||
                ||    White Mage             Geomancer    ||
  .-------------'|    Black Mage               Scholar    |'-------------.
  |.------------.|    Red Mage                            |.------------.|
  ||Initial Job:||    Thief                               ||Secret  Job:||
  ||~~~~~~~~~~~~||                                        ||~~~~~~~~~~~~||
  || Freelancer ||   Water Crystal        Earth Crystal   ||Onion Knight||
  |'------------'|   ~~~~~~~~~~~~~        ~~~~~~~~~~~~~   |'------------'|
  '-------------.|   Viking                  Black Belt   |.-------------'
                ||   Dragoon                      Magus   ||
                ||   Dark Knight                 Devout   ||
                ||   Evoker                    Summoner   ||
                ||   Bard                          Sage   ||
                ||                                Ninja   ||
                ||                                        ||
                |/----------------------------------------\|
                '------------------------------------------'


At the beginning of the game, the only Job you will have access to is the
Freelancer Job.  As you progress further into the game, you will come across
the Four Crystals.  Each Crystal will grant to you a certain amount of Jobs in
which you will then be able to use.  By the end of the game, you will have a
satisfying selection of 23 unique and well-dressed Jobs!  ^_^


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{INT-1} The Transition Phase  |
------------------------------'

One of the worst parts about switching between Jobs is the horrible, horrible
"Transition Phase".  Yes, it needed two. :P   Here is an explanation of what
this phase is, and does.

Let's say you currently have Luneth as a Monk.  Then after a while, you decide
to swap Jobs and make him a Warrior!  Because you changed your Job, this will
put you into the transition phase.

In this phase, certain defects will veil your character.

1. Stats will be lowered.
2. Performance hindered.

Just think of it as you "learning" this new Job.  That makes sense right?  I
mean, you have to use something for a while to become good at it!  :P

Fortunately, this phase doesn't last very long.  When you switch Jobs, the game
will let you know how many battles you will need to fight in order to become
proficient at the new Job. (meaning normal stats and performance)

If you want to know before hand, how long it will take, check the following
chart made by OneWittyBritty!  It's fantastic!

http://www.gamefaqs.com/portable/ds/file/924897/50243


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{INT-2} Job Level  |
-------------------'

Every Job has its own level.  The more you train as that Job, the higher the
level will become, and the better your character will perform!  Here is a list
of EVERYTHING that Job Level affects:

1. Number of hits when attacking.
2. Chance of executing a Critical Hit.
3. Physical damage.
4. Black Magic damage.
5. White Magic recovery.
6. Summon damage.
7. Attack Power of bare-handed Monks and Black Belts.
8. It also enhances the special abilities of certain Jobs.


What's NOT affected by Job Level?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are a few things that Job Level has NO affect on.

1. Strength, Agility, Vitality, Intellect, and Mind.
2. MP for magic users.
3. Characters' MAX HP.


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{INT-3} Job Points  |
--------------------'

Now, to level up a Job, you must gain Job Points!(JP)  And just so you know,
you can't actually see JP like you can see Experience.  So you kind of have to
keep track of how much JP you have, in your head.  It's not as bad as it
sounds, trust me. :P

100 JP = Job level up!

To gain JP you must take any of the following actions in battle: "ATTACK",
"GUARD", "ITEM", or that Job's Special Ability.  If you are wondering how
much JP you gain for each action, look below.  I listed the amounts with each
of their corresponding Jobs.

------------.------------.-----------.
 JP Gain:   | JobLv 1-14 | JobLv 14+ |
------------|------------|-----------|
Freelancer  |     20     |     20    |
Warrior     |     20     |     14    |
Monk        |     20     |     14    |
White Mage  |     20     |     10    |
Black Mage  |     20     |     10    |
Red Mage    |     20     |     12    |
Thief       |     20     |     18    |
Ranger      |     20     |     14    |
Knight      |     20     |     12    |
Scholar     |     24     |     24    |
Geomancer   |     20     |     14    |
Viking      |     20     |     14    |
Dragoon     |     20     |     16    |
Dark Knight |     20     |     14    |
Evoker      |     20     |     10    |
Bard        |     20     |     18    |
Black Belt  |     20     |     14    |
Magus       |     20     |     10    |
Devout      |     20     |     10    |
Sage        |     20     |     10    |
Summoner    |     20     |     12    |
Ninja       |     20     |     12    |
Onion Knight|     20     |      8    |
------------'------------'-----------'
(chart by: Penguin Knight)


If you are looking to quickly increase your Job Level, you found the right
place!  This method is short and simple.

To start, switch all your party members to the Jobs you want leveled.  Then
equip the best equipment you have at that point in the game.

Next, head over to Ur Village.  Since the monsters are weak and give very
little experience, you won't have to worry about dying or leveling up!

Before you start fighting, put all your characters in the Back Row.  Since all
of the enemies around here are so weak, they will do ZERO damage to your party.

Now get into A LOT of fights.

Using the JP GAIN CHART above, calculate how many turns it will take to reach
100 JP.  

Just keep taking commands without killing the enemy.  The best one for this
would be the "Guard" command.  If the Job you are using doesn't have this
command, then what you will want to do is use a different command, as long as
it doesn't kill the enemy or run away from the battle.  When you reach 100 JP
for each character, finish the battle!

<EXAMPLE:>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Let's say you are trying to level up your ONION KNIGHT.  At Job levels 1-14,
you will gain 20 JP for every action you take in battle!

 100 / 20 = 5

So to get to 100 JP, you will need to take 5 actions each battle!  The best way
to do this is "Guard" 4 times, and then use your 5th action to kill off the
enemy.

If you are Job level 14 or higher, you will get 8 JP for every action you take
in battle.

 100 / 8 = 12.5

Ok, I know it's impossible to take 12.5 actions, so you must do 13 instead! Use
the same strategy and "Guard" 12 times, and then use the 13th action to kill
off the enemy!  This might take a while.

 1 Battle = 1 Job Level

It's so easy!  Hahaha.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<END EXAMPLE:>

This is the easiest/fastest way to level up your Job.

However, what you could do is kill off 3 party members and work on 1 character
at a time!  It does SEEM a lot faster this way, but it's NOT!! You can do this
if you want to, but it's actually slower! :(


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{INT-4} JP Overflow  |
---------------------'

This was tested and proven, that, there is a 99 JP "Overflow" limit.  Let me
explain how this works.

Let's say you have an Onion Knight, Job Level 50.  For every action you take,
you will get 8 JP.

 100 / 8 = 12.5

To level up you will have to take 13 actions.

  13 x 8 = 104

If you end the battle at this point, you will have a 4 JP "Overflow".  What
you could do, however, is keep fighting the battle to get more JP!

In every battle, you can get a total of 199 JP.  You will obviously level up
for reaching 100, but that extra 99 will carry-over to your next battle!  With
that much "Overflow" JP, you will only need to take 1 action in the next
battle, to level up your Job!  Nice!

All "Overflow" will differ, depending on how many actions you take and how
much JP Gain you get for that specific Job.  So keep track if you want!

That's it! ^_^


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{INT-5} Mechanics and Formulas  |
--------------------------------'


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{INT-5.1} Attacking  |
---------------------'


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{INT-5.2} Melee Proficiency  |
-----------------------------'


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{INT-5.3} Healing Magic  |
-------------------------'

(Outside Battle)
----------------
Total Recovery = Root Recovery x MTA

Root Recovery  = Base x (Mind / 2 + JobLv / 4 + Recipient's Vitality / 8)
MTA            = 1, if 1 ally targeted.
 "             = 0.8, if 2 allies targeted.
 "             = 0.75, if 3 allies targeted.
 "             = 0.7, if 4 allies targeted.

(Inside Battle)
---------------
Total Recovery = Root Recovery x MPA x Random No. x MTA

Root Recovery  = Base x (Mind / 2 + JobLv / 4 + Recipient's Vitality / 8)
MPA            = 1
               = 2, if used on undead.
Random No.     = number between 0.9 and 1.0.
MTA            = 1, if 1 ally targeted.
 "             = 0.7, if 2 allies targeted.
 "             = 0.6, if 3 allies targeted.
 "             = 0.5, if 4 allies targeted.

---------.------------.
W. Magic:|   Base:    |
---------|------------|
Cure     |     10     |
Cura     |     30     |
Curaga   |     80     |
Curaja   |    120     |
---------'------------'
---------.------------.
Summon:  |   Base:    |
---------|------------|
Heatra   |    120     | - Healing Light
---------'------------'

MPA = Magical Property Adjustment
MTA = Multiple Target Adjustment


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{INT-5.4} Offensive Magic  |
---------------------------'

Total Damage = Root Damage x MPA x Random No. x MTA
Success Rate = (30 + Int - Enemy's Mind)%

Root Damage  = (Base + JobLv - Enemy's MDef - Enemy's Mind) x Int / 3
MPA          = 2, if weak against.
 "           = 0.5, if resistant.
Random No.   = number between 0.9 and 1.1, if Success Rate IS passed.
 "           = number between 0.5 and 0.6, if Success Rate ISN'T passed.
MTA          = 1, if 1 enemy targeted.
 "           = 0.6, if 2 enemies targeted.
 "           = 0.5, if 3 enemies targeted.
 "           = 0.4, if 4 enemies targeted.

---------.-----------.
W. Magic:|   Base:   |
---------|-----------|
Aero     |     40    |
Aeroga   |    200    |
Holy     |    300    |
---------'-----------'
---------.-----------.
B. Magic:|   Base:   |
---------|-----------|
Fire     |     40    |
Blizzard |     43    |
Thunder  |     46    |
Poison   |     35    |
Fira     |     85    |
Blizzara |     88    |
Thundara |     85    |
Break    |    110    |
Blizzaga |    180    |
Thundaga |    183    |
Firaga   |    190    |
Bio      |    170    |
Quake    |    140    |
Drain    |    130    |
Flare    |    320    |
Meteor   |    170    |
---------'-----------'
---------.-----------.
Summon:  |   Base:   |
---------|-----------|
Icen     |    190    | - Icy Stare
Icen     |    220    | - Diamond Dust
Spark    |    193    | - Thunderstorm
Spark    |    220    | - Judgment Bolt
Heatra   |    200    | - Hellfire
Heatra   |    220    | - Inferno
Hyper    |    170    | - Clobber
Hyper    |    175    | - Stomp
Hyper    |    220    | - Earthen Fury
Catastro |    255    | - Slash
Leviath  |    300    | - Cyclone
Leviath  |    350    | - Tidal Wave
Bahamur  |    400    | - Megaflare
---------'-----------'

MPA = Magical Property Adjustment
MTA = Multiple Target Adjustment


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{INT-5.5} Status Magic  |
------------------------'

Inflict Rate = Chance + (JobLv / 7 + Int - Enemy's Mind)%

---------.-----------.
W. Magic:|  Chance:  |
---------|-----------|
Toad     |    10%    |
Mini     |    10%    |
Confuse  |    25%    |
Silence  |    40%    |
Tornado  |    40%    |
---------'-----------'
---------.-----------.
B. Magic:|  Chance:  |
---------|-----------|
Sleep    |    25%    |
Poison   |    30%    |
Blind    |    30%    |
Break    |    30%    |
Shade    |    20%    |
Warp     |    20%    |
Breakga  |    10%    |
Death    |    10%    |
---------'-----------'
---------.-----------.
Summon:  |  Chance:  |
---------|-----------|
Icen     |    25%    | - Mesmerize
Spark    |    20%    | - Mind Blast
Catastro |    10%    | - Zantetsuken
Leviath  |    10%    | - Demon Eye
Bahamur  |    10%    | - Rend
---------'-----------'



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                 II) Descriptions, Stats, and Abilities: {JOB}                 
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The purpose of this section is to provide you with detailed Job descriptions
that are meant to go above and beyond the manual - giving you top quality and
in-depth information that you can't find anywhere else!  :)   

They are written from experience, gleaming with accurate, first-hand advice on
how to select your Jobs AND how to use them effectively.

If you are UNSURE of what Jobs you should be using, I hope this section will
accommodate you in making an informed decision on how to build your party -
without worry that you've made the wrong choice.  ;)

Also included into this section are Job Profiles; Which show JP Gain charts,
Stat progression, MP growth, and usable equipment fir each Job.  There are also
detailed breakdowns of all them fancy-pants Job Abilities.  :)


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{JOB-FR} Freelancer  |
---------------------'

Description:
~~~~~~~~~~~~
The Freelancer is the first "Job" you get to use, even though you probably
don't know you're using a Job at this point if this is your first time playing
the game.

There's not much to say about the Freelancer. They can use a wide variety of
low-level equipment - basically any weapon or armor you will acquire in the
first few hours of gameplay up until you are blessed with the powers of the
Wind Crystal.

Freelancers can cast level 1 White and Black Magic, which let you cast
low-level spells to cure your party, as well as cast offensive magic to exploit
enemy weaknesses (Fire will most likely be the spell you'll use against the
tougher Undead enemies at this point).

Once you acquire the jobs from the Wind crystal, you'll immediately want to
switch all of your characters over to another Job. I suggest you read all the
job descriptions in this FAQ to help you make your decision.

As for endgame, the Freelancer obviously doesn't factor in, even though there's
some potential. It is possible to use some of the best equipment on the
Freelancer, like the Ultima Weapon and Excalibur, which not only give you an
amazing attack power, but this will give you a +20 point boost to all your
stats. Furthermore, if you use the Wi-Fi connection to unlock their mastery
gear, the Celestial Gloves, you will further get another +15 point boost to all
of your stats!

While this is pretty nifty on paper, the Freelancer's base statistics aren't
that amazing to look at. While they have no inherant weaknesses, they also have
no inherant strengths either. Even with the Celestial Gloves, because other
Jobs have better stats all across the board (Dark Knight, Dragoon,
Red Mage, etc.), this one piece of armor still causes the Freelancer to come
up short.

For example, let's compare the Freelancer to the Red Mage. The Red mage can
essentially use the same equipment and receive the same set of stat boosts
(minus Celestial Gloves, plus Crimson Vest). Red Mages can also cast level 1-5
for both White and Black Magic, and they have better Vitality, Intelligence and
Mind stats to boot (a 33 point different at level 99)!

That's not to say Red Mage is the best class in the game, but it is superior to
Freelancer in every way (not to mention the character model is hugely
nostalgic!). Therefore, I suggest only using the Freelancer until you acquire
the jobs from the Wind Crystal - as if you had a choice! :)


---------.--------------------------------------------------------.------------
Profile: |                       Freelancer                       | Initial Job
---------'--------------------------------------------------------'------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Freelancers can use low-level
 Attack   |     20     |    20     |     magic, but their base attributes
 Magic    |     20     |    20     |     are pretty low."
 Guard    |     20     |    20     |
 Item     |     20     |    20     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    5     |    20    |  --  |      100       | |    --     |
     2     |    5     |    20    |  --  |      100       | |    --     |
     3     |    5     |    20    |  --  |      100       | |    --     |
     4     |    5     |    20    |  --  |      100       | |    --     |
     5     |    5     |    20    |  --  |      100       | |    --     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

The Freelancer is one of the easiest Jobs to level up.  No matter what your
current Job Level is, you will always gain 20 JP, making Overflow potentially
non-existant.

On average, you must take 5 actions per battle to level up a Freelancer.

------------------------------. .----------------------------------.
           MP Chart:          | |              Stats:              |
------------------------------| |----------------------------------|
 LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
  1 |  1  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 10 |  7  0  0  0  0  0  0  0 | | 10 |  10 |  10 |  10 |  10 |  10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 20 | 12  0  0  0  0  0  0  0 | | 20 |  15 |  15 |  15 |  15 |  15 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 30 | 15  0  0  0  0  0  0  0 | | 30 |  20 |  20 |  20 |  20 |  20 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 40 | 17  0  0  0  0  0  0  0 | | 40 |  24 |  24 |  24 |  24 |  24 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 50 | 20  0  0  0  0  0  0  0 | | 50 |  29 |  29 |  29 |  29 |  29 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 60 | 20  0  0  0  0  0  0  0 | | 60 |  34 |  34 |  34 |  34 |  34 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 70 | 20  0  0  0  0  0  0  0 | | 70 |  38 |  38 |  38 |  38 |  38 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 80 | 20  0  0  0  0  0  0  0 | | 80 |  43 |  43 |  43 |  43 |  43 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 90 | 20  0  0  0  0  0  0  0 | | 90 |  48 |  48 |  48 |  48 |  48 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 99 | 50  0  0  0  0  0  0  0 | | 99 |  52 |  52 |  52 |  52 |  52 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level       NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: Knife, Dagger, Mythril Knife, Spark Dagger, Main Gauche, Poison Dagger.
Swords: Golden Sword, Longsword, Wightslayer, Mythril Sword, Tyrfing,
        Serpent Sword, Salamand Sword, Freezing Blade, Royal Sword, Excalibur,
        Ultima Weapon.
Bows:   Bow, Great Bow, Killer Bow.
Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.
Claws:  Bronze Knuckles.

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:   Leather Cap, Mythril Helm, Shell Helm, Headband, Ice Helm, 
        Feathered Hat, Scholar Hat, Black Cowl, Chakra Band, Dragon Helm,
        Diamond Helm, Ribbon, Genji Helm, Crystal Helm.
Body:   Vest, Rusty Mail, Leather Armor, Mythril Armor, Mage Robe, Shell Armor,
        Kenpo Gi, Ice Armor, Scholar Robe, Flame Mail, Knight Armor,
        Black Garb, Reflect Mail, White Robe, Black Robe, Bard Vest,
        Black Belt Gi, Dragon Mail, Gaia Vest, Demon Mail, Diamond Mail,
        Genji Armor, Crystal Mail.
Arm:    Bronze Bracers, Mythril Bracers, Mythril Gloves, Gauntlets,
        Thief Gloves, Rune Bracers, Power Bracers, Diamond Bracers,
        Diamond Gloves, Protect Ring, Genji Gloves, Crystal Gloves,
        Celestial Gloves.
Shield: All (excluding Onion Shield)

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Celestial Gloves
Def:    40
MDef:   18
Bonus:  +15 All Stats


-----------.------------------------------------------------------.------------
Abilities: | :Freelancer                                                       
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-WA} Warrior  |
------------------'

Description:
~~~~~~~~~~~~
The Warrior is a decent enough job to start with, mainly aimed at doing damage
while also soaking up some hits for the party. The Warrior also gets an ability
called Advance that let's him do more damage at the cost of lowering their
defense. 

In the beginning of the game, the Advance skill's effects don't amount to much 
either way, and like any job ability, it'll make a bigger difference later on, 
doing up to 2.4x the attack damage of a regular attack while being job
level 99. The problem with the job, though, is that you probably won't remain
a Warrior long enough to tell or care.

Outside of the Advance ability, how does it stack up damage wise? Actually,
pretty good. I mean, the whole point of Warriors is to deal damage, and the job
doesn't disappoint. The main problem is that while the Warrior gets the job
done, there are other jobs that can do it equally well... and "then some"
(in case you don't know, I'm pointing to the Red Mage). Red Mages can attack
for the same damage, use the same weapons, and wear the same armor until you
get to the Fire Crystal, making the Warrior an inferior pick.

This is very contradicting to what you might think, especially after playing
many Final Fantasy games in the older generation. The old adage that you must
have a knight/warrior character in the front position is pretty much thrown out
the window based on how FF3 defines its job's statistics and job archetypes.
This is especially true when the game forces your beginning party into a few
situations where physical attacks are meaningless (due to the constant use of
the Mini spell).

To make matters worse, every other fighting job in the game outclasses a
Warrior at some point, including the Monk within the same tier of jobs. This is
mostly due to the fact that the Warrior stat growths are not nearly as high
compared to other jobs. This is most notable, even by the time you get the
Fire Crystal.  Knights and Rangers may take a few job levels to reach the
number of hits and damage you'll be accustomed to, but eventually the Warrior
won't measure up. 

Also, the weapons and armor that become available won't be exclusive to the 
Warrior either. The Royal Sword is the last Sword he can use for example, and 
that's meant for the Knight in all honesty. Basically, the Warrior doesn't 
remain competitive for long. With the Monk and Red Mage available, why bother 
using the Warrior in the first place?

That pretty much sums up the Warrior. The job's nearly useless at the
beginning, and has no end-game potential whatsoever. The exception to this is
unlocking the job's ultimate equipment through job maxing. This gives the
Warrior his mastery weapon: The Gigantic Axe, which boosts their strength stat
by a whopping +20 and gives them an attack power of 155, free to use another
weapon in their off-hand. 

Still, only the most determined to power level their Warrior to job level 99 
will ever enjoy these benefits. I also think the Warrior's stat growths are on 
the low side compared to a Knight and other top tier classes, making the whole 
affair to be quite moot. A Knight at job level 30-40 with Excalibur, Ragnorak 
and/or Ultima Weapon is immediately useful. Why invest so much time into the 
Warrior when you already have something better with no investment? For the rest
of us who don't care about exploiting trophy accomplishments and
power-leveling, we can safely skip this one. I recommend that you never take
a Warrior through Final Fantasy 3, ever.


