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IC #3
Jun 9, 2014 19:12:50 GMT -5
Post by Tidus on Jun 9, 2014 19:12:50 GMT -5
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XIIweapons1 Artwork of Greatswords, Ninja Swords and Rods. List of the weapons in Final Fantasy XII.
Most melee weapons have a chance of performing a random hit combo, while ranged weapons and measures can deal critical hits. Some weapons cannot do either. Some weapons can knockback opponents while others cannot. Some weapons have an elemental affinity, which lets the wielder deal +50% the normal damage with all attacks related to the element. Certain weapons can inflict opponents with statuses on hit. Different weapon types vary in charge and action time.
Several new weapons appear only in the Final Fantasy XII International Zodiac Job System version. Many of these weapons are higher grade versions of previous weapons, denoted by a letter at the end of their name. All are identical looking to their original counterparts, but have higher attack power, and many have added effects not found with the originals.
The Shikari's Nagasa and Shikari's Nagasa F were added to replace the Danjuro weapon, which is no longer found in the game at all, and now have different requirements for obtaining as well as different stats from the Danjuro. Two weapons, Trango Tower and Seitengrat, were added in as new ultimate weapons, and have the highest stats in the game. Both weapons are invisible when equipped.
See also: List of Final Fantasy XII Enemy Equipment
Contents[show] UnequippedEdit Weapon Attack Combo rate Elem On-hit Cost License Int license Unarmed 11 5% None None N/A None None Equipped when no weapons are equipped. Improved with Brawler. One-Handed WeaponsEdit One-handed weapons are the most plentiful kind of weapon in the game. Having a character use a one-handed weapon allows them to equip a shield with their other hand, giving them more evasion, and a better chance of surviving a tough battle.
SwordsEdit Swords offer a balanced mix of speed, consistency, and power. Damage is calculated based on the character's strength, the weapon's attack, and the enemy's defense. All swords except for the Stoneblade add 5 to evasion. Swords can knockback enemies. Swords are among the slower weapons in Final Fantasy XII with 2.88s charge, and 1.2s action time.
Swords' damage calculation:
DMG = [ATK * RANDOM(1~1.125) - DEF] * [1 + STR * (Lv+STR)/256] Weapon Attack Combo rate Elem On-hit Cost License Int license Mythril Sword MythrilSword-ffxii 13 5% None None N/A Smallswords None Vaan's starting weapon. Very low drop from Omega Mark XII. Mythril Blade MythrilBlade-ffxii 22 5% None None N/A Smallswords None Given to Basch after his rescuing. Broadsword Broadsword-ffxii 15 5% None None 400 Swords 1 Swords 1 Rabanastre, Giza Plains, Bhujerba Longsword Longsword-ffxii 19 5% None None 700 Swords 1 Swords 2 Ashe's starting weapon. Barheim Passage, Bhujerba, Nalbina Fortress, Rabanastre Iron Sword IronSword-ffxii 24 5% None None 1200 Swords 2 Swords 2 Rabanastre, Bhujerba, Nalbina Fortress Zwill Blade ZwillBlade-ffxii 29 5% None None 1700 Swords 2 Swords 3 Bhujerba, Rabanastre Ancient Sword AncientSword-ffxii 35 5% None Petrify (15%) 2400 Swords 2 Swords 3 Rabanastre, secret area in Dreadnought Leviathan, merchant at Tomb of Raithwall Blood Sword BloodSword-ffxii 41 5% None Sap 5000 Blood Sword Blood Sword(50) Rabanastre, can be stolen from a Seeker. Lohengrin Lohengrin-ffxii 47 5% None None 4500 Swords 3 Swords 4 Jahara, Mt. Bur-Omisace, Rabanastre Flametongue Flametongue-ffxii 53 5% Fire None 5200 Swords 3 Swords 4 Jahara, Mt. Bur-Omisace, Rabanastre, Nalbina Fortress Demonsbane Demonsbane-ffxii 59 5% None None 6000 Swords 3 Swords 5 Rabanastre, Mt. Bur-Omisace, Nalbina Fortress, treasure in Tomb of Raithwall Icebrand Icebrand-ffxii 65 5% Ice None 5200 Swords 4 Swords 5 Very rare drop from Zombie Warrior (Stilshrine of Miriam), Rabanastre, Nalbina Fortress, Mosphoran Highwaste, reward for Ring Wyrm hunt. Platinum Sword PlatinumSword-ffxii 70 5% None None 9000 Swords 4 Swords 6 Phon Coast, Archades, awarded by Ktjn if questions are answered correctly. Bastard Sword BastardSword-ffxii 75 5% None None 11000 Swords 5 Swords 6 Archades Diamond Sword DiamondSword-ffxii 80 5% None None 12500 Swords 5 Swords 7 Balfonheim Runeblade Runeblade-ffxii 85 5% None None 14500 Swords 6 Swords 7 Balfonheim, Necrohol of Nabudis (rare drop from Babil) Deathbringer Deathbringer-ffxii 90 5% None KO (10%) 16000 Swords 6 Swords 8 Balfonheim, Steal from Ithuno. Stoneblade Stoneblade-ffxii 95 5% None None 17800 Swords 7 Swords 8 Sell Taurus Gem x3, Orichalcum x2, Chimera Head x2 to Bazaar, treasure in Great Crystal upper layer. Durandal Durandal-ffxii 99 5% None None 21600 Swords 7 Swords 9 Sell Lifewick x3, Emperor Scale x2, Leshach Halcyon x1 to Bazaar デュランダルA? (Durandal A) Durandal-ffxii 103 10% None None N/A N/A Swords 9 15% Evasion. Sell Ring Wyrm Scale x4, Lifewick x3, and Leshach Halcyon x1 to Bazaar. ブラッドソードA? (Blood Sword A) BloodSword-ffxii 92 7% None Confuse (100%) N/A N/A Blood Sword(80) 16% Evasion. Sell Solid Stone x2, Vampyr Fang x3, and Dark Crystal x15 to Bazaar トランゴタワー? (Trango Tower) Trango Tower FFXII Screenshot 153 30% None None N/A None None Steal from Zodiark in the IZJS version. Invisible when equipped. Chest in Pharos - Subterra/Abyssal - South (2% spawn rate) requires Diamond Armlet. DaggersEdit Daggers do not deal as much damage as swords, but they make up for it in speed. Many daggers also have useful additional effects. Damage is calculated based on the character's strength and speed, and the enemy's defense. All Daggers add 5 Evasion, except the Main Gauche, which adds 34 Evasion. Daggers are the game's fastest weapons, with the least Charge Time to perform an attack. Daggers cannot knockback enemies.
Daggers' damage calculation:
DMG = [ATK * RANDOM(1~1.125)]- DEF] * [1 + STR * (Lv+SPD)/218] Weapon Attack Combo rate Elem On-hit Cost License Int license Dagger Dagger-ffxii 14 7% None None 200 Daggers 1 Daggers 1 Vaan's starting weapon in the International version. Penelo's starting weapon. Rabanastre, Giza Plains, Bhujerba Mage Masher MageMasher-ffxii 19 7% None Silence (15%) 700 Daggers 1 Daggers 2 Rabanastre, Bhujerba, Nalbina Fortress; Random treasure in Barheim Passage Op Sector 37 Assassin's Dagger Assassin'sDagger-ffxii 25 7% None KO (5%) 1400 Daggers 2 Daggers 2 Rabanastre, Bhujerba Chopper Chopper-ffxii 31 7% None Sap (10%) 2200 Daggers 2 Daggers 3 Rabanastre Main Gauche MainGauche-ffxii 38 7% None None 3500 Daggers 3 Daggers 3 34% Evasion. Rabanastre, Jahara Gladius Gladius-ffxii 45 7% Wind None 4800 Daggers 3 Daggers 4 Jahara, Mt. Bur-Omisace, Rabanastre Avenger Avenger-ffxii 52 7% None Berserk 6000 Daggers 4 Daggers 4 Rabanastre, Mt. Bur-Omisace, Nalbina Fortress Orichalcum Dirk OrichalchumDirk-ffxii 59 7% None Slow (10%) 8500 Daggers 4 Daggers 5 Phon Coast Platinum Dagger PlatinumDagger-ffxii 66 7% None Immobilize (10%) 11500 Daggers 5 Daggers 5 Archades Zwill Crossblade ZwillCrossblade-ffxii 73 7% Wind None 15000 Daggers 5 Daggers 6 Balfonheim, drops from Vampyr (Lhusu Mines), treasure at Cerobi Steppe w/ Diamond Armlet equipped. Danjuro Danjuro-ffxii 80 10% None None N/A Danjuro N/A Drops from Larva Eater. シカリのナガサ? (Shikari's Nagasa) Danjuro-ffxii 90 12% None None N/A N/A Nagasa 10% Evasion. Cerobi Steppe chest (Diamond Armlet, 5% chance), steal from Vagrant Soul. シカリのナガサF? (Shikari's Nagasa F) Danjuro-ffxii 104 15% None KO (70%) N/A N/A Nagasa 25% Evasion. Drop from Larva Eater. Axes & HammersEdit Axes and hammers offer a huge boost to attack at the expense of consistency. For example, a sword may consistently do 400 damage to an enemy, but an axe or hammer may do 800 damage to the same enemy, or it may do only 30 damage. Damage is calculated based on the character's strength and vitality, the weapon's attack, and the enemy's defense. Axes attack slightly faster than hammers: axes have 2.39s charge, whereas hammers have 2.63s. Axes and hammers can knockback enemies.