---------.-------------------------------------------------------.-------------
Profile: |                       Warrior                         | Wind Crystal
---------'-------------------------------------------------------'-------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Warriors are weapons experts.
 Attack   |     20     |    14     |     Their Advance ability allows
 Advance  |     20     |    14     |     them to deal even more      
 Guard    |     20     |    14     |     damage than normal, but they
 Item     |     20     |    14     |     also get hit a lot harder."
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    8     |    14    |  --  |      112       | |    12     |
     2     |    7     |    14    |  12  |      110       | |    10     |
     3     |    7     |    14    |  10  |      108       | |     8     |
     4     |    7     |    14    |   8  |      106       | |     6     |
     5     |    7     |    14    |   6  |      104       | |     4     |
     6     |    7     |    14    |   4  |      102       | |     2     |
     7     |    7     |    14    |   2  |      100       | |    --     |
     8     |    8     |    14    |  --  |      112       | |    12     |
     9     |    7     |    14    |  12  |      110       | |    10     |
    10     |    7     |    14    |  10  |      108       | |     8     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 7-8 actions per battle to level up a Warrior.

----------------------------------.
              Stats:              |
----------------------------------|
 LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
  1 |   5 |   5 |   5 |   5 |   5 |
----|-----|-----|-----|-----|-----|
 10 |  10 |  10 |  10 |   9 |   9 |
----|-----|-----|-----|-----|-----|
 20 |  17 |  17 |  16 |  14 |  14 |
----|-----|-----|-----|-----|-----|
 30 |  24 |  24 |  22 |  18 |  18 |
----|-----|-----|-----|-----|-----|
 40 |  31 |  31 |  28 |  22 |  22 |
----|-----|-----|-----|-----|-----|
 50 |  38 |  38 |  34 |  26 |  26 |
----|-----|-----|-----|-----|-----|
 60 |  44 |  44 |  40 |  29 |  29 |
----|-----|-----|-----|-----|-----|
 70 |  51 |  51 |  46 |  33 |  33 |
----|-----|-----|-----|-----|-----|
 80 |  58 |  58 |  52 |  37 |  37 |
----|-----|-----|-----|-----|-----|
 90 |  65 |  65 |  58 |  41 |  41 |
----|-----|-----|-----|-----|-----|
 99 |  71 |  71 |  63 |  45 |  45 |
----------------------------------'
NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: Knife, Dagger, Mythril Knife, Spark Dagger, Main Gauche, Poison Dagger.
Swords: Golden Sword, Longsword, Wightslayer, Mythril Sword, Tyrfing,
        Serpent Sword, Salamand Sword, Freezing Blade, Royal Sword, Excalibur,
        Ultima Weapon.
Bows:   Bow, Great Bow, Killer Bow.
Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.
Axes:   All

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:   Leather Cap, Mythril Helm, Shell Helm, Headband, Ice Helm, 
        Feathered Hat, Scholar Hat, Black Cowl, Chakra Band, Dragon Helm,
        Diamond Helm, Ribbon, Genji Helm, Crystal Helm.
Body:   Vest, Rusty Mail, Leather Armor, Mythril Armor, Mage Robe, Shell Armor,
        Kenpo Gi, Ice Armor, Scholar Robe, Flame Mail, Knight Armor,
        Black Garb, Reflect Mail, White Robe, Black Robe, Bard Vest,
        Black Belt Gi, Dragon Mail, Gaia Vest, Demon Mail, Diamond Mail,
        Genji Armor, Crystal Mail.
Arm:    Bronze Bracers, Mythril Bracers, Mythril Gloves, Gauntlets,
        Thief Gloves, Rune Bracers, Power Bracers, Diamond Bracers,
        Diamond Gloves, Protect Ring, Genji Gloves, Crystal Gloves,
        Celestial Gloves.
Shield: All (excluding Onion Shield)

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Gigantic Axe
Atk:    155
Bonus:  +20 STR


-----------.------------------------------------------------------.------------
Abilities: | :Warrior                                                       
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-MO} Monk   |
----------------'

Description:
~~~~~~~~~~~~
The Monk is a variant on a typical fighting Job, essentially giving you higher
damage output and more hits per round at the cost of wearing lower-defense
armor. An interesting facet with the Monk is that the Job can deal damage with
his bare hands, meaning you don't have to find or buy weapons to make the Monk
effective.

During the beginning of the game, Monks start off weak, but with some Job 
levels, they really start to come into their own. Typically, before the Fire
Crystal, Monks do more damage than any other Job using standard attacks.

The Monk also has the Retaliate ability, which allows them to dish out a
counter attack on the enemy to deal 2x the damage of a regular attack,
provided they get hit. 

This ability is hit and miss, because if your Monk is not attacked, you miss
out on the opportunity to attack that round. If you only had a 2-member party,
or had a way to coerce the enemy to attack the Monk, this ability would be
even or better. However, given that the chance of being hit is only 25%, and
that you don't deal 4x+ damage, I'd say this ability is worthless. I'd suggest
sticking to normal attacks.

The only exception to this rule is when you are attacked by 3 enemies (doesn't
happen until Nepto Temple to the best of my knowledge), or when the boss does
3 attacks per round (this is very rare). In those cases, it's statistically
favorable for the enemy to hit your Monk, because there is a 75% chance that
your Monk will do 2x the damage. If you were to run this scenario 100 times,
you'll end up dealing more damage on average than simply using regular
attacks.

Also, when fighting the Iron Giant, he will attack 4 times per round. In this
case, there is a 100% to do 2x the damage. Using the Retaliate ability in these
cases is actually beneficial.

Outside of using your bare hands to attack, the Monk can also equip Claw
weapons, just like Yang in Final Fantasy IV. However, the main problem with
using these claw weapons is that they often lower your attack power,
especially at higher levels. Too often, having no weapons equipped will deal
more damage than using two claws. 

Now, I find this rather odd, because the game constantly feeds the player with
new and higher attack power claws in almost every dungeon, ending with Hellish
Claws in the Ancients' Maze. In fact, I can't think of any other weapon type
that is consistently fed to the player throughout the entire game! It's as if
the game is toying with you, trying to get you to use them. Outside of
exploiting an elemental weakness, I don't see the point. There's even a set of
claws called "Faerie Claws" that boost your Intellect and Mind stats. The Monk
is supposed to take advantage of this... how?!

The Monk has some end-game potential - although it's a hit and miss... just
like the Retaliate ability :) The Black Belt Job is available at tier 4, and is
the natural replacement for the Monk. The Black Belt has higher stats in
Strength, Speed and Vitality, making it highly seductive to switch over. If you
don't have the ability to use the Wi-Fi Connection AND if you don't mind
Job-leveling to get the max benefit, then you should do so. You may have to
build up your Job Levels a little, but the end result will be worth it.

However, if you have a Wi-Fi connection and don't mind putting the effort into 
acquiring the Monk's ultimate equipment, there is some potential to be more 
effective then the Black Belt, but in a different way than you might expect. 
This also has the added bonus that you won't have to max out the Job Levels of 
the Black Belt from square one.

In addition to using the Fuma Garb (let's face it, the Master Dogi on the Black
Belt is not that big of an upgrade) and the Ribbon to help out with the Monk's 
glaring Magic Defense problems, the Monk gets access to the Shura Gloves, which
gives 45 defense! That's 27 more defense than the Protect Ring! Also, the Magic
defense is +1 better too! This gives the Monk quite a bit of an edge over the 
Black Belt.

Since weapons don't matter, the amount of damage you do is only limited by your
character's level/Job level. The same can be said for the Black Belt as well,
so the Black Belt has an advantage there having higher stats. Still, using all
of this gear on your Monk will definitely make him end-game worthy. There's
also something to be said about not having to Job-grind all the way back to
level 99 as well.

Overall, my recommendation is to possibly use this Job over a Red Mage up until
you get the Jobs from the Fire Crystal. Then, make a choice if you want to keep
him or not. If you want to put the time into making the Monk qualify for
endgame, that's up to you. For the rest of us, we can safely upgrade to the
Black Belt.


---------.-------------------------------------------------------.-------------
Profile: |                         Monk                          | Wind Crystal
---------'-------------------------------------------------------'-------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Monks are very resilient melee
 Attack   |     20     |    14     |     fighters.  Their Retaliate
 Retaliate|     20     |    14     |     ability allows them to    
 Guard    |     20     |    14     |     counterattack while on the
 Item     |     20     |    14     |     defensive."
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    8     |    14    |  --  |      112       | |    12     |
     2     |    7     |    14    |  12  |      110       | |    10     |
     3     |    7     |    14    |  10  |      108       | |     8     |
     4     |    7     |    14    |   8  |      106       | |     6     |
     5     |    7     |    14    |   6  |      104       | |     4     |
     6     |    7     |    14    |   4  |      102       | |     2     |
     7     |    7     |    14    |   2  |      100       | |    --     |
     8     |    8     |    14    |  --  |      112       | |    12     |
     9     |    7     |    14    |  12  |      110       | |    10     |
    10     |    7     |    14    |  10  |      108       | |     8     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 7-8 actions per battle to level up a Monk.

----------------------------------.
              Stats:              |
----------------------------------|
 LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
  1 |   5 |   5 |   5 |   5 |   5 |
----|-----|-----|-----|-----|-----|
 10 |  11 |  10 |  10 |   9 |   9 |
----|-----|-----|-----|-----|-----|
 20 |  20 |  16 |  17 |  12 |  14 |
----|-----|-----|-----|-----|-----|
 30 |  28 |  22 |  24 |  15 |  18 |
----|-----|-----|-----|-----|-----|
 40 |  36 |  28 |  31 |  19 |  22 |
----|-----|-----|-----|-----|-----|
 50 |  45 |  34 |  38 |  22 |  26 |
----|-----|-----|-----|-----|-----|
 60 |  53 |  40 |  44 |  25 |  29 |
----|-----|-----|-----|-----|-----|
 70 |  61 |  46 |  51 |  29 |  33 |
----|-----|-----|-----|-----|-----|
 80 |  69 |  52 |  58 |  32 |  37 |
----|-----|-----|-----|-----|-----|
 90 |  78 |  58 |  65 |  35 |  41 |
----|-----|-----|-----|-----|-----|
 99 |  85 |  63 |  71 |  38 |  45 |
----------------------------------'
NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Claws:  All

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:   Leather Cap, Headband, Feathered Hat, Black Cowl, Chakra Band, Ribbon.
Body:   Vest, Leather Armor, Kenpo Gi, Black Garb, Black Belt Gi, Fuma Garb.
Arm:    Bronze Bracers, Mythril Gloves, Power Bracers, Diamond Gloves,
        Protect Ring, Shura Gloves.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Shura Gloves
Def:    45
MDef:   19
Bonus:  +20 STR


-----------.------------------------------------------------------.------------
Abilities: | :Monk                                                       
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-WM} White Mage  |
---------------------'

Description:
~~~~~~~~~~~~
The White Mage is your basic healer in Final Fantasy III, and it doesn't
deviate much from other White Mage archetypes in the series. 

I consider the White Mage to be a fairly essential Job, not only at the 
beginning of the game, but I suggest using one all the way until you get the 
Jobs from the 4th and Final Crystal. Besides using potions, there are very few
ways to heal your characters, as well as heal multiple characters at the same 
time.

For one, the White Mage has the most MP of Cure magic for a long time, and 
you'll have to use it often, both in and out of battle. 

In boss battles, Cure magic is even more essential. Expect to cast an
all-party Cure spell each and every turn during a boss fight. Some of the
bosses use mega-attacks that deal a considerable amount of damage to your
entire party. If you don't have a White Mage casting an all-party Cure spell,
you might as well reset the game and change Jobs.

The White Mage is pretty much the only Job where I wouldn't suggest using a Red
Mage instead. Yes, the White Mage has all the problems that the Black Mage has;
They have poor armor, they are forced to stay in the back row, and they do 
pitiful melee damage. All of this is true.

However, you REALLY do need all the Cure spells to survive comfortably, at
least until a Bard becomes available using a Dream Harp (if you choose to go
that route). Using a White Mage also ensures that their Job level will be high
throughout the game. Many times you'll barely have enough MP or you'll even run
out - you'll wish you had access to Ethers... which by the way, the game
doesn't happily oblige you with like other games do in the series.

Also, the White Mage's actual magic power is very high. You'll get a lot out of
your basic Cure and Cura spells. It's worth noting that a Devout, the natural 
upgrade to the White Mage Job, heals for half the HP that a White Mage does
with the equivalent Cure spell. Go figure.

There are a few negative points with the White Mage, and with some of them, 
there are no ways to compensate. For one, the White Mage doesn't learn the
Raise spell (the ability to resurrect characters) until Level 5. This means to 
resurrect one of your party members, you are forced to rely the very rare item:
Phoenix Down. Otherwise, you'll have to go to a Wellspring that revives fallen
allies within a town or a specific location - the Inns surely won't do it. If
you're deep in a dungeon, this becomes a problem... and an annoyance. I never
ran out of Phoenix Downs, but in some very unlucky back-attack situations,
I had to use several. Sometimes I just "bit the bullet" and reset the game to
my last save.

Also, the Level 7 spell Esuna comes far too late in my opinion. You'll have to 
rely on items to remove those pesky, annoying status effects... like poison, 
silence or blind. Even when you do get Esuna, you probably won't want to waste 
MP because Curaja is in the same slot - you do only have 2 MP at level 40 after
all.

As for the endgame, the White Mage doesn't make the cut, unfortunately. The 
Devout largely makes the White Mage obsolete, by giving you access to Level 8 
spells (like Arise and Holy), as well as boosting the overall MP of your most 
powerful spells. While the Devout's magic power is surprisingly not as strong, 
with access to over 20 castings of Curaga and Curaja when you initially switch 
over, I doubt you'll find this to be an issue. There's also the Sage Job, which
has the ability to cast Black Magic and level 8 White Magic spells too, giving 
you two good options to upgrade your White Mage.

Overall, the White Mage is a very good Job for the first half of the game, and
even though it's not essential after the Fire Crystal because other Jobs may 
provide better healing combinations, it's still an effective Job to use.


---------.-------------------------------------------------------.-------------
Profile: |                      White Mage                       | Wind Crystal
---------'-------------------------------------------------------'-------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "White mages are casters who
 Attack   |     20     |    10     |     specialize in restorative magic.
 Magic    |     20     |    10     |     They're not physically strong,
 Guard    |     20     |    10     |     but their willpower is
 Item     |     20     |    10     |     incomparable!"
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    10    |    10    |  --  |      100       | |    --     |
     2     |    10    |    10    |  --  |      100       | |    --     |
     3     |    10    |    10    |  --  |      100       | |    --     |
     4     |    10    |    10    |  --  |      100       | |    --     |
     5     |    10    |    10    |  --  |      100       | |    --     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 10 actions per battle to level up a White Mage.

------------------------------. .----------------------------------.
           MP Chart:          | |              Stats:              |
------------------------------| |----------------------------------|
 LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
  1 |  4  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 10 | 13  2  1  0  0  0  0  0 | | 10 |  10 |  10 |  10 |   9 |  10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 20 | 23  7  5  3  0  0  0  0 | | 20 |  15 |  16 |  16 |  14 |  17 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 30 | 33 12  9  7  2  1  0  0 | | 30 |  20 |  22 |  22 |  18 |  24 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 40 | 43 17 12 10  4  3  2  0 | | 40 |  24 |  28 |  28 |  22 |  31 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 50 | 53 22 15 14  7  5  3  0 | | 50 |  29 |  34 |  34 |  26 |  38 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 60 | 63 27 18 18  9  8  5  0 | | 60 |  34 |  40 |  40 |  29 |  44 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 70 | 73 32 21 21 11 10  6  0 | | 70 |  38 |  46 |  46 |  33 |  51 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 80 | 83 37 24 25 14 12  7  0 | | 80 |  43 |  52 |  52 |  37 |  58 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 90 | 93 42 27 29 16 14  9  0 | | 90 |  48 |  58 |  58 |  41 |  65 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 99 | 99 47 29 32 18 16 10  0 | | 99 |  52 |  63 |  63 |  45 |  71 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level       NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves:	All (excluding Sage Staff)
Rods:   Wizard Rod, Fire Rod, Ice Rod, Light Rod.

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Feathered Hat, Ribbon.
Body:	Vest, Leather Armor, Mage Robe, White Robe, Angel Robe.
Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
        Protect Ring.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Angel Robe
Def:    45
MDef:   45
Bonus:  +20 MIND


-----------.------------------------------------------------------.------------
Abilities: | :White Mage                                                       
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-BM} Black Mage  |
---------------------'

Description:
~~~~~~~~~~~~
The Black Mage in Final Fantasy 3 is your standard elemental nuker that you can
use at the beginning of the game. While you may not use this job very often 
during the main story, the Black Mage really becomes an asset during boss 
fights.

The best ability on the Black Mage is their ability to cast Black Magic, and
out of all the beginning caster jobs, they have the most MP and have much
quicker access to the "-ara" spells than Red Mages do, which is a definite
perk. 

During some boss fights, the "-ara" spells are nearly essential. They will deal
3x the damage (or more) compared to your regular fighting jobs. And in a tough 
boss fight, you really want to get it over with quickly! Elemental spells are 
the best way to achieve that.

While you can use attack items like Zeus' Wrath or Antarctic Wind for similar 
effects, it's nice to have non-item uses of these spells because finding those 
items is rare - you cannot purchase them. And truthfully, why not cast Blizzara
and Antarctic Wind at the same time?

The Black Mage is also useful at eliminating multiple targets, especially those
with elemental weaknesses. They provide a great way of getting rid of pesky 
high-damage enemies, like Bombs, with a simple Blizzard spell. In fact, in the 
Molten Cave, the Blizzard spell is absolutely essential to survival.

The common problem with the Black Mage is their overall lack of usefulness. 
While they excel very well in a few niche areas, they are just not that 
effective 95% of the time when you have them.

Because they can only wear cloth-type armor, they need to stay in the back row.
Otherwise they'll get pummeled into the ground fairly easily.

Also, Black Mages don't deal a whole lot of damage with their rods or staffs. 
They can use a bow and arrows surprisingly, but it's not much better. When 
you're trying to conserve MP for the boss battle coming up (thus avoiding using
MP whenever possible), you can't help but get the feeling that the Black Mage
is merely along for the ride until you arrive at the final boss. 

There's one exception to this, and that's right when you acquire the elemental 
staffs. At this time, the attacks - even from the back row - surprisingly deal 
decent damage... as long as you're using the right elemental staff. Keep in 
mind, the damage is not as much as your Red Mage, Monk or Warrior would deal, 
and it's still decent.

On the plus side, the Black Mage's elemental spells will continue to deal great
damage to bosses after the Fire Crystal too, however you will receive more 
options for dealing elemental damage by that time, such as using a Ranger. 

After the Water Crystal and beyond, the Black Mage becomes nearly useless.
There are just more effective ways to deal damage to multiple enemies, and many
of them don't rely on using MP (Geomancer or Souleater). The game also doesn't 
provide a lot of equipment upgrades for either the Black or White Mage, so the
Black Mage won't be very competitive. 

Also, the Black Mage becomes obsolete when the Summoner, Sage and Magus become 
available. Without the ability to cast level 8 Spells, as well as only being 
able to cast a handful of the obviously more powerful spells, the Black Mage 
isn't a very useful choice in the endgame.

Overall, the Black Mage isn't bad at the beginning of the game because of its 
boss-nuking abilities, however I can't quite shake the feeling that the
Red Mage is still overall more useful. My recommendation is to stay away from
this job, or use one Black Mage to deal with the story until you beat the
Molten Cave.


---------.-------------------------------------------------------.-------------
Profile: |                      Black Mage                       | Wind Crystal
---------'-------------------------------------------------------'-------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Black mages are casters who
 Attack   |     20     |    10     |     specialize in offensive magic.
 Magic    |     20     |    10     |     Despite their appearance, they
 Guard    |     20     |    10     |     can take a few hits, too."
 Item     |     20     |    10     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    10    |    10    |  --  |      100       | |    --     |
     2     |    10    |    10    |  --  |      100       | |    --     |
     3     |    10    |    10    |  --  |      100       | |    --     |
     4     |    10    |    10    |  --  |      100       | |    --     |
     5     |    10    |    10    |  --  |      100       | |    --     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 10 actions per battle to level up a Black Mage.

------------------------------. .----------------------------------.
           MP Chart:          | |              Stats:              |
------------------------------| |----------------------------------|
 LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
  1 |  4  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 10 | 13  2  1  0  0  0  0  0 | | 10 |  10 |  10 |  10 |  10 |   9 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 20 | 23  7  5  3  0  0  0  0 | | 20 |  15 |  16 |  16 |  17 |  14 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 30 | 33 12  9  7  2  1  0  0 | | 30 |  20 |  22 |  22 |  24 |  18 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 40 | 43 17 12 10  4  3  2  0 | | 40 |  24 |  28 |  28 |  31 |  22 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 50 | 53 22 15 14  7  5  3  0 | | 50 |  29 |  34 |  34 |  38 |  26 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 60 | 63 27 18 18  9  8  5  0 | | 60 |  34 |  40 |  40 |  44 |  29 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 70 | 73 32 21 21 11 10  6  0 | | 70 |  38 |  46 |  46 |  51 |  33 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 80 | 83 37 24 25 14 12  7  0 | | 80 |  43 |  52 |  52 |  58 |  37 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 90 | 93 42 27 29 16 14  9  0 | | 90 |  48 |  58 |  58 |  65 |  41 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 99 | 99 47 29 32 18 16 10  0 | | 99 |  52 |  63 |  63 |  71 |  45 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level       NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: Staff, Fire Staff, Ice Staff, Light Staff.
Rods:   All (excluding Millenium Rod)
Bows:   Bow, Great Bow, Killer Bow.
Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Feathered Hat, Ribbon.
Body:	Vest, Leather Armor, Mage Robe, Black Robe.
Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
        Protect Ring.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Lilith Rod
Atk:    110
Bonus:  +20 INT
Effect: Casts death.


-----------.------------------------------------------------------.------------
Abilities: | :Black Mage                                                       
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-RM} Red Mage  |
-------------------'

Description:
~~~~~~~~~~~~
The Red Mage is your jack-of-all-trades Job in Final Fantasy III, but unlike
other games in the series, it's anything but typical. 

I, for one, love this Job. In my first play-through, I made the mistake of
trying to emulate a classic FF party setup using: Warrior, Monk, White Mage
and Black Mage. I did this because I thought it would make a balanced party. It
wasn't until after the Vikings' Cove that I switched my Warrior to a Red Mage
(I needed more magic power to deal with the enemies in the Nepto Temple due to
the Mini status). It was then that I discovered just how useful and powerful
this Job could be.

The Red Mage is a superior beginning Job, and I thoroughly recommend using it
at the beginning of the game up until you acquire the Jobs from the Fire
Crystal.  The Red Mage can use all the weapons a Warrior can, allowing for the
same damage dealt (excluding the Advance skill obviously). It can also use the
same armor too, so you won't need to keep them in the back row.

Red Mages can also use up to Lv. 5 Black magic for those areas where you need
to exploit enemy weaknesses. They can use up to Lv. 5 White Magic as well. This
will help with any extra healing you might need in and out of battle. The only 
real complaint here is that you'll get half of the MP a White or Black Mage 
would. But the ability to do excellent damage with two Mythril Swords more than
makes up for that.

Looking at all these benefits the Red Mage brings to the table, I can't help
but recommend that you take 2 or 3 Red Mages and 1 White Mage as your beginning
party. With this party setup, you'll comfortably breeze through the first 
quarter of the game. You'll have 3 strong attackers, 3 characters to deal with 
elemental weaknesses, and 4 characters to cast timely cures when needed, making
sure that you'll never need to use Potions or have to worry about not having 
enough Cure magic. The only reason I recommend taking a White Mage is to raise 
their Job level for their use after you get the Jobs from the Fire Crystal... 
because you will likely keep the White Mage around.

As for end-game possibilities, the Red Mage can become an extremely powerful 
Job.  It is the only Job that can use the Crimson Vest, Excalibur, and the 
Ultima Weapon at the same time. This provides a +30 stat boost across the board
and makes him quite godly.

However, if you are unable to unlock all ultimate equipment by using the 
Nintendo Wi-Fi connection, or don't want to invest the time, you'll probably 
retire this Job once you get access to more effective Jobs from the Fire 
Crystal. The Red Mage just doesn't get the equipment upgrades to remain 
competitive. Even if you do plan on using the Red Mage during the endgame, it's
still recommended that you retire this Job and only pick it up again after you 
get access to the Legendary Blacksmith.


---------.-------------------------------------------------------.-------------
Profile: |                       Red Mage                        | Wind Crystal
---------'-------------------------------------------------------'-------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Red mages can use both white and
 Attack   |     20     |    12     |     black magic, but they cannot use
 Magic    |     20     |    12     |     high-level spells from either
 Guard    |     20     |    12     |     school."
 Item     |     20     |    12     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |     9    |    12    |  --  |      108       | |     8     |
     2     |     8    |    12    |   8  |      104       | |     4     |
     3     |     8    |    12    |   4  |      100       | |    --     |
     4     |     9    |    12    |  --  |      108       | |     8     |
     5     |     8    |    12    |   8  |      104       | |     4     |
     6     |     8    |    12    |   4  |      100       | |    --     |
     7     |     9    |    12    |  --  |      108       | |     8     |
     8     |     8    |    12    |   8  |      104       | |     4     |
     9     |     8    |    12    |   4  |      100       | |    --     |
    10     |     9    |    12    |  --  |      108       | |     8     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 8-9 actions per battle to level up a Red Mage.

------------------------------. .----------------------------------.
           MP Chart:          | |              Stats:              |
------------------------------| |----------------------------------|
 LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
  1 |  4  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 10 |  8  1  0  0  0  0  0  0 | | 10 |  10 |  10 |  10 |  10 |  10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 20 | 13  5  3  2  0  0  0  0 | | 20 |  15 |  15 |  16 |  16 |  16 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 30 | 17  8  5  4  1  0  0  0 | | 30 |  20 |  20 |  22 |  22 |  22 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 40 | 22 11  8  6  2  0  0  0 | | 40 |  24 |  24 |  28 |  28 |  28 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 50 | 26 15 10  8  4  0  0  0 | | 50 |  29 |  29 |  34 |  34 |  34 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 60 | 31 18 13 10  5  0  0  0 | | 60 |  34 |  34 |  40 |  40 |  40 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 70 | 35 21 15 11  7  0  0  0 | | 70 |  34 |  34 |  40 |  40 |  40 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 80 | 40 25 17 13  8  0  0  0 | | 80 |  43 |  43 |  52 |  52 |  52 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 90 | 45 28 19 15 10  0  0  0 | | 90 |  48 |  48 |  58 |  58 |  58 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 99 | 49 31 21 16 11  0  0  0 | | 99 |  52 |  52 |  63 |  63 |  63 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level       NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives:	Knife, Dagger, Mythril Knife, Main Gauche, Poison Dagger.
Swords: Golden Sword, Longsword, Wightslayer, Mythril Sword, Tyrfing,
        Serpent Sword, Salamand Sword, Freezing Blade, Royal Sword,  Defender,
        Break Blade, Excalibur, Ultima Weapon.
Staves: All (excluding Elder Staff, Sage Staff)
Rods:   Mythril Rod, Wizard Rod, Fire Rod, Ice Rod, Light Rod.
Bows:   Bow, Great Bow, Killer Bow.
Arrows: Wooden Arrow, Holy Arrow, Iron Arrow.

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
        Ribbon, Crystal Helm.
Body:   Vest, Leather Armor, Mythril Armor, Shell Armor, Ice Armor, Flame Mail,
        Reflect Mail, White Robe, Black Robe, Crimson Vest, Crystal Mail.
Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
        Protect Ring, Crystal Gloves.
Shield:	Leather Shield, Mythril Shield, Ice Shield, Aegis Shield,
        Crystal Shield.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Crimson Vest
Def:    50
MDef:   25
Bonus:  +10 All Stats


-----------.------------------------------------------------------.------------
Abilities: | :Red Mage                                                       
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-TH} Thief |
---------------'

Description:
~~~~~~~~~~~~
When it comes to Final Fantasy games, I like Thieves. I like them because they
can Steal from the enemy party. Thieves to me are a huge investment, and being
the completionist that I am who wants to get the best items, weapons and armor
possible, Thieves in Final Fantasy are a means to that end, especially in the 
later installments in the series. 

However, I forgot FFIII was a remake of an old game where all the Thief could 
steal was potions and generally things you could buy at the Item Shop. Thus,
Steal amounts to a near useless ability.

To be fair, the Thief can steal more than stuff found at the Item Shop, such
as rare attack items and the most-coveted Elixirs. However, none of these items
are what I would call essential or game-breaking, and Elixirs (the most
important of them all) can be found by defeating dragons in the later stages of
the game.

What quality items can the Thief steal? Well, sadly there's only two. The first
is called Gungnir, the best lance in the game for the Dragoon Job. This is a 
very important steal because without spoiling anything, the item is entirely 
miss-able if you don't steal it at the appropriate time (or you don't get it
when it's dropped... which is also very rare so you're better off trying to
steal it).

The second and final item worth stealing is the Protect Ring. Not only is the 
opportunity to steal it very rare (it's a random spawn), but the game already 
provides you with 2 Protect Rings found in chests (which is probably all you'll
ever need, honestly).

Not only is it bad enough that the Thief can only steal 1 essential item during
the entire game, but you need to raise your Job Level to 71 in order to steal 
it! This requirement alone means that only the most dedicated of players are 
going to grind their Thief up to level 71 in order to get this item. You need
to do a lot of work to make your Thief worthwhile, and it's just to make the 
Dragoon a top-contender for the end-game! - What I consider a total side-event!
This doesn't bode well for the Thief's usefulness in my opinion.

Besides stealing, what else does the Thief having going for it? Well, his
damage isn't too bad. Early on in the game, your damage will be lower than a
Warrior, Monk or Red Mage, but not so much once the game progresses. Also,
daggers are plentiful throughout the game. Specialized daggers like the
Air Knife can actually deal quite a lot of damage against the right enemies.
However, if you're looking for fast damage, you might as well look elsewhere.

The Thief actually has an incredibly high speed stat to make up for its weaker
damage - actually making it the fastest acting Job in the entire game. This 
causes the Thief to act first in every battle round. Depending on the
situation, if you really need a more predictable battle order, the Thief is
your best bet to make that a reality. Many players consider this aspect to be
the Job's most defining and greatest asset. 

However, as a side know, keep in mind depending if you unlocked the Thief's 
mastery weapon and someone is using Ultima Weapon, you might not act first in 
the round after all.

Lastly, there are a few places where the game pushes you to use a Thief. 
Although it's not required, a Thief is very useful to have in Goldor Manor and
the Temple of Time. These areas have multiple locked doors that the Thief can 
pick. The game further encourages you to use a Thief by placing powerful 
Thief-specific items in these places too, so you might as well use a Thief
since the equipment is available. However, you don't have to use a Thief to
open locked doors; you can buy 20 keys for 2000 Gil, which will be enough to
open all the locked doors for the entire game.

Undeniably, the Thief has its uses throughout the game, but overall, the Thief
is a situational Job at best. It knows where it can excel, and you should use
it for those situations only. 

However at the beginning of the game, avoid using a Thief and opt to use
another Job instead (the Red Mage or Monk come to mind). The steals might net
you some extra gold, but you probably won't ever be strapped for cash. Also,
there are no locks to pick at the beginning of the game either. The first time
you will encounter a locked door will be right before the Fire Crystal, which
is almost to the half-way point of the game.

As for endgame, the Thief doesn't really have much potential either. The 
Ninja is a much better choice due to their higher strength and better weapon 
selection. The Ninja also starts every battle first, just like the Thief, 
despite the Ninja's speed stat being lower. For all intents and purposes, the 
Thief's high speed stat is overkill. Also, in the last quarter of the game,
gold is very easy to come by, making the Steal ability useless too. 

My conclusion is this: if you enjoy playing a Thief, use the Ninja instead - 
it's the natural upgrade for this Job. My recommendation is to stay away from
the Thief unless either the game calls for it, or you really, REALLY have to 
acquire the Gungnir lance for your Dragoon.


---------.-------------------------------------------------------.-------------
Profile: |                         Thief                         | Wind Crystal
---------'-------------------------------------------------------'-------------

-----------------------------------.    "Thieves are very fast and agile,
 JP Gain: | JobLv 1-14 | JobLv 14+ |     and they can swing their weapons
----------|------------|-----------|     lightning-fast.  They also have
 Attack   |     20     |    18     |     the ability to pick locked doors.
 Steal    |     20     |    18     |     Their Steal ability allows them
 Flee     |    NONE    |   NONE    |     to take items from enemies. Also,
 Item     |     20     |    18     |     everyone will take less damage
----------'------------'-----------'     while escaping if they use Flee."

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |     6    |    18    |  --  |      108       | |     8     |
     2     |     6    |    18    |   8  |      116       | |    16     |
     3     |     5    |    18    |  16  |      106       | |     6     |
     4     |     6    |    18    |   6  |      114       | |    14     |
     5     |     5    |    18    |  14  |      104       | |     4     |
     6     |     6    |    18    |   4  |      112       | |    12     |
     7     |     5    |    18    |  12  |      102       | |     2     |
     8     |     6    |    18    |   2  |      110       | |    10     |
     9     |     5    |    18    |  10  |      100       | |    --     |
    10     |     6    |    18    |  --  |      108       | |     8     |
    11     |     6    |    18    |   8  |      116       | |    16     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 6-5 actions per battle to level up a Thief.

----------------------------------.
              Stats:              |
----------------------------------|
 LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
  1 |   5 |   5 |   5 |   5 |   5 |
----|-----|-----|-----|-----|-----|
 10 |  10 |  11 |  10 |   9 |   9 |
----|-----|-----|-----|-----|-----|
 20 |  16 |  20 |  16 |  14 |  12 |
----|-----|-----|-----|-----|-----|
 30 |  22 |  30 |  22 |  18 |  15 |
----|-----|-----|-----|-----|-----|
 40 |  28 |  40 |  28 |  22 |  19 |
----|-----|-----|-----|-----|-----|
 50 |  34 |  50 |  34 |  26 |  22 |
----|-----|-----|-----|-----|-----|
 60 |  40 |  60 |  40 |  29 |  25 |
----|-----|-----|-----|-----|-----|
 70 |  46 |  70 |  46 |  33 |  29 |
----|-----|-----|-----|-----|-----|
 80 |  52 |  80 |  52 |  37 |  32 |
----|-----|-----|-----|-----|-----|
 90 |  58 |  90 |  58 |  41 |  35 |
----|-----|-----|-----|-----|-----|
 99 |  63 |  99 |  63 |  45 |  38 |
----------------------------------'
NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives:   All
Throwing: All (excluding Shuriken)

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
        Black Cowl, Ribbon.
Body:	Vest, Leather Armor, Mythril Armor, Shell Armor, Ice Armor,
        Black Garb, Fuma Garb.
Arm:	Bronze Bracers, Mythril Gloves, Thief Gloves, Power Bracers,
        Diamond Gloves, Protect Ring.
Shield:	Leather Shield, Mythril Shield, Ice Shield.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Gladius
Atk:    130
Bonus:  +20 AGI


-----------.------------------------------------------------------.------------
Abilities: | :Thief                                                      
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-RA} Ranger  |
-----------------'

Description:
~~~~~~~~~~~~
In many ways, the Ranger plays a lot like a Warrior, but uses a bow instead of
a sword. It is believed by many that this job is worthless. This may be true
when nearing the final areas of the game, but when you first acquire the
Ranger, it's a very useful job.

Rangers can use higher defense armor like a Knight, which is pretty useful. And
sice their attack is ranged, they can also do FULL damage from the Back Row!
Seeing that you take LESS damage from the back row (and are wearing nice armor
to boot!), this is a huge advantage during the early stages of the game.

Even better though, many enemies at this time are weak against Light damage, so
using your Holy Arrows (which can be bought for 10 Gil a piece) will cause
considerable amounts of damage.  You will also get the Rune Bow shortly after
you acquire the Ranger job, which will allow you to simply decimate everything!
With a Rune Bow + Holy arrows, you'll deal around 600-700 damage.

You can also use the other elemental arrows to exploit those weaknesses too,
making this a very good job. The game practically begs to use a Ranger because
the game provides all the necessary equipment upgrades to make it worthwhile.

I found their Barrage ability to be a mixed bag, which allows you to split the
damage of your attack while being able to attack multiple enemies at the same
time. Because most enemies require a full attack to destroy them, I can't
possibly see how this ability is useful. The best case scenario is that you can
use a Ranger to kill much weaker enemies more quickly, but where's the sense in
picking a Ranger just for that?

Even when you exploit a weakness using Barrage, the damage actually turns out
to be the same. This is also true when using Barrage against a single foe. So
let me get this straight... I use 4 Arrows, yet it only deals the same damage
as one arrow? In all honestly, Barrage is a complete waste of arrows and time
to use, regardless who your target is. I would suggest that you avoid using
Barrage completely.

As for end-game possibilities, the Ranger becomes less useful, mainly because
their ultimate Bow and Yoichi arrows have an attack power of 165, which is
about 100 points less compared to other jobs dual-weilding better weapons.
Furthermore, boomerang-type weapons (such as the Fullmoon Blade) deal
considerable more damage without having to refil your arrows.

Overall, the Ranger is decent pick when you acquire him, and nothing more.
There are a whole slew of superior jobs to choose from after you gain access to
the Water crystal. I suggest you replace your Ranger with one of those ASAP.


---------.-------------------------------------------------------.-------------
Profile: |                         Ranger                        | Fire Crystal
---------'-------------------------------------------------------'-------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |    "Rangers are experts in ranged
----------|------------|-----------|     combat.  With their bows, they can
 Attack   |     20     |    14     |     attack for full damage from even
 Barrage  |     20     |    14     |     the back line! Their Barrage
 Guard    |     20     |    14     |     ability allows them to unleash
 Item     |     20     |    14     |     a hail of projectiles at the enemy!"
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    8     |    14    |  --  |      112       | |    12     |
     2     |    7     |    14    |  12  |      110       | |    10     |
     3     |    7     |    14    |  10  |      108       | |     8     |
     4     |    7     |    14    |   8  |      106       | |     6     |
     5     |    7     |    14    |   6  |      104       | |     4     |
     6     |    7     |    14    |   4  |      102       | |     2     |
     7     |    7     |    14    |   2  |      100       | |    --     |
     8     |    8     |    14    |  --  |      112       | |    12     |
     9     |    7     |    14    |  12  |      110       | |    10     |
    10     |    7     |    14    |  10  |      108       | |     8     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 7-8 actions per battle to level up a Ranger.

----------------------------------.
              Stats:              |
----------------------------------|
 LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
  1 |   5 |   5 |   5 |   5 |   5 |
----|-----|-----|-----|-----|-----|
 10 |  10 |  11 |  10 |   9 |   9 |
----|-----|-----|-----|-----|-----|
 20 |  17 |  20 |  16 |  14 |  14 |
----|-----|-----|-----|-----|-----|
 30 |  24 |  28 |  22 |  18 |  18 |
----|-----|-----|-----|-----|-----|
 40 |  31 |  36 |  28 |  22 |  22 |
----|-----|-----|-----|-----|-----|
 50 |  38 |  45 |  34 |  26 |  26 |
----|-----|-----|-----|-----|-----|
 60 |  44 |  53 |  40 |  29 |  29 |
----|-----|-----|-----|-----|-----|
 70 |  51 |  61 |  46 |  33 |  33 |
----|-----|-----|-----|-----|-----|
 80 |  58 |  69 |  52 |  37 |  37 |
----|-----|-----|-----|-----|-----|
 90 |  65 |  78 |  58 |  41 |  41 |
----|-----|-----|-----|-----|-----|
 99 |  71 |  85 |  63 |  45 |  45 |
----------------------------------'
NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Bows:     All
Arrows:   All
Throwing: Boomerang, Chakram.