Axes and hammers' damage calculation:
DMG = [ATK * RANDOM(0~1.111) - DEF] * [1 + STR * (Lv+VIT)/128] Weapon Attack Combo rate Elem On-hit Cost License Int license Handaxe Handaxe-ffxii 47 3% None None 2200 Axes & Hammers 1 Axes & Hammers 1 6 Evade. Rabanastre Iron Hammer IronHammer-ffxii 53 7% None None 3300 Axes & Hammers 1 Axes & Hammers 2 2 Evade. Rabanastre Broadaxe Broadaxe-ffxii 59 3% None None 4200 Axes & Hammers 2 Axes & Hammers 2 6 Evade. Jahara, Rabanastre War Hammer WarHammer-ffxii 65 7% None None 5200 Axes & Hammers 2 Axes & Hammers 3 2 Evade. Mt. Bur-Omisace, Jahara, Nalbina Fortress, Rabanastre Slasher Slasher-ffxii 71 3% None None 6000 Axes & Hammers 3 Axes & Hammers 3 6 Evade. Rabanastre, Mt. Bur-Omisace, Nalbina Fortress Sledgehammer Sledgehammer-ffxii 77 7% None Disable (20%) 7500 Axes & Hammers 3 Axes & Hammers 4 2 Evade. Mosphoran Highwaste, Phon Coast Hammerhead Hammerhead-ffxii 83 7% None None 9500 Axes & Hammers 4 Axes & Hammers 4 6 Evade. Phon Coast, Archades Francisca Francisca-ffxii 89 7% None None 11500 Axes & Hammers 4 Axes & Hammers 5 6 Evade. Sell Wind Magicite x6, Pointed Horn x2, Malboro Fruit x4 to Bazaar, Archades, drops from Cerberus in the Feywood. Morning Star MorningStar-ffxii 95 7% None None 13500 Axes & Hammers 5 Axes & Hammers 5 2 Evade. Balfonheim, drops from Ose in the Great Crystal Greataxe Greataxe-ffxii 101 3% None None 15500 Axes & Hammers 5 Axes & Hammers 6 6 Evade. Balfonheim Golden Axe GoldenAxe-ffxii 110 3% None None 18000 Axes & Hammers 6 Axes & Hammers 6 6 Evade. Dalmasca Estersand, sell Electrum x2, Broken Greataxe x2 and Mardu Halcyon x1 to Bazaar, rare drop from Reaver. Scorpion Tail ScorpionTail-ffxii 119 7% None None 60000 Axes & Hammers 7 Axes & Hammers 7 2 Evade. Sell Charged Gizzard x3, Wyrm Bone x3 and Scorpio Gem x4 to Bazaar. 蠍のしっぽF? (Scorpion Tail F) ScorpionTail-ffxii 133 20% None None N/A N/A Axes & Hammers 8 5% Evasion. Sell Wyrm Bone x3, Charged Gizzard x3, and Scorpio Gem x4 to Bazaar. MacesEdit Damage is calculated based on the weapon's attack, the enemy's defense, and the character's magick power, as opposed to the character's strength. As such, maces are recommended for magick-geared support characters. All maces add 4 to evasion. Maces cannot knockback enemies. Maces have 2.63s charge, and 1.2s action time, making them average at attack speed.