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
        Black Cowl, Ribbon.
Body:   Vest, Leather Armor, Mythril Armor, Shell Armor, Ice Armor,
        Flame Mail, Black Garb.
Arm:	Bronze Bracers, Mythril Gloves, Power Bracers, Diamond Gloves,
        Protect Ring.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Artemis Bow
Atk:    122
Bonus:  +10 STR, +10 AGI

-----------.------------------------------------------------------.------------
Abilities: | :Ranger                                                       
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-KN} Knight  |
-----------------'

Description:
~~~~~~~~~~~~
The Knight is a very solid job to use in Final Fantasy 3. Warriors should 
immediately upgrade to a Knight once it's available. The automatic cover
ability has saved my butt more than a few times when other characters had low
life, which really made me feel like I made a good investment. It's
unfortunate the actual Defend ability is garbage because the Knight will do 
this automatically during battle anyway. So in this way, you lose the ability 
to have an effective special command. 

Still, Knights can cast Cure spells, and while they don't heal as much as a 
White Mage's cure spell, it's nice to have that extra safety net when you are 
playing between the Fire and Water Crystals. It takes some pressure off the
White Mage. I found that in a few parts of the game, my White Mage was low on
Cure Magic. Those extra Cures on the Knight were enough so that I didn't have
to go to my inventory and use potions. Poisona was also a nice spell to use.

I think the Knight loses its appeal when the 3rd tier jobs come in. To me, 
Viking, Dragoon and Dark Knight are all more interesting. That's not to say the
Knight is useless. I guess I consider it on the same tier as these jobs because
it's definitely usable from the Fire Crystal onwards until the end of the game.

Unlike the Dark Knight, the Knight can wear Crystal armor (very good defense)
as well as equip the both Excalibur and Ragnorok found in Eureka. It can also
use the Ultima Weapon. This setup makes him a top contender for the endgame.

So even though the Knight goes out of fashion for a big chunk of the game,
it'll become viable again since some fighting jobs cannot use those weapons. In
the Ancient's Maze, the game provides you with Crystal armor and a Break Sword.
The game is practically saying, "You really should start using your Knight
again... there's big things in store for you."

Overall, the Knight is a fairly solid job. They have great stats, do excellent 
damage, and are a tough mark for enemies to kill. Unlike other final jobs like 
the Ninja or Black Belt, the Knight is capable of surviving focused magical 
attacks like Flare. And by equipping the best weapons in the game, he'll also 
have the highest attack power out of any other job to my knowledge. 

For these reasons, you just might want to stick with your Knight until the end 
of the game to make sure his job level will be the highest possible, but you 
have to be pretty stubborn not to use some of the cooler 3rd tier jobs in the 
meantime. Overall, I give this job 2 thumbs up.


---------.-------------------------------------------------------.-------------
Profile: |                        Knight                         | Fire Crystal
---------'-------------------------------------------------------'-------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Knights take pride in their high
 Attack   |     20     |    12     |     defense.  Their Defend ability
 Magic    |     20     |    12     |     allows them to step in and take
 Defend   |     20     |    12     |     damage for weakened allies.  And
 Item     |     20     |    12     |     they can use white magic, too!"
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |     9    |    12    |  --  |      108       | |     8     |
     2     |     8    |    12    |   8  |      104       | |     4     |
     3     |     8    |    12    |   4  |      100       | |    --     |
     4     |     9    |    12    |  --  |      108       | |     8     |
     5     |     8    |    12    |   8  |      104       | |     4     |
     6     |     8    |    12    |   4  |      100       | |    --     |
     7     |     9    |    12    |  --  |      108       | |     8     |
     8     |     8    |    12    |   8  |      104       | |     4     |
     9     |     8    |    12    |   4  |      100       | |    --     |
    10     |     9    |    12    |  --  |      108       | |     8     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 8-9 actions per battle to level up a Knight.

------------------------------. .----------------------------------.
           MP Chart:          | |              Stats:              |
------------------------------| |----------------------------------|
 LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
  1 |  1  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 10 |  7  0  0  0  0  0  0  0 | | 10 |  11 |   9 |  11 |   9 |  10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 20 | 12  0  0  0  0  0  0  0 | | 20 |  20 |  14 |  20 |  14 |  15 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 30 | 15  0  0  0  0  0  0  0 | | 30 |  28 |  18 |  28 |  18 |  20 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 40 | 17  0  0  0  0  0  0  0 | | 40 |  36 |  22 |  36 |  22 |  24 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 50 | 20  0  0  0  0  0  0  0 | | 50 |  45 |  26 |  45 |  26 |  29 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 60 | 20  0  0  0  0  0  0  0 | | 60 |  53 |  29 |  53 |  29 |  34 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 70 | 20  0  0  0  0  0  0  0 | | 70 |  61 |  33 |  61 |  33 |  38 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 80 | 20  0  0  0  0  0  0  0 | | 80 |  69 |  37 |  69 |  37 |  43 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 90 | 20  0  0  0  0  0  0  0 | | 90 |  78 |  41 |  78 |  41 |  48 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 99 | 50  0  0  0  0  0  0  0 | | 99 |  85 |  45 |  85 |  45 |  52 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level       NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Swords: All (excluding Onion Blade, Onion Sword)

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
        Diamond Helm, Ribbon, Crystal Helm.
Body:   Vest, Rusty Mail, Leather Armor, Mythril Armor, Shell Armor,
        Ice Armor, Flame Mail, Knight Armor, Reflect Mail, Diamond Mail,
        Crystal Mail.
Arm:	Bronze Bracers, Mythril Gloves, Gauntlets, Power Bracers, 
        Diamond Gloves, Protect Ring, Crystal Gloves.
Shield:	Leather Shield, Mythril Shield, Ice Shield, Heroic Shield,
        Diamond Shield, Aegis Shield, Crystal Shield.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Save The Queen
Atk:    140
Bonus:  +10 VIT, +10 MIND
Effect: Casts reflect.

-----------.------------------------------------------------------.------------
Abilities: | :Knight                                                       
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-SC} Scholar  |
------------------'

Description:
~~~~~~~~~~~~
The Scholar is essentially a misfit Job. It's definitely a niche Job, because 
you can't really plug it into any sort of group like "fighter" or "caster" for 
example. The Scholar really doesn't stand for anything. The best way to
describe a Scholar is that it's a collage of several "interesting" abilities.

Lets start with the good points, because there aren't many. The Scholar has a 
very useful ability called Item Lore. This ability doubles the effect of any 
item used by the Scholar, whether its attack or support. This means that 
Hi-Potions will restore 1000 HP instead of 500 HP. Likewise, attack items will
deal double damage (or quadruple if the enemy has a weakness to that item's 
element). Up until you acquire the Jobs from the Fire Crystal, taking advantage
of elemental weaknesses this way is a good way to decimate enemy bosses
quickly.

Secondly, the Scholar has a Study ability that analyzes the enemy and tells
you its HP and Weakness while nullifying any positive status effects (like
Haste, Protect, etc.). During the Hein Castle incident, a Scholar makes the
final battle much easier because their Study ability removes Hein's special
protective Barrier, which constantly reactivates and changes his elemental
weakness. This makes the Scholar almost essential during this point in the
game.

Thirdly, the Scholar can make good use of the gear found in Castle Argus.
There, you'll find armor and elemental books for the Scholar well before you
can even utilize the Job. You can complete your set of equipment by eventually
beating the Molten cave. All this early access to equipment is nice, and
definitely hints at their necessity later on in the game. These books actually
deal okay damage when you first get them, even from the back row, however only
initially.

That's about all the Scholar's actually good for. Unfortunately, Scholars have 
the worst Vitality in the game, which means they have the worst HP growth when 
your character levels up. While I don't imagine anyone would take a Scholar to 
level 99, if someone uses the Scholar Job and gains a few levels with it, you 
will notice that this character will PERMANENTLY be behind in their HP growth 
compared to other characters!

Also, vitality impacts the character's defense too (an area where Scholars are 
already troubled in due to weak armor), which means Scholars are limited to 
being placed in the back row. What does that mean? Their rather weak physical 
attacks become even worse! Sure, the books have elements which can exploit 
elemental weaknesses... and when you first acquire them, they are actually 
somewhat effective. But when the enemies become more difficult, ask yourself 
this: "Does weakness exploiting really make a huge difference?" Because we're 
talking about the Scholar, the answer is NO!

The Scholar has the ability to cast Black Magic at Level 1-3. However, due to 
his insanely low MP curve, you'll only have access to Level 1 spells for a 
majority of the time. You will only start gaining access to level 2 Black Magic
spells when your character level reaches mid 30's - That's around the time most
people reach the Temple of Time! How well do you think the basic Thunder spell 
fairs in this crazy-difficult dungeon? NOT GOOD! During the endgame, level 1-3 
Black Magic is even more useless. Not even Magi or Sages use it!

Also, the Study ability further minimizes their usefulness, because shortly 
after the Hein Castle incident, you will be able to find/purchase the Libra 
White Magic spell, making the Study ability obsolete.

Lastly, while Item Lore is decent, it also loses effectiveness in the endgame. 
Elixirs being the best support item in the game, giving a character 100% HP and
MP. How is using Item Lore going to improve 100%? Exactly - it can't! 

Also, given that powerful spells become readily available later on in the game,
the Scholar's Item Lore ability becomes obsolete entirely. Even an improved 
Arctic Wind won't be enough to compensate for the sheer power of the Geomancer
or Black Mage at this point by the time the Water Crystal roles around.

Essentially, the Scholar is only good for the Hein's Castle segment of the 
storyline, just so you can eliminate Hein's Elemental Barrier. However, later
on in the game in Eureka, there is a similar boss to Hein called Anon, and
neither Study or Libra are required to defeat him - he's a real pushover
despite being much tougher compared to Hein.

Overall, The Scholar is highly situational and quirky Job. It simply doesn't
make the cut for endgame... or even after Hein's Castle for that matter. Take
my advice: Use it for Hein's Castle... and never use it again!


---------.-------------------------------------------------------.-------------
Profile: |                       Scholar                         | Fire Crystal
---------'-------------------------------------------------------'-------------

-----------------------------------.    "Scholars can examine enemies and
 JP Gain: | JobLv 1-14 | JobLv 14+ |     spot their weak points.  They can
----------|------------|-----------|     also enhance the effects of the
 Attack   |     24     |    24     |     items they use. They can dispel magic
 Magic    |     24     |    24     |     effects from enemies they've studied.
 Study    |     24     |    24     |     Surprisingly enough, these bookworms
 Item     |     24     |    24     |     can also use magic!"
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |     5    |    24    |  --  |      120       | |    20     |
     2     |     4    |    24    |  20  |      116       | |    16     |
     3     |     4    |    24    |  16  |      112       | |    12     |
     4     |     4    |    24    |  12  |      108       | |     8     |
     5     |     4    |    24    |   8  |      104       | |     4     |
     6     |     4    |    24    |   4  |      100       | |    --     |
     7     |     5    |    24    |  --  |      120       | |    20     |
     8     |     4    |    24    |  20  |      116       | |    16     |
     9     |     4    |    24    |  16  |      112       | |    12     |
    10     |     4    |    24    |  12  |      108       | |     8     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

Scholars are by far the easiest Job to level up.  Every action you take, no
matter what Job Level, you will always gain 24 JP.

On average, you must take 4-5 actions per battle to level up a Scholar.

------------------------------. .----------------------------------.
           MP Chart:          | |              Stats:              |
------------------------------| |----------------------------------|
 LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
  1 |  1  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 10 |  5  0  0  0  0  0  0  0 | | 10 |  10 |  10 |   9 |  11 |   9 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 20 | 10  0  0  0  0  0  0  0 | | 20 |  16 |  17 |  12 |  20 |  14 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 30 | 15  0  0  0  0  0  0  0 | | 30 |  22 |  24 |  15 |  30 |  18 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 40 | 20  7  3  0  0  0  0  0 | | 40 |  28 |  31 |  19 |  40 |  22 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 50 | 25 10  5  0  0  0  0  0 | | 50 |  34 |  38 |  22 |  50 |  26 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 60 | 29 13  7  0  0  0  0  0 | | 60 |  40 |  44 |  25 |  60 |  29 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 70 | 34 17  9  0  0  0  0  0 | | 70 |  46 |  51 |  29 |  70 |  33 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 80 | 39 20 12  0  0  0  0  0 | | 80 |  52 |  58 |  32 |  80 |  37 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 90 | 44 23 14  0  0  0  0  0 | | 90 |  58 |  65 |  35 |  90 |  41 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 99 | 48 26 15  0  0  0  0  0 | | 99 |  63 |  71 |  38 |  99 |  45 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level       NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Books:  All

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Feathered Hat, Scholar Hat, Ribbon.
Body:   Vest, Leather Armor, Mage Robe, Scholar Robe, White Robe.
Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
        Protect Ring. 

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Omnitome
Atk:    130
Bonus:  +10 INT, +5 MIND


-----------.------------------------------------------------------.------------
Abilities: | :Scholar                                                       
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-GE} Geomancer  |
--------------------'

Description:
~~~~~~~~~~~~

bells are very powerful when you aquire them, but don't measure up to other 
end-game weapons. Still, probably will use terrain attacks instead.


---------.-------------------------------------------------------.-------------
Profile: |                       Geomancer                       | Fire Crystal
---------'-------------------------------------------------------'-------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |    "Geomancers harness the power of
----------|------------|-----------|     nature itself, manifested in their
 Attack   |     20     |    14     |     different terrain attacks.  Their
 Terrain  |     20     |    14     |     damage potential rises
 Guard    |     20     |    14     |     exponentially by job level."
 Item     |     20     |    14     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    8     |    14    |  --  |      112       | |    12     |
     2     |    7     |    14    |  12  |      110       | |    10     |
     3     |    7     |    14    |  10  |      108       | |     8     |
     4     |    7     |    14    |   8  |      106       | |     6     |
     5     |    7     |    14    |   6  |      104       | |     4     |
     6     |    7     |    14    |   4  |      102       | |     2     |
     7     |    7     |    14    |   2  |      100       | |    --     |
     8     |    8     |    14    |  --  |      112       | |    12     |
     9     |    7     |    14    |  12  |      110       | |    10     |
    10     |    7     |    14    |  10  |      108       | |     8     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 7-8 actions per battle to level up a Geomancer.

----------------------------------.
              Stats:              |
----------------------------------|
 LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
  1 |   5 |   5 |   5 |   5 |   5 |
----|-----|-----|-----|-----|-----|
 10 |  10 |  10 |  10 |  10 |  10 |
----|-----|-----|-----|-----|-----|
 20 |  15 |  17 |  15 |  17 |  15 |
----|-----|-----|-----|-----|-----|
 30 |  20 |  24 |  20 |  24 |  20 |
----|-----|-----|-----|-----|-----|
 40 |  24 |  31 |  24 |  31 |  24 |
----|-----|-----|-----|-----|-----|
 50 |  29 |  38 |  29 |  38 |  29 |
----|-----|-----|-----|-----|-----|
 60 |  34 |  44 |  34 |  44 |  34 |
----|-----|-----|-----|-----|-----|
 70 |  38 |  51 |  38 |  51 |  38 |
----|-----|-----|-----|-----|-----|
 80 |  43 |  58 |  43 |  58 |  43 |
----|-----|-----|-----|-----|-----|
 90 |  48 |  65 |  48 |  65 |  48 |
----|-----|-----|-----|-----|-----|
 99 |  52 |  71 |  52 |  71 |  52 |
----------------------------------'
NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Bells:   All

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	 Leather Cap, Feathered Hat, Ribbon.
Body:    Vest, Leather Armor, Mage Robe, Black Robe, Gaia Vest.
Arm:	 Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
         Protect Ring.

~~~~~~~~~~~~~~~~
Geomancer Card
~~~~~~~~~~~~~~~~
Name:  Blessed Bell
Atk:   130
Bonus: +10 AGI, +10 INT, +10 MIND


-----------.------------------------------------------------------.------------
Abilities: | :Geomancer                                                       
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-VI} Viking  |
-----------------'

Description:
~~~~~~~~~~~~
The Viking is an interesting job, in that it's a very different role from a 
warrior-type job. Firstly, they use Hammers and Axes as their main weapons, but
even further, they are geared towards defense rather than dealing damage, like 
the Knight, Dark Knight and Dragoon.

Firstly, the Viking shouldn't be called upon if you just want to deal damage. 
While the Viking has a very high strength stat, Hammer and Axe-type weapons are
designed to have lower hits per round, which obviously means lower damage when 
its all said and done. When you first acquire the Viking after the 3rd crystal,
his performance is rather disappointing compared to other jobs. He just doesn't
deal out very decent damage.

Secondly, the Viking agility stat is among the worst out of all the jobs. This 
is essentially the trade off for having such a high strength, despite his
damage becoming curved due to his weapon types. Unfortunately, the causes the
Viking to act last in battle whenever he attacks, further minimizing his use.
Let it be said, it is far better to have a weaker defensive character attack
first rather than having a high-defensive character act last. This makes jobs
like the Ninja come out on top.

Thirdly, the Viking has the Provoke ability, which causes one enemy of the
enemy party to target the Viking. However, initially this ability isn't very
reliable - it requires many job levels to work successfully. Also, Provoke
won't stop the OTHER enemies from attacking your other characters. So if
you're facing 2 or 3 enemies at a time, you can still expect to take some
damage. When compared to Souleater, Throw or Jump, this ability isn't nearly
as useful.

Lastly, the Viking has a moderate Intelligence stat, and a low Mind stat,
which causes him to fall to heavy magic, especially anything focused.
Admittedly, many jobs have this problem - Black Belt being slightly worse, and
Ninja being slightly better. Still, with all the other problems the Viking
has, this is just one more to add to the list.

Because of these issues, the Viking is perhaps one of the more situational
jobs in the game, ranking near Ranger and Scholar in terms of niche
usefulness. The Viking is fairly useful when fighting enemies under water,
because his Hammer weapons all possess the Lightning element attribute. This
is substantial as there are a lot of water levels and water enemies after you
acquire the 3rd crystal. 

What about endgame? Firstly, outside of the Wi-Fi connection, the best weapons
you can weild are the Blessed Hammer and Dual Haken, and they only combine for
242 attack power... which is considerably lower compared to other jobs
(namely, Knight, Ninja and Dragoon for example). Adding the fact that they hit
far less often and that the Viking will attack near the end of the battle
round, I can't recommend the Viking as a top damage-dealer. This role is
better suited to Knights, Dragoons, Dark Knights, Ninjas, etc.

Having said that, the Viking is a true superstar when facing massive boss 
battles where the boss has powerful physical attacks. Simply have your Viking
equip a full set of Crystal Armor and give him two shields: The Crystal Shield
and the Aegis Shield. Then, place the Viking in the back row and have them use
their Provoke ability over and over.

This diverts all the damage from the boss towards your Viking, which allows
your healer to focus all of their healing efforts on the Viking. Since the
healer is only responsible for one character, they can use lower level and
more plentiful healing spells like Cura, or even a healing staff like the
Elder Staff. If necessary, use the Protect spell, Turtle Shell or the Bard's
Protect on the Viking, to make him the ultimate meat shield.

Using this method is a fantastic way to beat tough bosses when you are 
underleveled (ie Cloud of Darkness and Iron Giant). It is one of the MOST 
effective ways to CONTROL the flow of a big battle - you are basically exerting
mind-control over the enemy, nearly dictating what the boss does. The entire 
battle becomes predictable and stable at that point.

It's also been said that this combo's well with the Warrior, as the Warrior can
use their Advance ability to deal 2.4x the damage at job level 99. However,
Most people won't level a Warrior to level 99, making this combo moot for many 
players. Even then, I still can't help but notice that two characters doing 
incredibly damage on their own is more useful if you were going to use Provoke 
just for that.

Overall, I'd say the Viking is a situational class, being usable during the 3rd
crystal only. It's also not entirely necessary to use a Viking either, since a 
Dragoon with Wind/Thunder lances will accomplish much the same thing. With his 
rather low magic defense and the fact that he acts near the end in battle, it's
hard to recommend a Viking for the endgame, or to use one at all over other 
classes.

However, if you want to exploit the Provoke ability against tough bosses and 
design an end-game party around this ability, then go for it. The choice is 
ultimately yours. As a stand-alone character though, the Viking really doesn't 
make the cut.


---------.------------------------------------------------------.--------------
Profile: |                       Viking                         | Water Crystal
---------'------------------------------------------------------'--------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Vikings have the ability to lure
 Attack   |     20     |    14     |     enemies into attacking them instead
 Provoke  |     20     |    14     |     of other members of the party,
 Guard    |     20     |    14     |     but it's gonna hurt!"
 Item     |     20     |    14     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    8     |    14    |  --  |      112       | |    12     |
     2     |    7     |    14    |  12  |      110       | |    10     |
     3     |    7     |    14    |  10  |      108       | |     8     |
     4     |    7     |    14    |   8  |      106       | |     6     |
     5     |    7     |    14    |   6  |      104       | |     4     |
     6     |    7     |    14    |   4  |      102       | |     2     |
     7     |    7     |    14    |   2  |      100       | |    --     |
     8     |    8     |    14    |  --  |      112       | |    12     |
     9     |    7     |    14    |  12  |      110       | |    10     |
    10     |    7     |    14    |  10  |      108       | |     8     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 7-8 actions per battle to level up a Viking.

----------------------------------.
              Stats:              |
----------------------------------|
 LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
  1 |   5 |   5 |   5 |   5 |   5 |
----|-----|-----|-----|-----|-----|
 10 |  11 |   9 |  10 |   9 |  10 |
----|-----|-----|-----|-----|-----|
 20 |  20 |  14 |  17 |  14 |  15 |
----|-----|-----|-----|-----|-----|
 30 |  30 |  18 |  24 |  18 |  20 |
----|-----|-----|-----|-----|-----|
 40 |  40 |  22 |  31 |  22 |  24 |
----|-----|-----|-----|-----|-----|
 50 |  50 |  26 |  38 |  26 |  29 |
----|-----|-----|-----|-----|-----|
 60 |  60 |  29 |  44 |  29 |  34 |
----|-----|-----|-----|-----|-----|
 70 |  70 |  33 |  51 |  33 |  38 |
----|-----|-----|-----|-----|-----|
 80 |  80 |  37 |  58 |  37 |  43 |
----|-----|-----|-----|-----|-----|
 90 |  90 |  41 |  65 |  41 |  48 |
----|-----|-----|-----|-----|-----|
 99 |  99 |  45 |  71 |  45 |  52 |
----------------------------------'
NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Hammers: All
Axes:    All (except Gigantic Axe)

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	 Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
         Viking Helm, Diamond Helm, Ribbon, Crystal Helm.
Body:    Vest, Rusty Mail, Leather Armor, Mythril Armor, Shell Armor,
         Ice Armor, Flame Mail, Reflect Mail, Viking Mail, Demon Mail,
         Diamond Mail, Crystal Mail.
Arm:	 Bronze Bracers, Mythril Gloves, Gauntlets, Power Bracers,
         Diamond Gloves, Protect Ring, Crystal Gloves.
Shield:	 Leather Shield, Mythril Shield, Ice Shield, Demon Shield,
         Diamond Shield, Aegis Shield, Crystal Shield.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:    Mighty Hammer
Atk:     145
Bonus:   +20 VIT
Effect:  Deals lightning damage.


-----------.------------------------------------------------------.------------
Abilities: | :Viking                                                       
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-DR} Dragoon  |
------------------'

Description:
~~~~~~~~~~~~
The Dragoon is very much like a Knight, however it relies on a Lance rather
than a Sword. The Dragoon can also Jump in the air to land devastating attacks
on foes instead of covering other party members. Besides that, the character
model for this job is one of the best in the game ;)

The Dragoon has grown to be one of my favorite jobs, but during early 
playtesting, it didn't start that way. I always liked this job when it was 
introduced in Final Fantasy 4, but when I first tried them out in this game, I
was not all that impressed. The damage seemed comparable to the other jobs... 
yet the Jump ability had some issues with it.

Firstly, the Jump ability takes 2 entire battle rounds. The damage finally
comes at the very end of the second battle round. So in the meantime, if you
haven't killed the enemies yet, you'll be hit by enemy attacks. Whereas two
standard attacks from the Dragoon might have killed the enemies sooner, thus
lessoning the damage you would have taken.

Secondly, this ability increases the chance that your low durability party 
members will be hit by the enemy party since enemies can't target your Dragoon 
while he's in the air. So lets say you have a Bard, White Mage, Geomancer, etc.
in your party? Well, you can kiss them good-bye in a tough spot.

Thirdly, the damage is typically 1.5 times the normal damage, and sometimes a 
little less. To me, if this ability is going to take 2 entire turns to execute,
I expect some kind of reward for the sacrifice of not being able to attack for
a turn as well as acting last in a battle. This ultimately renders the Jump 
ability useless in most situations, because normal attacks will do more damage
in comparison.

This means in most situations, with comparable weapons (especially when the
time you can choose this job)... the Dragoon is basically a Knight without the
cover and cure abilities. Also, spears are few and far between for a long
part of the game... while swords are plentiful and increase in power over time.
That Thunder Spear doesn't go a long way.

Now, that's not to say this job is garbage - that's far from the truth. For
one, the Jump ability is EXTREMELY useful against flying enemies, especially
flying bosses. The damage seems to get doubled against these, and since the
attack is 1.5x that of a normal attack, the Jump will actually do TRIPLE
damage. Now that's more like it!

For example, against Garuda, a flying boss that has ~10,000 hit points, if you
had an entire party of Dragoons using the Jump ability, you could end the
battle in 2 turns: First turn Jump, next turn dead... as each Jump does around
3000-4000 damage. If you were to use standard attacks at 700-900 damage each,
it would be very difficult to survive this battle long enough to kill him,
since his attacks are extremely powerful. The answer to quickly beating him is
using the Dragoon's Jump ability, preferably using 3 Dragoons and 1 White Mage.

Also, lances (and their elemental properties) seem to do very well against some
specific enemies, almost to a point of decimating them with 4000 to 9999
damage. These numbers look insanely high compared to the damage your other
fighting jobs will be doing. I think some enemies are just weaker to lances, or
possibly the wind/thunder elements typically found on the beginning lances
(like in the Temple of Time), which makes Dragoons a very worthwhile investment
if you know which enemies to target.

This leads me to my next point. While Dragoons are not the best job when they 
first become available, it's worth using a Dragoon when you can purchase two 
Wind Lances in Saronia Kingdom, and acquire all of the Dragon Gear in Dragon 
Spire Tower, also found in Southeastern Saronia. From that point on, Dragoons 
seem to excel much better than Knights could ever hope to.

Even further, Dragoons get weapon upgrades that are sickening, and they pace 
very well with the enemies you'll be up against. These include Heavy Lance, 
Blood Lance, Dragon Lance and Holy Lance. I know from experience that 2 Blood 
Lances refill around 800-1100 life per attack, which is far better than the 
Blood Sword.

If you have a level 71 Thief, you can also steal Gungnir, which is the best 
Dragoon lance in the entire game without a Wi-Fi connection, and it essentially
removes any doubt that the Dragoon can be used for endgame. Also, to top things
off, Dragoons can wear Crystal armor! 

And if you're so inclined to put in the time with the mastery weapon from the 
Wi-Fi Connection, you can aquire the Magic Lance! With both Magic Lance and 
Gungnir equipped, you have 285 attack power with an +30 strength and +10
agility modifer, which is better than what most classes can achieve.

Overall, the Dragoon is an extremely effective job, whether you're using the 
Jump ability on flying enemies, or are just attacking normally. Even without
the Gungnir lance, this job isn't a terrible choice for the endgame. With the 
Gungnir, it's a no-brainer (at least I would hope you use decide to use the 
Dragoon in your final party if you went through all that trouble getting it!)


---------.------------------------------------------------------.--------------
Profile: |                       Dragoon                        | Water Crystal
---------'------------------------------------------------------'--------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Dragoons are polearm experts. Their
 Attack   |     20     |    16     |     Jump ability allows them the deal
 Jump     |     20     |    16     |     massive damage while being
 Guard    |     20     |    16     |     impervious to enemy attacks."
 Item     |     20     |    16     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    7     |    16    |  --  |      112       | |    12     |
     2     |    6     |    16    |  12  |      108       | |     8     |
     3     |    6     |    16    |   8  |      104       | |     4     |
     4     |    6     |    16    |   4  |      100       | |    --     |
     5     |    7     |    16    |  --  |      112       | |    12     |
     6     |    6     |    16    |  12  |      108       | |     8     |
     7     |    6     |    16    |   8  |      104       | |     4     |
     8     |    6     |    16    |   4  |      100       | |    --     |
     9     |    7     |    16    |  --  |      112       | |    12     |
    10     |    6     |    16    |  12  |      108       | |     8     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 6-7 actions per battle to level up a Dragoon.

----------------------------------.
              Stats:              |
----------------------------------|
 LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
  1 |   5 |   5 |   5 |   5 |   5 |
----|-----|-----|-----|-----|-----|
 10 |  10 |  10 |  10 |  10 |  10 |
----|-----|-----|-----|-----|-----|
 20 |  17 |  17 |  15 |  15 |  15 |
----|-----|-----|-----|-----|-----|
 30 |  24 |  24 |  20 |  20 |  20 |
----|-----|-----|-----|-----|-----|
 40 |  31 |  31 |  24 |  24 |  24 |
----|-----|-----|-----|-----|-----|
 50 |  38 |  38 |  29 |  29 |  29 |
----|-----|-----|-----|-----|-----|
 60 |  44 |  44 |  34 |  34 |  34 |
----|-----|-----|-----|-----|-----|
 70 |  51 |  51 |  38 |  38 |  38 |
----|-----|-----|-----|-----|-----|
 80 |  58 |  58 |  43 |  43 |  43 |
----|-----|-----|-----|-----|-----|
 90 |  65 |  65 |  48 |  48 |  48 |
----|-----|-----|-----|-----|-----|
 99 |  71 |  71 |  52 |  52 |  52 |
----------------------------------'
NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Spears: All

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
        Dragon Helm, Diamond Helm, Ribbon, Crystal Helm.
Body:   Vest, Rusty Mail, Leather Armor, Mythril Armor, Shell Armor,
        Ice Armor, Flame Mail, Reflect Mail, Dragon Mail, Demon Mail,
        Diamond Mail, Crystal Mail.
Arm:	Bronze Bracers, Mythril Gloves, Gauntlets, Power Bracers,
        Diamond Gloves, Protect Ring, Crystal Gloves.
Shield:	Leather Shield, Mythril Shield, Ice Shield, Demon Shield,
        Diamond Shield, Aegis Shield, Crystal Shield.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Magic Lance
Atk:    145
Bonus:  +20 STR


-----------.------------------------------------------------------.------------
Abilities: | :Viking                                                       
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-DK} Dark Knight  |
----------------------'

Description:
~~~~~~~~~~~~
The Dark Knight is another fighting Job, like the Dragoon, Viking or Knight. 
However, this Job plays a little differently than those.

The big advantage to using a Dark Knight is for its Souleater ability, which 
damages the entire enemy party. Even better, the damage is comparable (if not a
little more sometimes) to what your regular attack would be. Essentially, it's 
like doubling or even tripling your damage in a single round! Also, you can
deal this damage from the back row! Holy Mackinaw!

Of course, there's a drawback... you lose 10% of your current health (Note, 
that's not your maximum health). So, you can't kill yourself using this ability
directly, but you can put yourself in the yellow. In my experience, the lower 
the health is, the less damage you will do with the Souleater ability.

To compensate for this (which I found really exciting!), you can use the Blood
Sword to refill your life when you're not using the Souleater ability! 
Admittedly, my early experiences with this combo were not very good. I found it
difficult to keep my Dark Knight alive or healthy while using Souleater and
then trying to replenish my life with the Blood Sword. This is due to the Dark 
Knight's speed stat being fairly low, making him act last in battle far too 
often. 

You see, by the time you can use the Dark Knight, the difficulty of the game 
ramps up considerably. Enemies being dealing 100-200 damage per hit instead of 
30-50. It takes awhile to grind up to a competitive level, let alone trying to 
get this combo to work properly.

However, I found a better way than using the Blood Sword. You can combo the
Dark Knight with a Bard and have the Bard use his Dream Harp! The Dream Harp
will replenish about 10-20% of your party's health (Depending on your
character's and Bard's Job), which is enough to replenish the life you lose
when using the Souleater ability! How convenient! 

By putting your Dark Knight in the back row, he won't be taking that much
damage from enemies, so you can use Souleater to your heart's content! Be sure
to use Cure on him every few battles to keep him healthy. 

This Dream Harp/Souleater combo becomes even powerful later. Better swords 
become available, like the Defender and Ancient Sword as well as the Dark 
Blades. All of these swords make your Blood Sword obsolete, but it doesn't 
matter because the Bard will refill your life anyway!

Even better, this combo seems to get more powerful as the Job levels increase, 
because you'll actually start to net life!

Because this combo is so much better than mucking with the Blood Sword, stay 
away from the Dark Knight until the Dream Heart becomes available. Then, start 
using the Bard and Dark Knight together. Not only can the Bard heal your Dark 
Knight, but he'll heal the entire party! Not to mention, the Bard can cast
Haste and Sing other songs too! The healing alone is about as powerful as an
"All Member" level Cure spell, which relieves pressure off your White Mage and
makes it possible to not use a White Mage at all.

Does the Dark Knight work well as an endgame Job? Yes and no. As far as 
equipment goes, the Dark Knight can use Masamune and Ragnarok, which are both 
extremely powerful weapons. Of course, using this combinations completely ruins
the possibility of using a Knight and Ninja in your final party, but there's 
always room for other Jobs (like the Dragoon, for example, which doesn't cause 
an overlap in weapons).

Also, if you have a Wi-Fi connection and are willing to invest the time into 
obtaining the ultimate weapons, Dark Knights can use the Ultima Weapon and
Murakumo, their mastery sword. This combination proves to be more powerful than
a Ninja, however you can't Throw Shuriken's and act first in battle - 
essentially, that's the trade off here. I still prefer the Ninja.

However, in the final stages of the game, most normal enemies are like facing 
individual bosses - there's very little need to damage multiple targets at the
same time. This makes Souleater rather ineffective. Also, with the Summoner 
entering the mix, it's doubtful Souleater will be that useful even when
multiple enemies are present, as that Job can damage multiple enemies without
the HP loss.

Therefore, I think the Dark Knight only has a place mid-game. During that time,
the Dark Knight is one heck of a Job to use! And if you do unlock the ultimate 
equipment, then go nuts using a Dark Knight during the endgame. I guess that
can be said for any Job though.


---------.------------------------------------------------------.--------------
Profile: |                      Dark Knight                     | Water Crystal
---------'------------------------------------------------------'--------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Dark Knights are warriors of the
 Attack   |     20     |    14     |     dark blade.  Their Souleater ability
 Souleater|     20     |    14     |     allows them to convert their life
 Guard    |     20     |    14     |     into extra damage."
 Item     |     20     |    14     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    8     |    14    |  --  |      112       | |    12     |
     2     |    7     |    14    |  12  |      110       | |    10     |
     3     |    7     |    14    |  10  |      108       | |     8     |
     4     |    7     |    14    |   8  |      106       | |     6     |
     5     |    7     |    14    |   6  |      104       | |     4     |
     6     |    7     |    14    |   4  |      102       | |     2     |
     7     |    7     |    14    |   2  |      100       | |    --     |
     8     |    8     |    14    |  --  |      112       | |    12     |
     9     |    7     |    14    |  12  |      110       | |    10     |
    10     |    7     |    14    |  10  |      108       | |     8     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 7-8 actions per battle to level up a Dark Knight.

----------------------------------.
              Stats:              |
----------------------------------|
 LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
  1 |   5 |   5 |   5 |   5 |   5 |
----|-----|-----|-----|-----|-----|
 10 |  10 |  10 |  10 |  10 |  10 |
----|-----|-----|-----|-----|-----|
 20 |  17 |  15 |  17 |  15 |  15 |
----|-----|-----|-----|-----|-----|
 30 |  24 |  20 |  24 |  20 |  20 |
----|-----|-----|-----|-----|-----|
 40 |  31 |  24 |  31 |  24 |  24 |
----|-----|-----|-----|-----|-----|
 50 |  38 |  29 |  38 |  29 |  29 |
----|-----|-----|-----|-----|-----|
 60 |  44 |  34 |  44 |  34 |  34 |
----|-----|-----|-----|-----|-----|
 70 |  51 |  38 |  51 |  38 |  38 |
----|-----|-----|-----|-----|-----|
 80 |  58 |  43 |  58 |  43 |  43 |
----|-----|-----|-----|-----|-----|
 90 |  65 |  48 |  65 |  48 |  48 |
----|-----|-----|-----|-----|-----|
 99 |  71 |  52 |  71 |  52 |  52 |
----------------------------------'
NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives:      Knife, Dagger, Mythril Knife, Spark Dagger, Main Gauche,
             Poison Dagger.
Swords:      Golden Sword, Longsword, Mythril Sword, Tyrfing, Salamand Sword,
             Freezing Blade, Serpent Sword, Royal Sword, Blood Sword,
             Ancient Sword, Defender, Break Blade, Ragnarok.
Dark Blades: All (excluding Muramasa)

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Mythril Helm, Shell Helm, Ice Helm, Feathered Hat,
        Ribbon, Genji Helm, Crystal Helm.
Body:   Vest, Rusty Mail, Leather Armor, Mythril Armor, Shell Armor,
        Ice Armor, Flame Mail, Demon Mail, Genji Armor, Crystal Mail.
Arm:	Mythril Gloves, Gauntlets, Diamond Gloves, Protect Ring,
        Genji Gloves, Crystal Gloves.
Shield:	Leather Shield, Mythril Shield, Ice Shield, Demon Shield,
        Genji Shield, Crystal Shield.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Murakumo
Atk:    140
Bonus:  +20 AGI
Effect: Effective against dividing enemies.


-----------.------------------------------------------------------.------------
Abilities: | :Dark Knight                                                      
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-EV} Evoker  |
-----------------'

Description:
~~~~~~~~~~~~
The Evoker is the first Job that you'll get that uses Summon Magic, which
allows you to summon monsters to do your bidding, both good and evil. These
spells offer a range of effects, such as damaging the enemy party, healing your
own party, attempting to cast nasty status effects on the enemy, or causing you
to escape from battle. While the Evoker sounds like an interesting Job, it has
its share of problems, even right from the beginning.

Firstly, when you acquire the Evoker and try and use Summon Magic, you'll
notice that you have no spells to cast - you have to buy them at a town called
Replito.  If you're like me and don't use a guide, you might not come across
Replito until the final sections of the game. 

Regardless, you can't visit Replito until you release the chain on your
airship, which is several hours of gameplay after you acquire the Jobs from the
Water Crystal. Also, if you do happen to visit a certain area (not saying for
spoiler potential), you will lose access to your ship and will not be able to
visit Replito until much after you regain the ability to use an airship again.
To me, all of this lowers the Job's immediate usefulness - literally, as you
have no Summon Magic to use at all! At least with a Bard, you have one harp
to use!

Secondly, when the Evoker uses a Summon spell, it will randomly choose between
a "White" and "Dark" version of the spell, which in most cases has two
completely different effects. For example, casting Escape (Chocobo) gives you a
50% chance to flee the battle, or do a pitiful amount of damage. If you want to
escape, this is not the best way for you to achieve that goal. You have a
better chance running away with all 4 characters.

Likewise, Icen (Shiva), Spark (Ramuh) and Leviath (Leviathan) will either 
inflict the enemy party with negative status effects, or deal damage to the 
entire enemy party. Since inflicting status effects usually fails or isn't very
useful, you'll only do the desired damage 50% of the time. While this damage is
considerably more than a Black Mage could do, the fact that it's random makes 
the overall ability questionable to use.

Some summons come out a little better. Heatra (Ifrit) will either heal your 
party, or deal damage to the enemy. Both are mutually positive as long as you 
have wounded party members. Also, Hyper (Titan) will always damage the enemy, 
regardless if it's the Black or White version of the spell. Bahamur (Bahamut)
is also interesting, increasing your attack power or KO'ing a single enemy. I'd
rather hope for the attack power boost myself because KO typically fails, at 
least when you really need it to work.

Overall, the random chance for a White or Black version of the spell makes 
casting Summon magic extremely unreliable. You'll only get the effect you want 
50% of the time. It's like gambling, and why would you want to gamble during an
important boss fight? To me, the game's boss battle's mega-attacks, random 
back-attacks and sometimes overall unforgiving difficulty make the game unfair 
as it is. Unless you enjoy a sadistic challenge, why add to it?

As you can tell, I am not a fan of this Job at all, and I recommend that you 
ignore it completely. At the time you receive the Jobs from the Water Crystal, 
you'll be able to deal damage to all enemies with the Geomancer, the Black 
Mage's '-ara' and '-aga' spells, or with the Dark Knight's Souleater ability - 
just to name a few. Why mess with this Job for?

Also, the Evoker has no endgame potential whatsoever, as it's easily replaced
by both the Summoner and Sage Jobs when you get access to the Earth Crystal. 

With the Sage, not only can you cast the same Summon magic as the Evoker 
(although why you would WANT to do this is beyond me), you can also cast Level 
1-8 White and Black magic! Technically, this makes the Evoker 100% obsolete.

Also, with the Summoner, you'll be able to cast High Summon spells instead of 
the regular White or Black versions. These spells ALWAYS deal damage to the 
enemy party, and the Summoner will do MORE DAMAGE compared to the Evoker 
versions to boot! Since the Summoner's spells are considered to be different 
than the Evoker's spells, you miss out on several unique abilities, such as 
healing your party with Heatra (Ifrit). However, the Summoner's spells are so 
effective, it's highly doubtful that you'll care.

Because the Evoker is so unreliable, and since both the Sage and Summoner make
the Evoker obsolete, it's my recommendation that you avoid this Job like
the plague; Unless you like the outfit, of course!  ^_^


---------.------------------------------------------------------.--------------
Profile: |                        Evoker                        | Water Crystal
---------'------------------------------------------------------'--------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Evokers are initiates of summoning
 Attack   |     20     |    10     |     magic, able to randomly draw either
 Summon   |     20     |    10     |     the light or dark power of
 Guard    |     20     |    10     |     summoned beasts."
 Item     |     20     |    10     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    10    |    10    |  --  |      100       | |    --     |
     2     |    10    |    10    |  --  |      100       | |    --     |
     3     |    10    |    10    |  --  |      100       | |    --     |
     4     |    10    |    10    |  --  |      100       | |    --     |
     5     |    10    |    10    |  --  |      100       | |    --     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 10 actions per battle to level up an Evoker.

------------------------------. .----------------------------------.
           MP Chart:          | |              Stats:              |
------------------------------| |----------------------------------|
 LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
  1 |  1  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 10 | 10  1  1  1  1  0  0  0 | | 10 |  10 |  10 |   9 |  10 |  10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 20 | 20  5  5  5  5  0  0  0 | | 20 |  16 |  15 |  14 |  17 |  17 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 30 | 30 10 10 10 10  1  0  0 | | 30 |  22 |  20 |  18 |  24 |  24 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 40 | 40 14 14 14 14  6  3  1 | | 40 |  28 |  24 |  22 |  31 |  31 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 50 | 50 19 19 19 19 11  7  3 | | 50 |  34 |  29 |  26 |  38 |  38 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 60 | 60 23 23 23 23 16 11  5 | | 60 |  40 |  34 |  29 |  44 |  44 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 70 | 70 28 28 28 28 21 15  7 | | 70 |  46 |  38 |  33 |  51 |  51 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 80 | 80 32 32 32 32 26 19  9 | | 80 |  52 |  43 |  37 |  58 |  58 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 90 | 90 37 37 37 37 31 23 11 | | 90 |  58 |  48 |  41 |  65 |  65 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 99 | 99 41 41 41 41 36 27 13 | | 99 |  63 |  52 |  45 |  71 |  71 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level       NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: Staff, Fire Staff, Ice Staff, Light Staff, Golem Staff, Rune Staff.
Rods:   Mythril Rod, Wizard Rod, Fire Rod, Ice Rod, Light Rod, Omnirod.

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Feathered Hat, Ribbon, Royal Crown.
Body:   Vest, Leather Armor, Mage Robe, White Robe, Black Robe.
Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
        Protect Ring.