Maces' damage calculation:
DMG = [ATK * RANDOM(1~1.125) - DEF] * [1 + MAG * (Lv+MAG)/256] Weapon Attack Combo rate Elem On-hit Cost License Int license Mace Mace-ffxii 24 4% None None 1800 Maces 1 Maces 1 Rabanastre Bronze Mace BronzeMace-ffxii 30 4% None None 3000 Maces 1 Maces 1 Rabanastre Bhuj Bhuj-ffxii 36 4% None None 4100 Maces 2 Maces 2 Jahara, Mt. Bur-Omisace, Rabanastre Miter Mitre-ffxii 42 4% Water None 5000 Maces 2 Maces 2 Mt. Bur-Omisace, Nalbina Fortress, Rabanastre Thorned Mace ThornedMace-ffxii 48 4% None Poison (15%) 6500 Maces 3 Maces 3 Mosphoran Highwaste, Phon Coast Chaos Mace ChaosMace-ffxii 54 4% None Confuse (15%) 8800 Maces 3 Maces 3 Archades Doom Mace DoomMace-ffxii 60 4% None Doom (15%) 11800 Maces 4 Maces 4 Balfonheim Zeus Mace ZeusMace-ffxii 66 4% None None N/A Maces 4 Maces 4 Enhances Dark-elemental damage by 50%. Treasure in Pharos at Ridorana, reward for Diabolos hunt, drops from Minibug. Grand Mace GrandMace-ffxii 72 4% None None N/A Maces 5 Maces 5 Reward for Pylraster hunt. ビブロスの骨? (Byblos Bone) ByblosBone-ffxii 100 5% None None N/A N/A Maces 5 10% Evasion. Lhusu Mines - Site5, and Steal from Yiazmat. ぐりぐりばんばん? (Guriguri Banban) Guriguribanban-ffxii 10 ? None Sap (100%) Disease (100%) N/A N/A None 30% Evasion. Cerobi Steppe - Feddik River (Diamond Armlet, 5% chance) and steal from Omega Mark XII at the 99th stage of Trial Mode (high chance). MeasuresEdit Measures have low attack ratings, but ignore defense when used, damage being calculated based solely on the weapon's attack. Measures also cause beneficial status effects on hit, so they are to be used to strengthen the party without using MP and should generally be switched out for more conventional weapons after being used. Measures add 25 evasion, which, along with the ability to equip shields, makes a character equipped with a measure difficult to hit.
Measures are also effective when attacking characters to remove the confuse status since Measures do not deal heavy damage yet they can confer beneficial statuses. Unlike other melee weapons, measures have a chance of dealing critical hits. Targets cannot parry or block measure attacks, but the wielder can still miss due to bad accuracy. Measures cannot knockback enemies. Measures have the same speed as hammers and maces at 2.63s charge, and 1.2s action time.
Measures' damage calculation:
DMG = [ATK * RANDOM(1~1.125)]^2 Weapon Attack Combo rate Elem On-hit Cost License Int license Gilt Measure GiltMeasure-ffxii 5 5% None Protect (50%) 4000 Measures 1 Measures 1 Self status Protect. Jahara, Mt. Bur-Omisace, Rabanastre Arc Scale ArcScale-ffxii 10 5% None Shell (50%) 5500 Measures 1 Measures 2 Self status Shell. Mt. Bur-Omisace, Nalbina Fortress, Rabanastre Multiscale Multiscale-ffxii 15 5% None Bravery (50%) 8000 Measures 2 Measures 2 Self status Bravery. Mosphoran Highwaste, Phon Coast Cross Scale CrossScale-ffxii 20 5% None Vanish (50%) 11000 Measures 2 Measures 3 Self status Vanish. Archades Caliper Caliper-ffxii 26 5% None Haste (50%) 14000 Measures 3 Measures 3 Self status Haste. Balfonheim Euclid's Sextant Euclid'sSextant-ffxii 35 5% None Bubble (50%) N/A Measures 3 Measures 4 Self status Bubble. Reward for Wild Malboro hunt. Can also be found in a chest on the Cerobi Steppe (Diamond Armlet is needed). Two-Handed WeaponsEdit Two-handed weapons do not allow the equipping of a shield, but do offer more damage than one-handed weapons, and sometimes even attack faster.