~~~~~~~~~~~~~~~~
Evoker Card
~~~~~~~~~~~~~~~~
Name:  Royal Crown
Def:   33
MDef:  36
Bonus: +10 INT, +10 MIND


-----------.------------------------------------------------------.------------
Abilities: | Evoker                                                      
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-BA} Bard  |
---------------'

Description:
~~~~~~~~~~~~
Bards were given a bad name in the Final Fantasy series, mainly because of 
Edward in Final Fantasy 4, who was really weak physically and just didn't help 
out the party a whole lot. In Final Fantasy 3, it appears that way too... until
you get access to some cool Harps that cast spells using the Bard's Sing 
ability! The Sing ability is unique because it functions at the beginning of a 
battle, before anyone else is given a chance to act - regardless of the speed 
stat. Even cooler, the spell effect lasts 2 turns in many cases, so you can 
alternate between two harps sometimes (like the Loki and Dream harps to have 
haste and cure yourself for example).

The first harp you get allows you to cast a mass protect spell over your party.
Now, the FAQs all say this ability is awesome. In theory, this is great... a 
high level spell is cast on all party members for free! 

But in reality, it's not that good. It would have been great if Protect worked 
the same way Protect does in other Final Fantasy games and brought the damage 
down to 50% instantly. However, this spell does not do anything close to that 
unless your Job Level is very high, and even the max is 30%. Most times, in my 
experience of playing with the Bard, I hardly noticed any meaningful difference
in damage taken. And against a powerful enemy or boss, the difference was 
negligible. It's too bad, because at these times, that's exactly when you would
want the protect ability to make a meaningful difference!

So instead of trying to avoid damage across 4 characters using this protect 
spell Harp, I recommend using the Dream Harp, which heals around 10-20% of your
party's HP, depending on your character's and/or Bard's Job Level. By the time
I got to the Earth Crystal, I was healing for 260 hit points on each character,
which was slightly better than a level 76 White Mage's level 1 cure spell. WOW!
And you can cast this every round in a battle! WOW! People have also stated
that the Bard can cure your party up to 1200 HP per round at the highest
Job Levels.

There's also another Harp called the Loki Harp which casts Haste on your party.
That's right, a level 7 spell on all of your party members! Unlike the protect 
spell, this one actually works. I find it useful in areas where I am slightly 
under-leveled and need my characters acting first to cure and/or attack the 
enemies to kill them so that I don't get crushed by their attacks (i.e. the 
Temple of Time is a good place to use this Harp). Since it lasts for 2 turns, 
you can alternate with the Dream Harp to refill your HP!

Like the Dark Knight Job (which is a great combo by the way - read the
Dark Knight section!), I wouldn't use this Job when you first get access to
it. The damage of the initial Harp, while 60, does pitiful damage from the
back row... far worse than a White mage with a Staff! It's not worth attacking
with a Bard at all - always use the Sing ability! Also, the protect spell
isn't worth it and I found myself wanting any other Job compared to this one. I
was fortunate to give the Job one last chance with the new harps.

However, once you can buy the Dream and Loki harps, I think this Job makes a 
very good mid-game Job. It combos well with the Dark Knight (as said before), 
which more than makes up for its lack of damage potential on its own as the 
Dark Knight can do double or triple damage every turn, and the damage is very 
high per target. Again, you'll be hard-pressed to find a Job equally the Dark 
Knight's damage to a single target. In addition, with healing and haste, it's 
hard to go wrong with this Job. The Bard is highly recommended once it gets 
going.


---------.------------------------------------------------------.--------------
Profile: |                         Bard                         | Water Crystal
---------'------------------------------------------------------'--------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Bards use their songs to enhance
 Attack   |     20     |    18     |     their party's performance. The effect
 Sing     |     20     |    18     |     of their songs varies depending
 Guard    |     20     |    18     |     on the harp they use."
 Item     |     20     |    18     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |     6    |    18    |  --  |      108       | |     8     |
     2     |     6    |    18    |   8  |      116       | |    16     |
     3     |     5    |    18    |  16  |      106       | |     6     |
     4     |     6    |    18    |   6  |      114       | |    14     |
     5     |     5    |    18    |  14  |      104       | |     4     |
     6     |     6    |    18    |   4  |      112       | |    12     |
     7     |     5    |    18    |  12  |      102       | |     2     |
     8     |     6    |    18    |   2  |      110       | |    10     |
     9     |     5    |    18    |  10  |      100       | |    --     |
    10     |     6    |    18    |  --  |      108       | |     8     |
    11     |     6    |    18    |   8  |      116       | |    16     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 6-5 actions per battle to level up a Bard.

----------------------------------.
              Stats:              |
----------------------------------|
 LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
  1 |   5 |   5 |   5 |   5 |   5 |
----|-----|-----|-----|-----|-----|
 10 |   9 |  10 |  10 |  10 |  10 |
----|-----|-----|-----|-----|-----|
 20 |  14 |  16 |  16 |  16 |  16 |
----|-----|-----|-----|-----|-----|
 30 |  18 |  22 |  22 |  22 |  22 |
----|-----|-----|-----|-----|-----|
 40 |  22 |  28 |  28 |  28 |  28 |
----|-----|-----|-----|-----|-----|
 50 |  26 |  34 |  34 |  34 |  34 |
----|-----|-----|-----|-----|-----|
 60 |  29 |  40 |  40 |  40 |  40 |
----|-----|-----|-----|-----|-----|
 70 |  33 |  46 |  46 |  46 |  46 |
----|-----|-----|-----|-----|-----|
 80 |  37 |  52 |  52 |  52 |  52 |
----|-----|-----|-----|-----|-----|
 90 |  41 |  58 |  58 |  58 |  58 |
----|-----|-----|-----|-----|-----|
 99 |  45 |  63 |  63 |  63 |  63 |
----------------------------------'
NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives: Knife, Dagger, Mythril Knife, Spark Dagger, Main Gauche,
        Poison Dagger.
Harps:  All

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Feathered Hat, Ribbon, Ballad Crown.	  
Body:   Vest, Leather Armor, Mage Robe, White Robe, Bard Vest.
Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
        Protect Ring.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Ballad Crown
Def:    35
MDef:   35
Bonus:  +10 VIT, +10 MIND


-----------.------------------------------------------------------.------------
Abilities: | :Bard                                                      
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-BB} Black Belt  |
---------------------'

Description:
~~~~~~~~~~~~
The Black Belt is the long-awaited upgrade to the Monk class. In every way, the
Black Belt is simply better. Once you get his job level up, there's no looking 
back; The Black Belt's strength, vitality and speed are all top notch, in fact,
Strength and Vitality will cap out, and speed won't be far behind. Overall,
this class was built to deal damage, and when his jobs level start to max out,
the Black Belt is 30% more effective compared to your Monk.

There's really not much more to say. The Black Belt continues to deal insane 
amounts of damage with their bare bands, and they will dish out an insane
amount of hits per round when their job level increases.

Now, I do have one beef with the Black Belt. Training him is a lot like
training your Monk in the beginning of the game. Without weapons, he'll do
800-1000 damage. This is simply unacceptable. Most parties at endgame can beat
FF3 with job levels of around 30. There's no need to level grind here. However,
the Black Belt will literally have to grind to job level 50 or 60 to start
out-performing characters with the ultimate weapons. In all honestly, you have
to make a serious commitment to get the most out of the Black Belt. And in some
ways, keeping your Monk might not be such a bad idea!

So when training your Black Belt, be sure to equip those claw weapons initally,
like the Hellish Claws found in the Ancient's Maze. Yes, I know I said these 
claws were useless: For a Monk! However, these claws are essential when
training your Black Belt until your bare hands gain enough attack power to be
effective on their own. Or, you can power-level using the Guard trick and not
even bother with them at all. Personally, that's not my style.

Black Belts do get a Boost ability, and much like the Monk's Retaliate ability,
it's absolutely useless. The Black Belt doesn't even have a single saving grace
like the Monk does either! 

The Boost ability lets you store up energy so that the Black Belt will be able
to deal 2x the damage on the next turn. Using the command twice boosts your 
attack even more, but using it three times will hurt the Black Belt and
release all the built up energy. Why anyone would want to do this is simply
beyond me.

For one, how is delaying an attack to get twice the damage worth it? Really,
how is that different than attacking twice normally? Well, it isn't! Delaying 3
turns is totally inconceivable as most enemies will be dead by then.

Now, I thought really hard how Boost could be put to good use, and the best
idea I came up with was boosting to ensure that you could take out those Divide
and Multiply enemies, because often most characters cannot take them out in a
single hit! I was really proud of myself when I thought of this, however, you
acquire the Black Belt AFTER you fight these enemies, making the whole point
moot!  Just simply avoid using Boost.

Also, like the Monk, the Black Belt has problems with magic defense - it's the
worst among all the fighting jobs. So in a way, I prefer using the Ninja
anyway. Truthfully, some grinding will probably be required to ensure your
Black Belt doesn't get one-shotted to death, even with the Fuma Garb,
Protect Ring and Ribbon equipped.

On a more positive note, the Black Belt has the highest Vitality statistic 
available, so if you want to maximize your HP growth per level, you can have
all of your characters become Black Belts and grind them to character
level 99 so that they potentially get 9999 HP. This is only made possible by
using the Black Belt job, so I thought I'd mention it here.

Overall, the Black Belt can be an endgame class... IF and ONLY IF you want to 
put the time into it. Otherwise, you can pass it off for a Ninja, Dragoon, 
Knight or another class that is more suited to endgame. All of those classes
are immediately useful at endgame with very little grinding. They also happen
to make very good use of endgame weapons and armor too.

Another weird thing, is that since you have to level grind your Black Belt,
you must as well unlock the Master Dogi using the Wi-Fi connection. However,
the armor isn't tremondously essential.

If you really, really want to serve knuckle sandwiches to the final boss, or 
to big powerful dragons, the Black Belt is the job for you! Otherwise, stick 
with your Monk, or change to a Ninja, Knight or Dragoon - all better choices.


---------.------------------------------------------------------.--------------
Profile: |                      Black Belt                      | Earth Crystal
---------'------------------------------------------------------'--------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Black Belts are experts in unarmed
 Attack   |     20     |    14     |     combat.  They can boost their attack
 Boost    |     20     |    14     |     power to deal massive damage, but
 Guard    |     20     |    14     |     be careful not to boost too much!"
 Item     |     20     |    14     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    8     |    14    |  --  |      112       | |    12     |
     2     |    7     |    14    |  12  |      110       | |    10     |
     3     |    7     |    14    |  10  |      108       | |     8     |
     4     |    7     |    14    |   8  |      106       | |     6     |
     5     |    7     |    14    |   6  |      104       | |     4     |
     6     |    7     |    14    |   4  |      102       | |     2     |
     7     |    7     |    14    |   2  |      100       | |    --     |
     8     |    8     |    14    |  --  |      112       | |    12     |
     9     |    7     |    14    |  12  |      110       | |    10     |
    10     |    7     |    14    |  10  |      108       | |     8     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 7-8 actions per battle to level up a Black Belt.

----------------------------------.
              Stats:              |
----------------------------------|
 LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
  1 |   5 |   5 |   5 |   5 |   5 |
----|-----|-----|-----|-----|-----|
 10 |  11 |  10 |  11 |   9 |   9 |
----|-----|-----|-----|-----|-----|
 20 |  20 |  17 |  20 |  12 |  12 |
----|-----|-----|-----|-----|-----|
 30 |  30 |  24 |  30 |  15 |  15 |
----|-----|-----|-----|-----|-----|
 40 |  40 |  31 |  40 |  19 |  19 |
----|-----|-----|-----|-----|-----|
 50 |  50 |  38 |  50 |  22 |  22 |
----|-----|-----|-----|-----|-----|
 60 |  60 |  44 |  60 |  25 |  25 |
----|-----|-----|-----|-----|-----|
 70 |  70 |  51 |  70 |  29 |  29 |
----|-----|-----|-----|-----|-----|
 80 |  80 |  58 |  80 |  32 |  32 |
----|-----|-----|-----|-----|-----|
 90 |  90 |  65 |  90 |  35 |  35 |
----|-----|-----|-----|-----|-----|
 99 |  99 |  71 |  99 |  38 |  38 |
----------------------------------'
NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Claws:  All

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Headband, Feathered Hat, Black Cowl, Chakra Band,
        Ribbon.
Body:   Vest, Leather Armor, Kenpo Gi, Black Garb, Black Belt Gi,
        Fuma Garb, Master Dogi.
Arm:    Bronze Bracers, Mythril Gloves, Power Bracers, Diamond Gloves,
        Protect Ring.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Master Dogi
Def:    54
MDef:   23
Bonus:  +10 AGI, +10 MIND


-----------.------------------------------------------------------.------------
Abilities: | :Black Belt                                                      
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-MA} Magus  |
----------------'

Description:
~~~~~~~~~~~~
The Magus Job is your standard upgrade to the Black Mage, and is superior
to the Black Mage in every way. Unlike the White Mage to Devout transition, you
won't miss having 40 MP of those Level 1 spells ;)

Interestingly enough, the Magus uses a totally different MP curve compared to 
the Black Mage. Rather than using the typical pyramid structure, the Magus's MP
is balanced at all levels within the spell tree. This means the Magus will have
more MP dedicated to powerful spells, like the '-aga' spells or Quake.

Another main attraction is that the Magus has the ability to cast Level 8 Black
Magic. They also have twice as much MP dedicated to casting level 8 spells 
compared to the Sage. 

Of the level 8 spells, the best among them would have to be the almighty Final 
Fantasy staple: Flare. This spell deals heavy non-elemental damage to a single 
target, and is considered the ultimate focused attack spell in the entire game.
Since it's non-elemental, it can't be resisted in any way, unlike other 
elemental spells.

Meteor is also a very good spell to use when you want to damage multiple 
targets. If you don't have a Summoner in your party, this is the only way to 
reliably deal a lot of damage to the entire enemy party. It's too bad that it 
uses up a Level 8 slot, because you only have 5-8 MP, depending on your 
character level.

While the Magus has loads of MP to cast the '-aga' spells, they aren't much 
needed at this point in the game. Almost all enemies do not have elemental 
weaknesses by the time you acquire the Magus class. 

Also, the Summoner's High Summons will frequently deal more damage, and the 
Summoner will have the same or even more MP available to cast these spells.
Even when comparing Meteor/Flare to Leviathan/Bahamut, the Summoner comes out
on top by having twice the amount of MP for these extremely powerful spells.
This doesn't bode well for the Magus in my opinion. However, if you're going to
use a Magus, instead of sitting around doing nothing, you might as well cast
these spells to contribute to the overall party's damage.

Unlike White Magic, Black Magic is not nearly as impressive or diverse. At this
point in the game, nearly all the low-level spells are worthless. In fact, if 
you really want to remain competitive, you can only realistically use the 
highest level magic, because Black Magic is so damage-dependant. Unfortunately,
The Magus (nor the Sage) is balanced with enough MP to really take advantage of
this sad but crucial fact. 

Overall, getting access to a more balanced MP curve and having access to
level 8 spells makes the Magus a fairly decent Job, all considering. If you
were using a Black Mage, the Magus is the natural upgrade (however, that
doesn't say much).

When it's all said and done, I believe that the Summoner is a more effective 
Job. The High Summons typically deal more damage than the Magus' elemental 
spells. You'll also have more MP to cast these powerful summons in comparison
to the Black Magic spells.

Comparing Flare/Meteor to Bahamut/Leviathan is tricky. One combination is 
clearly better against single targets, while the other is stronger against 
multiple enemies. Given that Bahamut can deal 7000-9000 damage at reasonable 
character and Job Levels to the entire enemy party (and thus, to a single 
target), I'd say that the Summoner is a better choice for the endgame overall.

Also, a Sage provides more utility than a Magus, as well as better use for all 
that wasted MP if you are considering the Magus for a support castor.

If you want to a use a Magus anyway, you'll still have a decent party. However,
I would strongly recommend that you look at the other tier 4 classes, such as 
the Sage or Summoner, before you make your final decision.


---------.------------------------------------------------------.--------------
Profile: |                        Magus                         | Earth Crystal
---------'------------------------------------------------------'--------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Magi are casters who have mastered
 Attack   |     20     |    10     |     black magic.  If they can learn the
 Magic    |     20     |    10     |     forbidden black magic spell, they
 Guard    |     20     |    10     |     may be able to destroy all..."
 Item     |     20     |    10     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    10    |    10    |  --  |      100       | |    --     |
     2     |    10    |    10    |  --  |      100       | |    --     |
     3     |    10    |    10    |  --  |      100       | |    --     |
     4     |    10    |    10    |  --  |      100       | |    --     |
     5     |    10    |    10    |  --  |      100       | |    --     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 10 actions per battle to level up a Magus.

------------------------------. .----------------------------------.
           MP Chart:          | |              Stats:              |
------------------------------| |----------------------------------|
 LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
  1 |  1  1  1  1  1  1  1  1 | |  1 |   5 |   5 |   5 |   5 |   5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 10 |  4  3  3  3  4  4  3  2 | | 10 |   9 |  10 |  10 |  11 |  10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 20 |  7  6  6  4  8  7  5  2 | | 20 |  14 |  16 |  15 |  20 |  15 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 30 | 10  9  8  6 11 10  7  3 | | 30 |  18 |  22 |  20 |  30 |  20 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 40 | 13 12 11  8 15 13  9  4 | | 40 |  22 |  28 |  24 |  40 |  24 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 50 | 16 15 13 10 18 16 11  5 | | 50 |  26 |  34 |  29 |  50 |  29 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 60 | 18 17 15 12 21 19 12  5 | | 60 |  29 |  40 |  34 |  60 |  34 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 70 | 21 20 18 14 25 23 14  6 | | 70 |  33 |  46 |  38 |  70 |  38 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 80 | 24 23 20 16 28 26 16  7 | | 80 |  37 |  52 |  43 |  80 |  43 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 90 | 27 26 23 17 32 29 18  7 | | 90 |  41 |  58 |  48 |  90 |  48 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 99 | 30 28 25 19 35 32 20  8 | | 99 |  45 |  63 |  52 |  99 |  52 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level       NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: Staff, Fire Staff, Ice Staff, Light Staff.
Rods:	All (excluding Lilith Rod)

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Feathered Hat, Ribbon.
Body:   Vest, Leather Armor, Mage Robe, Black Robe.
Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
        Protect Ring.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Millenium Rod
Atk:    110
Bonus:  +10 INT, +10 MIND
Effect: Casts blizzaga.


-----------.------------------------------------------------------.------------
Abilities: | :Magus                                                      
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-DE} Devout  |
-----------------'

Description:
~~~~~~~~~~~~
The Devout is the essential upgrade for those using a White Mage, and if you 
haven�t been using a White Mage by the time you got the Jobs from the Earth 
Crystal, maybe you should consider the Devout anyway. The Devout is superior to
the White Mage in almost every way except for using low-level magic. If you�ve 
been taking a White Mage through the entire game, you may have gotten used to 
being able to cast 40 Cure Spells, but the Devout promises not to disappoint!

One of the main attractions with this Job is that you�ll get a nice balance of 
MP for magic at all levels, rather than the typical pyramid structure found in 
Tier One Jobs. This means you�ll have roughly the same amount of MP for spells 
like Raise and Curaga, and surprisingly, you�ll have 9 or 10 castings of Curaja
too... which really outclasses what the White Mage would have had with the same
character level. With so many castings of high level spells, I doubt you�ll 
truly miss ~40 castings of Cure. You can leave the responsibility for level 1 
magic to Poisona.

Another main attraction is that the Devout can cast Level 8 spells, namely
Arise (I.e. Full Life) and Holy. Every Final Fantasy fan knows these spells are
the penultimate for any White magic user. Even though you won�t get these
spells until slightly after you acquire the Devout Job, Arise makes the
transition well worth it. Unfortunately, the Holy spell only does Light damage.
So if the enemy isn't weak against the Light element, the damage won't be all
that high compared to Flare. This is disappointing for a level 8 spell.

Later on in the game, Raise and Phoenix Down are very ineffective during 
important boss battles. You�ll have to become very lucky that your Raise
happens after the boss uses his attacks because your raised character won�t be
restored to full health. This means it�s often better for your slowest
character to use a Phoenix Down instead, and then attempt to heal the raised
party member quickly during the next round. Arise eliminates this whole problem
altogether. Keep in mind though, while you�ll have plenty of MP for all the
other spells, you�ll have less MP for level 8 spells, so use them sparingly or
until you have plenty of Elixirs.

My initial impression was that the Devout Job was fairly weak to start. Even 
though I had plenty of Curagas and Curajas to cast, I found that it wasn�t 
enough to blow through the later sections in the game without some level 
grinding, so expect to do some of that. You�ll need a Job level of 25 and a 
character level of 50 to safely and comfortably beat the game using a Devout.

Also, the Devout is not as powerful as the White Mage surprisingly. By the time
I got the Devout, my White Mage�s Job level was around 75 and character was 
around 50. This meant that my White Mage�s level 1 Cure spell healed for as
much as my Devout�s Level 3 Cura spell! This pattern continues on to the end of
the game actually, unless you level grind your Devout... but I consider that a 
unreasonable option. To offset this, you�ll have to get accustomed to using 
Curaga more frequently, even if it�s power is wasted to get out of tough spots.

Overall, I think with the big boost of spells like Curaga and Raise, as well as
being able to cast Level 8 magic, makes it worth it to upgrade your White Mage 
to a Devout. It's not an automatic "uber" Job that many guides make it out to 
be, but in the final endgame, you won�t find a better Job suited to healing
than the Devout.

---------.------------------------------------------------------.--------------
Profile: |                       Devout                         | Earth Crystal
---------'------------------------------------------------------'--------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Devouts are casters who have mastered
 Attack   |     20     |    10     |     white magic.  They can use all white
 Magic    |     20     |    10     |     magic spells, so make sure to always
 Guard    |     20     |    10     |     have one in your party!"
 Item     |     20     |    10     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    10    |    10    |  --  |      100       | |    --     |
     2     |    10    |    10    |  --  |      100       | |    --     |
     3     |    10    |    10    |  --  |      100       | |    --     |
     4     |    10    |    10    |  --  |      100       | |    --     |
     5     |    10    |    10    |  --  |      100       | |    --     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 10 actions per battle to level up a Devout.

------------------------------. .----------------------------------.
           MP Chart:          | |              Stats:              |
------------------------------| |----------------------------------|
 LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
  1 |  1  1  1  1  1  1  1  1 | |  1 |   5 |   5 |   5 |   5 |   5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 10 |  4  3  3  3  4  4  3  2 | | 10 |   9 |  10 |  10 |  10 |  11 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 20 |  7  6  6  4  8  7  5  2 | | 20 |  14 |  16 |  15 |  15 |  20 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 30 | 10  9  8  6 11 10  7  3 | | 30 |  18 |  22 |  20 |  20 |  30 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 40 | 13 12 11  8 15 13  9  4 | | 40 |  22 |  28 |  24 |  24 |  40 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 50 | 16 15 13 10 18 16 11  5 | | 50 |  26 |  34 |  29 |  29 |  50 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 60 | 18 17 15 12 21 19 12  5 | | 60 |  29 |  40 |  34 |  34 |  60 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 70 | 21 20 18 14 25 23 14  6 | | 70 |  33 |  46 |  38 |  38 |  70 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 80 | 24 23 20 16 28 26 16  7 | | 80 |  37 |  52 |  43 |  43 |  80 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 90 | 27 26 23 17 32 29 18  7 | | 90 |  41 |  58 |  48 |  48 |  90 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 99 | 30 28 25 19 35 32 20  8 | | 99 |  45 |  63 |  52 |  52 |  99 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level       NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: All (excluding Sage Staff)
Rods:   Wizard Rod, Fire Rod, Ice Rod, Light Rod.
Wands:  Holy Wand.

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Feathered Hat, Ribbon.
Body:   Vest, Leather Armor, Mage Robe, White Robe.
Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
        Protect Ring.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Holy Wand
Atk:    110
Bonus:  +20 MIND
Effect: Casts curaga.


-----------.------------------------------------------------------.------------
Abilities: | :Devout                                                      
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-SU} Summoner  |
-------------------'

Description:
~~~~~~~~~~~~
The Summoner is a standard upgrade from the Evoker Job, and it works more like 
the way Rydia did in Final Fantasy 4, minus the Black magic ability. Unlike the
Evoker Job, who's summons were unpredictable because of their chance of having 
either White and Black magic effects, the Summoner Job only uses
"High Summons", which focus entirely on doing high-powered damage to the
entire enemy party.

At first glance, I was amazed that the Summoner had ~15 MP for all the
Level 2-5 summons. These are all your basic elemental attacks, and are great at
exploiting elemental weaknesses (albeit, the enemies in the later stages of the
game don't really have any). 

The sheer number of MP available allows you to use summons as the Summoner's 
main attack. There's no point to conserve your MP for boss battles. Even if 
there's only one enemy on the screen, the summons are still an effective way to
contribute to the overall damage done by your party. The only summon I don't 
like is the Chocobo at level 1, which is pretty useless unless you are 
power-leveled because the damage is based on the difference in level between
you and your enemies.

What's great about these summons though, is that they will deal
2000-3000 damage to all enemies at reasonable Character/Job levels. This is a
very effective way to nuke the entire enemy party, and using these summons is
far better than using the Black Mage or even the Magus' elemental spells
(except for Flare, which is better at single targets). 

While the damage might not exceed standard attacks dealt by your fighting
Jobs, the damage spread across multiple enemies more than makes up for this.
It's also a great way to soften them up so that your fighting Jobs can take
them out.

Even better, once you get access to Leviathan and Bahamut (the level 7 and 8 
summons), you'll be doing 7000-9000 damage to all enemies easily. These summons
are obtainable through side-quests, and surprisingly, they don't take 
high-level parties or an extreme amount of luck to acquire. These are best 
reserved for boss battles.

If you haven't completed the summon side-quests for some reason, you can also 
purchase them in one of the final areas of the game, although there are several
bosses before that point where using these summons would be useful. It's best
to acquire them through the side-quests.

Overall, the Summoner is a very good Job. It might not be able to deal 
high-powered damage to a single target (like the Magus or Sage can with the 
Flare spell), but the Summoner is hands-down the most effective caster at 
dealing mass damage to the enemy party. The Summoner comes highly recommended.


---------.------------------------------------------------------.--------------
Profile: |                      Summoner                        | Earth Crystal
---------'------------------------------------------------------'--------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |    "Summoners are able to draw the
----------|------------|-----------|     hidden powers of summoned beasts.
 Attack   |     20     |    12     |     Their powers will be further enhanced
 Summon   |     20     |    12     |     if they can find the legendary
 Guard    |     20     |    12     |     beasts..."
 Item     |     20     |    12     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |     9    |    12    |  --  |      108       | |     8     |
     2     |     8    |    12    |   8  |      104       | |     4     |
     3     |     8    |    12    |   4  |      100       | |    --     |
     4     |     9    |    12    |  --  |      108       | |     8     |
     5     |     8    |    12    |   8  |      104       | |     4     |
     6     |     8    |    12    |   4  |      100       | |    --     |
     7     |     9    |    12    |  --  |      108       | |     8     |
     8     |     8    |    12    |   8  |      104       | |     4     |
     9     |     8    |    12    |   4  |      100       | |    --     |
    10     |     9    |    12    |  --  |      108       | |     8     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 8-9 actions per battle to level up a Summoner.

------------------------------. .----------------------------------.
           MP Chart:          | |              Stats:              |
------------------------------| |----------------------------------|
 LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
  1 |  1  0  0  0  0  0  0  0 | |  1 |   5 |   5 |   5 |   5 |   5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 10 | 10  1  1  1  1  0  0  0 | | 10 |   9 |   9 |  10 |  11 |  11 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 20 | 20  5  5  5  5  0  0  0 | | 20 |  14 |  14 |  15 |  20 |  20 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 30 | 30 10 10 10 10  1  0  0 | | 30 |  18 |  18 |  20 |  28 |  28 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 40 | 40 14 14 14 14  6  3  1 | | 40 |  22 |  22 |  24 |  36 |  36 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 50 | 50 19 19 19 19 11  7  3 | | 50 |  26 |  26 |  29 |  45 |  45 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 60 | 60 23 23 23 23 16 11  5 | | 60 |  29 |  29 |  34 |  53 |  53 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 70 | 70 28 28 28 28 21 15  7 | | 70 |  33 |  33 |  38 |  61 |  61 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 80 | 80 32 32 32 32 26 19  9 | | 80 |  37 |  37 |  43 |  69 |  69 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 90 | 90 37 37 37 37 31 23 11 | | 90 |  41 |  41 |  48 |  78 |  78 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 99 | 99 41 41 41 41 36 27 13 | | 99 |  45 |  45 |  52 |  85 |  85 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level       NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: All (excluding Elder Staff)
Rods:   All (excluding Lilith Rod, Millenium Rod)

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Feathered Hat, Ribbon.
Body:   Vest, Leather Armor, Mage Robe, White Robe, Black Robe.
Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
        Protect Ring, Astral Bracers.
	
~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Astral Bracers
Def:    47
MDef:   20
Bonus:  +10 INT, +10 MIND


-----------.------------------------------------------------------.------------
Abilities: | :Summoner                                                      
-----------'-------------------------------------------------------------------








=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=
{JOB-SA} Sage  |
---------------'

Description:
~~~~~~~~~~~~
The Sage is an interesting Job, as it lets you cast White Magic, Black Magic
and Summon Magic, all the way up to level 8! This makes the Sage extremely 
versatile, and makes it an obviously better choice to using a White Mage,
Black Mage or the Evoker. Also if you cannot unlock the ultimate equipment for
the Red Mage, it replaces that Job too to some extent.

Before you get too excited though, like the Red Mage, all this flexibility
comes at a cost. For one, Sages use a different MP curve than the Devout and
Magus, the other tier 4 caster Jobs. Interestingly, the Sage receives more MP
for Level 1-3 spells, but receives less MP for Level 6-8 spells. Ultimately,
this curve weakens the Sage since lower-level magic in all 3 schools is nearly
useless.

Secondly, the Sage's Summon Magic is only as effective as the Evoker, meaning 
they cannot cast the High Summon versions of these spells. So like the Evoker, 
their spells are unpredictable, and won't be as effective as their high summon 
versions. Ultimately, this makes their Summon magic worthless. Let's be honest,
if you want Summon magic at this point in the game, you'll choose a Summoner.

Thirdly, because you can only learn 3 spells per spell level, this leaves you
at a predicament: "What spells should my Sage lean?" Fortunately, not all
spells are made equal, so in many cases you can select the best ones. Also,
Summon magic at the Evoker level isn't considered to be all that great, making
the selection process even easier.

Here are a couple of recommendations for advanced spell levels for Sages:

Level 5: Curaga, Raise, Thundaga 
Level 6: Bio, Firaga, Haste 
Level 7: Curaja, Esuna, Quake 
Level 8: Arise, Holy, Tornado, Flare, Meteor, Bahamut.

Therefore, to really get the most out of the Sage, you have to take advantage 
and use the best White and Black magic available to you, and use them well. 

Furthermore, because of the weird MP curve the Sage uses, instead of thinking
of your Sage as the primary magic user, instead, you should think of your Sage
as a support caster - you'll get more mileage out your Sage that way. 

A Sage/Summoner combo ensures that enemies go down quickly and the party can be
healed when necessary. Likewise, a Devout/Sage combo can heal the party to full
strength and resurrect fallen party members to full health in the same turn. In
fact, this combination makes it possible to use Arise if your Devout should
ever fall without using Phoenix Downs, which is actually quite convenient and
might prove to be very effective during boss bottles. This fact alone makes
this combination the stronger out of the two.

Overall, the Sage is a dicey Job to include in your endgame strategy. If you 
don't pair it with a primary caster as stated above, you risk making your 
battles much tougher than they need to be, or you'll end up using the Sage as
an inferior healer a majority of the time, often wishing you just used a
Devout.

Sages can be equipped as well as any tier 4 Job in the endgame, however, I
can't help but say that the Summoner and Devout are clearly more useful and are
overall better Jobs. Still, if you're looking for that niche support caster, 
then the Sage is THE Job for you! Placed in that role, the Sage is a very good 
Job.


---------.------------------------------------------------------.--------------
Profile: |                        Sage                          | Earth Crystal
---------'------------------------------------------------------'--------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Sages are those who have gained
 Attack   |     20     |    10     |     knowledge in all schools of arcane
 Magic    |     20     |    10     |     arts.  They can use all types of
 Guard    |     20     |    10     |     spells!"
 Item     |     20     |    10     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    10    |    10    |  --  |      100       | |    --     |
     2     |    10    |    10    |  --  |      100       | |    --     |
     3     |    10    |    10    |  --  |      100       | |    --     |
     4     |    10    |    10    |  --  |      100       | |    --     |
     5     |    10    |    10    |  --  |      100       | |    --     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 10 actions per battle to level up a Sage.

------------------------------. .----------------------------------.
           MP Chart:          | |              Stats:              |
------------------------------| |----------------------------------|
 LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
  1 |  1  1  1  1  1  1  1  1 | |  1 |   5 |   5 |   5 |   5 |   5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 10 |  5  5  4  4  3  2  2  1 | | 10 |   9 |   9 |  10 |  11 |  11 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 20 | 10  9  8  7  5  4  3  2 | | 20 |  12 |  12 |  16 |  20 |  20 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 30 | 15 13 11  9  8  6  4  2 | | 30 |  15 |  15 |  22 |  28 |  28 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 40 | 20 18 15 12 10  7  5  2 | | 40 |  19 |  19 |  28 |  36 |  36 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 50 | 25 22 19 15 12  9  6  3 | | 50 |  22 |  22 |  34 |  45 |  45 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 60 | 30 26 22 18 14 11  7  3 | | 60 |  25 |  25 |  40 |  53 |  53 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 70 | 35 30 26 21 17 12  8  3 | | 70 |  29 |  29 |  46 |  61 |  61 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 80 | 40 35 29 24 19 14  9  3 | | 80 |  32 |  32 |  52 |  69 |  69 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 90 | 45 39 33 27 21 15 10  4 | | 90 |  35 |  35 |  58 |  78 |  78 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 99 | 49 43 36 30 23 17 10  4 | | 99 |  38 |  38 |  63 |  85 |  85 |
------------------------------' '----------------------------------'
NOTE: LV = Character Level       NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Staves: All
Rods:   All (excluding Lilith Rod, Millenium Rod)

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Feathered Hat, Ribbon.
Body:   Vest, Leather Armor, Mage Robe, White Robe, Black Robe.
Arm:	Bronze Bracers, Mythril Bracers, Rune Bracers, Diamond Bracers,
        Protect Ring.

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Sage Staff
Atk:    110
Bonus:  +10 All Stats


-----------.------------------------------------------------------.------------
Abilities: | :Sage                                                      
-----------'-------------------------------------------------------------------








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{JOB-NI} Ninja  |
----------------'

Description:
~~~~~~~~~~~~
The Ninja is what is be considered the ultimate fighting Job, having access to 
some of the best weapons in the game (Masamune, Moonring Blade and 
Kiki-Ichimonji) and also being able to use much of the exceptional armor too 
(namely the Genji gear and specialized Garbs, but they cannot use Crystal
armor unfortunately). 

The best way to describe a Ninja is that it's a cross between a Thief and a
Dark Knight. They have the second highest speed stat out of any character, and
often act first in battle in the same way a Thief would. However, unlike a
Thief, they do superb damage as their stats are all in the right places for
doing fast, powerful damage. 

They are also like a Dark Knight since they can use Dark Blades, like Masamune,
which are extremely powerful weapons. This also allows them to out-perform a 
Thief. In fact, even though their attack statistic was often less than other 
characters (like a Knight with the best weapons for example), the Ninja was 
still dishing out equal or more damage to the enemies in the final areas of the
game. 

In a sense, the Ninja is the game's natural upgrade for either Job, and I think
it works quite well. For one, by the time you get this Job, you'll have so much
money that you won't need the Steal ability. And Souleater, while very nice,
can be replaced by using other Jobs, such as the Summoner.

Initially, the Ninja is very powerful and you won't have to spend a lot of time
improving its Job levels to improve the number of hits. When you first switch
over to the Ninja, you'll start to dish out 18-20 hits per round right away. I
also noticed I didn't have to grind to superior levels just to get this 
character to act first in battle, unlike other fighting Jobs that need extra 
levels to get them to act quicker.

Another main attraction for this Job is their Throw command, which will enable 
you to throw weapons (namely the all-powerful Shuriken) to deal massive amounts
of damage to bosses. This Job is truly a boss-killer.

The only disadvantage to using a Ninja is putting up with their low magical 
defense. Often times, they can get "one-shotted" by an enemy's Flare attack, or
even by a mass damage spell for example. This often happens even when the Ninja
is at full health. So if you plan on using the Ninja, expect to make good use
of the Devout's level 8 Arise spell. You may even plan on using the Protect
spell at the beginning of the battle to prevent this from happening.

Overall, the Ninja is a fine addition to an end-game party. It's a highly 
recommended Job to use, and there's even more than enough Dark blades to use
two Ninjas if you're so inclined.


---------.------------------------------------------------------.--------------
Profile: |                        Ninja                         | Earth Crystal
---------'------------------------------------------------------'--------------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "Ninja excel at using dark blades.
 Attack   |     20     |    12     |     They have the ability to throw
 Throw    |     20     |    12     |     weapons, which deal enormous amounts
 Guard    |     20     |    12     |     of damage."
 Item     |     20     |    12     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |     9    |    12    |  --  |      108       | |     8     |
     2     |     8    |    12    |   8  |      104       | |     4     |
     3     |     8    |    12    |   4  |      100       | |    --     |
     4     |     9    |    12    |  --  |      108       | |     8     |
     5     |     8    |    12    |   8  |      104       | |     4     |
     6     |     8    |    12    |   4  |      100       | |    --     |
     7     |     9    |    12    |  --  |      108       | |     8     |
     8     |     8    |    12    |   8  |      104       | |     4     |
     9     |     8    |    12    |   4  |      100       | |    --     |
    10     |     9    |    12    |  --  |      108       | |     8     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 8-9 actions per battle to level up a Ninja.

----------------------------------.
              Stats:              |
----------------------------------|
 LV | STR | AGI | VIT | INT | MND |
----|-----|-----|-----|-----|-----|
  1 |   5 |   5 |   5 |   5 |   5 |
----|-----|-----|-----|-----|-----|
 10 |  10 |  11 |  10 |  10 |  10 |
----|-----|-----|-----|-----|-----|
 20 |  17 |  20 |  15 |  15 |  15 |
----|-----|-----|-----|-----|-----|
 30 |  24 |  28 |  20 |  20 |  20 |
----|-----|-----|-----|-----|-----|
 40 |  31 |  36 |  24 |  24 |  24 |
----|-----|-----|-----|-----|-----|
 50 |  38 |  45 |  29 |  29 |  29 |
----|-----|-----|-----|-----|-----|
 60 |  44 |  53 |  34 |  34 |  34 |
----|-----|-----|-----|-----|-----|
 70 |  51 |  61 |  38 |  38 |  38 |
----|-----|-----|-----|-----|-----|
 80 |  58 |  69 |  43 |  43 |  43 |
----|-----|-----|-----|-----|-----|
 90 |  65 |  78 |  48 |  48 |  48 |
----|-----|-----|-----|-----|-----|
 99 |  71 |  85 |  52 |  52 |  52 |
----------------------------------'
NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives:      All (excluding Gladius)
Dark Blades: All (excluding Murakumo)
Throwing:    All  
 
~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:	Leather Cap, Headband, Feathered Hat, Black Cowl, Chakra Band,
        Ribbon, Genji Helm.
Body:  	Vest, Rusty Mail, Leather Armor, Kenpo Gi, Black Garb,
        Black Belt Gi, Genji Armor, Fuma Garb.
Arm:	Bronze Bracers, Mythril Gloves, Gauntlets, Thief Gloves,
        Power Bracers, Diamond Bracers, Diamond Gloves, Protect Ring,
        Genji Gloves.
Shield:	Leather Shield, Genji Shield.

~~~~~~~~~~~~~~~~
Mastery Item
~~~~~~~~~~~~~~~~
Name:   Muramasa
Atk:    140
Bonus:  +5 STR, +10 AGI, +5 VIT, +5 INT, +5 MIND
Effect: Effective against dividing enemies.


-----------.------------------------------------------------------.------------
Abilities: | :Ninja                                                      
-----------'-------------------------------------------------------------------








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{JOB-OK} Onion Knight  |
-----------------------'

Description:
~~~~~~~~~~~~
The Onion Knight is a secret Job in Final Fantasy 3, and can be obtained by 
using Mognet and the Wi-Fi connection. To learn about how to acquire this Job, 
read the Mognet FAQ here:

http://www.gamefaqs.com/portable/ds/file/924897/46074

The Onion Knight is named after the starting Job of the original game, in case 
you were wondering. The best way to describe the Onion Knight is that it's 
ugh... well... it's the best Job in the game. It's so good, that I'll say it's 
cheesy. I know Onions aren't cheesy in real life, but hopefully you get what I 
mean!

Now, the Onion Knight doesn't look very powerful when you first get access to 
it, however at level 93, your base stats will all be pumped to insane levels.
At level 99, you'll have perfect stats in every category. Essentially, the
Onion Knight is a God and rewards players for getting their characters all up
to level 99. I would argue that by this point, you don't need an Onion Knight
to win the game as you can beat it with any Job at level 99, but who am I to
stop you?

Moreover, the Onion Knight can cast all White and Black Magic, in the same way
a Sage can. However, the Onion Knight does not get access to Summon Magic. 
Square-Enix, what were you thinking!? I want High Summons too! <sarcasm>

Despite being able to cast nearly every spell and having 99 in each statistic, 
you can also use nearly every piece of equipment in the entire game. That's 
right - you can literally take the best weapons and armor from every Job (minus
the ultimate gear from the Master Smith), and use them on your 4 little, cheesy
Onion Knights!

If that isn't enough (and for some people, it won't be), Square-Enix has 
included special Onion equipment, and they also stink of cheese! This gear
drops randomly from Yellow, Green and Red dragons, and to be fair, it's very
rare to drop. However, if you were persistent enough to get Character level 99
for all of your characters, why stop now? Go and kill dragons until you obtain
Onion weapons and armor for each character! 

The Onion equipment is easily the best in the game, offering the best defense 
and magic defense available hands down. In addition, each piece is very much 
like the Master Smith gear. They provide stat boosts, and if that's not enough,
they also protect you from negative status effects the same way Ribbon does! 

There is one exception though, where one piece of equipment is better to use 
compared to the Onion gear... and that's the Ultima Weapon! It's the only
weapon that can best the Onion Sword. The Ultima Weapon provides one lucky
Onion Knight with +15 to all stats... rather than the absolutely terrible...
the absolutely horrible... the absolutely horrific +5 to all stats given by the
Onion Sword! Oh darn! I guess one little Onion Knight is going to be a little
better than the others! The world is going to end!

To be honest, I've written enough about this Job, as there's nothing more to
say about it. If you want to take all strategy and fun away from the game, by
all means, use an Onion Knight. I can understand if you want to have this stuff
as a personal trophy, or to create a perfect save file. However, when it comes
to intelligent Job strategy and analysis, I think I've said enough about the
Onion Knight.


---------.---------------------------------------------------------.-----------
Profile: |                     Onion Knight                        | Secret Job
---------'---------------------------------------------------------'-----------

-----------------------------------.
 JP Gain: | JobLv 1-14 | JobLv 14+ |
----------|------------|-----------|    "The way of the onion knight is a
 Attack   |     20     |     8     |     long and hard one... but once you
 Magic    |     20     |     8     |     master the job, the rewards just
 Guard    |     20     |     8     |     might be worth it!"
 Item     |     20     |     8     |
----------'------------'-----------'

Actions........ Total actions taken during battle, for one character.
JP Gain........ Amount of JP you gain for each action.
Add............ Additional JP from previous battle.(Overflow)
Total JP Gain.. The amount of JP at the end of battle.
Overflow....... Extra JP that will carry over to the next battle.

-----------.----------.----------.------.----------------. .-----------.
 Battle #  | Actions: | JP Gain: | Add: | Total JP Gain: | | Overflow: |
-----------|----------|----------|------|----------------| |-----------|
     1     |    13    |     8    |  --  |      104       | |     4     |
     2     |    13    |     8    |   4  |      108       | |     8     |
     3     |    13    |     8    |   8  |      112       | |    12     |
     4     |    12    |     8    |  12  |      103       | |     3     |
     5     |    13    |     8    |   3  |      107       | |     7     |
     6     |    13    |     8    |   7  |      111       | |    11     |
     7     |    12    |     8    |  11  |      102       | |     2     |
     8     |    13    |     8    |   2  |      106       | |     6     |
     9     |    13    |     8    |   6  |      110       | |    10     |
    10     |    12    |     8    |  10  |      101       | |     1     |
    11     |    13    |     8    |   1  |      105       | |     5     |
    12     |    13    |     8    |   5  |      109       | |     9     |
    13     |    12    |     8    |   9  |      100       | |    --     |
    14     |    13    |     8    |  --  |      104       | |     4     |
    15     |    13    |     8    |   4  |      108       | |     8     |
-----------'----------'----------'------'----------------' '-----------'
Etc, etc...

On average, you must take 13-12 actions per battle to level up an Onion Knight.

------------------------------. .----------------------------------.
           MP Chart:          | |              Stats:              |
------------------------------| |----------------------------------|
 LV | L1 L2 L3 L4 L5 L6 L7 L8 | | LV | STR | AGI | VIT | INT | MND |
----|-------------------------| |----|-----|-----|-----|-----|-----|
  1 |  1  1  1  1  1  1  1  1 | |  1 |   5 |   5 |   5 |   5 |   5 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 10 |  5  5  4  4  3  2  2  1 | | 10 |   6 |   6 |   6 |   6 |   6 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 20 | 10  9  8  7  5  4  3  2 | | 20 |   7 |   7 |   7 |   7 |   7 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 30 | 15 13 11  9  8  6  4  2 | | 30 |   8 |   8 |   8 |   8 |   8 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 40 | 20 18 15 12 10  7  5  2 | | 40 |   9 |   9 |   9 |   9 |   9 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 50 | 25 22 19 15 12  9  6  3 | | 50 |  10 |  10 |  10 |  10 |  10 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 60 | 30 26 22 18 14 11  7  3 | | 60 |  11 |  11 |  11 |  11 |  11 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 70 | 35 30 26 21 17 12  8  3 | | 70 |  12 |  12 |  12 |  12 |  12 |
----|-------------------------| |----|-----|-----|-----|-----|-----|
 80 | 40 35 29 24 19 14  9  3 | | 80 |  14 |  14 |  14 |  14 |  14 |
----|-------------------------| '----------------------------------'
 90 | 45 39 33 27 21 15 10  4 | .----------------------------------.
----|-------------------------| | 90 |  15 |  15 |  15 |  15 |  15 |
 99 | 49 43 36 30 23 17 10  4 | |----|-----|-----|-----|-----|-----|
------------------------------' | 91 |  15 |  15 |  15 |  15 |  15 |
NOTE: LV = Character Level      |----|-----|-----|-----|-----|-----|
                                | 92 |  15 |  15 |  15 |  15 |  15 |
                                |----|-----|-----|-----|-----|-----|
                                | 93 |  27 |  27 |  27 |  27 |  27 |
                                |----|-----|-----|-----|-----|-----|
                                | 94 |  39 |  39 |  39 |  39 |  39 |
                                |----|-----|-----|-----|-----|-----|
                                | 95 |  51 |  51 |  51 |  51 |  51 |
                                |----|-----|-----|-----|-----|-----|
                                | 96 |  63 |  63 |  63 |  63 |  63 |
                                |----|-----|-----|-----|-----|-----|
                                | 97 |  75 |  75 |  75 |  75 |  75 |
                                |----|-----|-----|-----|-----|-----|
                                | 98 |  87 |  87 |  87 |  87 |  87 |
                                |----|-----|-----|-----|-----|-----|
                                | 99 |  99 |  99 |  99 |  99 |  99 |
                                '----------------------------------'
                                 NOTE: LV = Character Level

~~~~~~~~~~~~~~~~
Weapons to Use
~~~~~~~~~~~~~~~~
Knives:      All (excluding Gladius)
Swords:      All (excluding Save the Queen)
Staves:      All (excluding Sage Staff)
Rods:        All (excluding Lilith Rod, Millenium Rod)
Dark Blades: All (excluding Muramasa, Murakumo)
Bows:        All (excluding Artemis Bow)
Arrows:      All
Books        All (excluding Omnitome)
Claws:       All
Hammers:     All (excluding Mighty Hammer)
Axes:        All (excluding Gigantic Axe)
Spears:      All (excluding Magic Lance)
Throwing:    All (excluding Shuriken)
Bells:       All (excluding Blessed Bell)
Harps:       All

~~~~~~~~~~~~~~~~
Armor to Equip
~~~~~~~~~~~~~~~~
Head:        All (excluding Royal Crown, Ballad Crown)
Body:        All (excluding Angel Robe, Crimson Vest, Master Dogi)
Arm:         All (excluding Celestial Gloves, Shura Gloves, Astral Bracers)
Shield:      All

~~~~~~~~~~~~~~~~
Mastery Item 
~~~~~~~~~~~~~~~~
Name:   Onion Blade 
Atk:    150
Bonus:  +7 All Stats


-----------.------------------------------------------------------.------------
Abilities: | :Onion Knight                                                     
-----------'-------------------------------------------------------------------








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                           III) The Effective Jobs: {E}
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This section will discuss all the different weaknesses of each Area including
the Boss that awaits at its end.  You will discover which Jobs are the most
effective, and learn of the many favorable strategies which are commonly used
to become victorious!


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{E-1} Areas  |
-------------'

All of these areas go in the order that they appear in the game.


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{E-1.1} Altar Cave  |
--------------------'

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{E-1.2} The Sealed Cave  |
-------------------------'

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{E-1.3} Dragon's Peak  |
-----------------------'

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{E-1.4} Nepto Temple  |
----------------------'

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{E-1.5} Tower of Owen |
----------------------'

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{E-1.6} The Subterranean Lake  |
-------------------------------'

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{E-1.7} The Molten Cave  |
-------------------------'

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{E-1.8} Castle Hein |
--------------------'

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{E-1.9} Cave of Tides  |
-----------------------'

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{E-1.10} Goldor Manor  |
-----------------------'

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{E-1.11} Saronia Kingdom  |
--------------------------'
 
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{E-1.12} Cave of the Circle  |
-----------------------------'

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{E-1.13} The Temple of Time  |
-----------------------------'

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{E-1.14} The Ancient Ruins  |
----------------------------'

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{E-1.15} The Cave of Shadows  |
------------------------------'

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{E-1.16} Lake Dohr  |
--------------------'

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{E-1.17} Bahamut's Lair  |
-------------------------'

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{E-1.18} Doga's Grotto  |
------------------------'

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{E-1.19} Ancients' Maze  |
-------------------------'

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{E-1.20} Eureka, The Forbidden Land  |
-------------------------------------'

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{E-1.21} The Crystal Tower  |
----------------------------'

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{E-1.22} The World of Darkness  |
--------------------------------'




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{E-2} Bosses
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Bosses are, well, bosses. ^_^   They are usually found at the end of each
dungeon, castle, temple, cavern, tree, and so on!  Most of them can be easily
dealt with by using the same Job combinations you used for that specific area,
but a few Bosses, however, require specific strategy.


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{E-2.1} Land Turtle  |
---------------------'

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{E-2.2} Djinn  |
---------------'

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{E-2.3} Nepto Dragon  |
----------------------'

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{E-2.4} Giant Rat  |
-------------------'

Available Jobs:

Since your whole party is Mini during this fight, a White Mage, Black Mage,
Black Mage, and Red Mage party works great here.  Split the Thundara, Fira, and
Blizzara spells between the designated attacks, and have the White mage learn
Cura to heal in emergencies. Just use Cure if the injures are minor. Overall,
not a tough fight.

Thundara = Viking's Cove \
Fira     = Viking's Cove  Secret passage near the Moogle.
Blizzara = Viking's Cove /
Cura     = Tozus - Hidden treasure in sick Doctor's house.


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{E-2.5} Medusa  |
----------------'

Physical attackers aren't really the most effective here. Most likely due to
the lack of weapons. That's why I prefer using the same strategy as the 
Giant Rat.  If you run out of MP use any of the attack items you've been
collecting up to this point.  Antarctic Wind, Zues' Wrath, etc.


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{E-2.6} Gutsco  |
----------------'

Nothing really effective here. Go with what suits you.


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{E-2.7} Salamander  |
--------------------'

Probably the second most hated boss fight in the entire game. Salamander is
just plain unfair.  For this battle, a White Mage and at least one Black Mage
or Red mage are favorable necessities. A warrior can do sufficient damage with
the Freezing blade. For the last character, you may want another Black Mage or
Red mage, but only if you have an extra copy of Blizzara.


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{E-2.8} Hein  |
--------------'

You should know what Jobs to use here, because the game tells you like twice
during cutscenes. If you skipped through them then why are you playing an RPG
if not for the story? Ah well. :P

A Scholar or a White Mage with Libra are highly recommended here to see Hein's
weakness highly recommended, again.  Geomancers do a solid 500-600 damage a
turn and a Black Mage or Red Mage can be useful by exploiting Hein's weakness.


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{E-2.9} Kraken  |
----------------'

Black or Red Mage with Blizzaga = 900-1000 damage per turn.

Unfortunately, you only get one copy of this spell right now, so give it to the
one with the higher MP (Most likely Black Mage). Geomancers are still useful
although they have a 37% chance of using Whirlpool on the boss, which will have
no effect - due to it being a boss of course!  A Warrior or Knight equipped
with Blood Sword and Royal sword can inflict some excellent damage, too.


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{E-2.10} Goldor |
----------------'

For once Mages are useless! (Well all except the White Mage of course). So for
the first time, physical attackers have the spot light!  Dragoons can do some
moderate damage although it may not be able to take too many hits. Dark Knights
are great in this fight!   Put them in the back row equipped with the
Blood Sword + Royal sword combo and they will inflict around 1000 damage each
time - providing you use Souleater and they are at full health.  A white mage
will help with that. ;)

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{E-2.11} Garuda |
----------------'

There are a few strategies you can take with this fight.

1. Use 4 Dragoons.  Equip all of the Dragon equipment that you found in the
   Dragon's Spire and Jump him to death!  Hope you get lucky!

2. Using Mages. They have a much higher Mind stat and can take hit or two from
   the powerful Lightning.  A white mage is needed here as always.  Evokers
   with the Hyper Summon can inflict around 1000 damage making them pretty good
   choices. Black or Red mages with Blizzaga can do about the same.


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{E-2.12} Odin |
--------------'

Using a White Mage, or Devout if you have it, are crucial to survival. One or
two Zantetsukens without proper healing and this fight is over! Other than that
hit as hard as you can with your most powerful attacks. Remember, a Thief that
is Job Level 71+ can steal a Gungnir from Odin.


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{E-2.13} Leviathan  |
--------------------'

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{E-2.14} Bahamut  |
------------------'

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{E-2.15} Hecatoncheir  |
-----------------------'

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{E-2.16} Doga & Unei  |
----------------------'

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{E-2.17} Titan  |
----------------'

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{E-2.18} Ninja  |
----------------'

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{E-2.19} Amon  |
---------------'

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{E-2.20} Kunoichi  |
-------------------'

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{E-2.21} General |
-----------------'

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{E-2.22} Guardian  |
-------------------'

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{E-2.23} Scylla  |
-----------------'

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{E-2.24} Xande  |
----------------'

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{E-2.25} Cerberus  |
-------------------'

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{E-2.26} Two-Headed Dragon  |
----------------------------'

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{E-2.27} Echidna |
-----------------'

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{E-2.28} Ahriman  |
------------------'

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{E-2.29} Cloud of Darkness  |
----------------------------'

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{E-2.30} Iron Giant  |
---------------------'




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                       IV) The Ultimate Setups: {ULT}
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{ULT-0} Introduction  |
----------------------'

For all of us who play RPGs, we often wonder: What are the best Jobs? What is
the BEST team that I can use?  What, what, WHAT!?  :)

Well, to answer your questions, nudge your curiousity, and perhaps give you
some heart-stirring, original perpsectives, here IS the section you've been
waiting for!   We will outline SEVERAL possible Ultimate Teams designed by the
game's most advanced players.  ;)


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{ULT-1} Egervari3  |
-------------------'

Final Fantasy 3 gives you a lot of possibilies for changing jobs, casting
spells, and throwing your DS across the room. But at the end of the day, all
that matters is how much damage you do to the enemy. No other class in FF3 does
this better than a melee job. Spells and Summon Magic are nice, but when you
factor in that the most powerful spell only does 9999 damage and has an
extremely limited number of castings... you have to ask yourself, is it really
worth it? The answer is, unfortunately, No.

Even Summon Magic, where you have more MP, it still doesn't measure up. And
when you factoring in that almost every enemy you face fights alone, the spells
that can affect the entire enemy party like Meteor, Bahamut and Leviathan
become much less useful. So useless to the point where a melee attack would be
much more welcome. If you can come to grips with this, you will start forming
parties with 3 melee attackers, which more or less takes care of multiple
enemies anyway.

The only spells that are really needed is White Magic, and that's for
Curaga/Curaja, and Arise. All other spells can more or less be replaced by
other means. Since the Devout is the best at casting these, as well as having
the most MP available, that makes the Devout a top contender for the end game.

Now, the rest of the party can be assigned Melee-oriented jobs. In my opinion,
the best combination is Knight, Ninja and Dragoon. This combination is
effective for the following reasons:

A) All jobs are very useful and deal great damage without job-grinding levels.
B) You can make good use of the best equipment in the game, whether you have a
   Wi-Fi connection or not. Even with the Wi-Fi connection, none of the
   goodies will go to waste.
C) You will have great stats in all areas, not just from ultimate equipment,
   but these classes don't have any inherant weaknesses other than perhaps
   Ninja (and that is offset by acting first every battle).

Knight
~~~~~~
The Knight has far better statistics than most, if not all melee jobs in the
game. The Knight is only week in Agility, and even then, he still often acts
second in the battle order. The Knight can use some of the best equipment in
the game, including the Ultima Weapon. With such well-rounded stats and
stat bonuses, the Knight is probably the best job in the game - period.

Weapon 1: Ultima Weapon
Weapon 2: Ragnorok
Head:     Crystal Helm / Ribbon
Armor:    Crystal Armor
Hands:    Crystal Gloves

Ninja
~~~~~
The Ninja is a great Job, always acting first in battle and doing great damage
right off the bat. There isn't much to say. Other jobs could fit the bill just
as well, but I like that the Ninja doesn't overlap with many of the weapon
types.

There's only one time where you'll absolutely need magic to hurt an enemy, and 
that's the final boss' Right tentacle. Fortunately, the 5 or 6 Shurkens that 
you'll have on you will be more than enough to take it out, thus eliminating 
the need for magic altogether. The entire crystal tower run nets around 
300,000 gold, so money to buy Shuriken's isn't even a real problem.  It's 
doubtful that you even need to take out the Right Tentacle at all to begin 
with, as it's hardly a threat to your party anyway.

Weapon 1: Masamume
Weapon 2: Murasame / Fullmoon Blade
Head:     Ribbon
Armor:    Fuma Garb
Hands:    Genji Gloves

Dragoon
~~~~~~~
The Dragoon is a very good Job, whether you have a Wi-Fi connection or not.
Seeing as he can wear the best armor in the game, he makes for a top contender.
But moreso, lances tend to exploit enemy weaknesses well. Even though the
Dragoon might not deal the most damage, at earlier levels, the Blood Lance
combo makes him highly effective. Also, with Gungnir and Magic Lance, you'll
have incredible stats and magic power, making you the second strongest
character on the team. Overall, exceptional job.

Weapon 1: Gungnir / Holy Lance
Weapon 2: Magic Lance / Blood Lance
Head:     Crystal Helm / Ribbon
Armor:    Crystal Armor
Hands:    Crystal Gloves

Devout
~~~~~~~
Not to much to say. Just spam Curaga/Curaja during boss fights, and use Arise
when you need to. During later stages of the game, the Devout even has less
usefulness. Still, you kind of need a Devout for routine healing without
falling back on items. 3 Melee characters is more than enough to do a lot of
damage to the enemy.

Weapon 1: Holy Wand
Weapon 2: Elder Staff
Head:     Ribbon
Armor:    White Robe
Hands:    Protect Ring



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{ULT-2} Seferaga  |
------------------'

Ah, leave me alone.  I'm working on it!  :P








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                              V) Help Wanted!!  
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If you think that some parts of this FAQ could use some improvement, please
share your ideas!

Any suggestions you have, if intelligent and tactful, might be included into
this guide!

Whatever you provide, you will get credit for!  :)



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                            VI) Version History  
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October 6, 2007
~~~~~~~~~~~~~~~
- This document was started.

October 14, 2007 - Version 0.1
~~~~~~~~~~~~~~~~~~
- Release Date!



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                                VII) Credits 
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If I missed anyone, please let me know by email.

Square Enix:
  For making the game!

GameFAQs:
  Hosting this guide!

Cloud VS Sephiroth:
  The outline and style of this guide are taken from his Final Fantasy VII 
  FAQ/Walkthrough.

Penguin Knight:
  For his "Job Stats FAQ".  It's a great reference for game mechanics!

OneWittyBritty:
  For making the "Job Transition Phase" chart.  Excellent job!

DemonicDratini:
  Provided much of the content for the Sage and Scholar Jobs, as well as many
  other things.

XX-XALBERTX-XX:
  Thoroughly testing out the JP Gain "Overflow" limit.

HeoandReo:
  Helped out with Job Effectiveness against Bosses.  Provided information and
  suggestions for Bard, Viking, and Monk Job Descriptions.

Gambit293:
  For notes on several things, including info on Evoker, the Monk's Retaliate
  ability, the Viking, and the Ranger.

Masamune_DS:
  Found, for me, the JP Gain "Overflow" topic on the boards. :P

Egervari3:
  The MAIN Writer for most of this FAQ.  Almost every Job description was
  written by him.  Created the idea for this document as well!  He was a great
  asset in the making of this guide.

Seferaga:
  Put this whole FAQ together.  Writer; For all the smaller sections.  Some
  parts were taken from his FAQ/Walkthrough.

You:
  We made this just for you!  A lot of people pitched-in to some degree, to
  help the new players with any and all questions they WILL have!  ;)



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                               VIII) Copyright                                 
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As long as you give credit where it's due, you can use this FAQ.

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If you have any questions or comments about the FAQ, please send us an email!

FAQ Contact: [email protected]

Thanks for reading, we hope you had fun!