GreatswordsEdit Greatswords are strong swords that do not show up until later in the game and are generally more difficult to come by than regular swords. They deliver consistent heavy damage and should be equipped by the player's primary damage dealers. Damage is calculated based on the character's strength, the weapon's attack, and the enemy's defense. Greatswords can knockback enemies, apart from the Sword of Kings and the Treaty Blade. Greatswords attack faster than regular swords with 2.47s charge, and 1.2s action time.
Weapon Attack Combo rate Elem On-hit Cost License Int license Sword of Kings SwordofKings-ffxii 30 25% None None N/A None None 30 Evade. Cannot knockback opponents. Received after plot events in the Stilshrine of Miriam Treaty Blade TreatyBlade-ffxii 30 25% None None N/A None None 30 Evade. Cannot knockback opponents. Received after plot events in Giruvegan Claymore Claymore-ffxii 82 7% None None 10500 Greatswords 1 Greatswords 1 10 Evade. Archades Defender Defender-ffxii 91 5% None None 13000 Greatswords 2 Greatswords 2 35 Evade. Balfonheim Save the Queen SavetheQueen-ffxii 100 7% None None 15000 Greatswords 2 Greatswords 2 10 Evade. Balfonheim, reward for Goliath hunt Ragnarok Ragnarok-ffxii 109 7% None Immobilize (25%) N/A Greatswords 3 Greatswords 4 10 Evade. Reward for Ixion hunt. Ultima Blade UltimaBlade-ffxii 118 7% None None 22800 Greatswords 3 Greatswords 3 10 Evade. Treasure in Pharos at Ridorana, sell Adamantite x2, Death Powder x2 and Gnoma Halcyon x1 to Bazaar. Excalibur Excalibur-ffxii 128 7% Holy None N/A Excalibur Excalibur(135) 10 Evade. Treasure in Great Crystal. Tournesol Tournesol-ffxii 140 12% None None 600000 Tournesol Tournesol 25 Evade. Sell Gemsteel x3, Empyreal Soul x3 and Serpentarius x3 to Bazaar. Wyrmhero Blade WyrmheroBlade-ffxii 130 80% Holy None 65535 None None 50 Evade. Grants Bravery and Faith status, very slow attack. Sell Omega Badge, Godslayer's Badge, and Lu Shang's Badge to Bazaar. エクスカリパー? Excalipoor Excalibur-ffxii 1 ? None None N/A N/A Excalibur(150) 20% Evade. Reward for Gilgamesh Hunt. KatanaEdit Katana have lower attack than Greatswords, but they make up for it with their higher chance of combo attacks. The player can take advantage of the Katana's propensity for combos by equipping Genji Gloves, which increase the rate of combo attacks.
Damage is calculated based on the weapon's attack, the enemy's defense, and the character's strength and magick power. The addition of this last factor allows even a magick-geared character to become a heavy damage dealer when equipped with a katana. All katana add 5 to evasion and cannot knockback enemies. All katana have 2.39s charge, and 1.2s action time, making them average when it comes to attacking speed.
Katana's damage calculation:
DMG = [ATK * RANDOM(1~1.125) - DEF] * [1 + STR * (Lv+MAG)/256] Weapon Attack Combo rate Elem On-hit Cost License Int license Kotetsu Kotetsu-ffxii 50 13% None None 3800 Katana 1 Katana 1 Rabanastre, Jahara, Werewolf (Very Rare Drop) Osafune Osafune-ffxii 54 13% None None 4800 Katana 1 Katana 1 Jahara, Mt. Bur-Omisace, Rabanastre, drops from Urutan Exile Kogarasumaru Kogarasumaru-ffxii 58 13% None None 5600 Katana 1 Katana 2 Mt. Bur-Omisace, Nalbina Fortress, Rabanastre, Outfitters Shop, Wu, Treasure in Ozmone Plain. Magoroku Magoroku-ffxii 62 13% None None 6600 Katana 2 Katana 2 Nalbina Fortress, Mt. Bur-Omisace, Rabanastre Murasame Murasame-ffxii 66 13% Water None 8500 Katana 2 Katana 3 Phon Coast, Outfitters Shop Kiku-ichimonji Kiku-ichimonji-ffxii 70 13% None None 10500 Katana 3 Katana 3 treasure in Stilshrine of Miriam/Walk of Reason, Archades, drops from Scythe Mantis Yakei Yakei-ffxii 74 13% None Poison (10%) 12500 Katana 3 Katana 4 Balfonheim, Baknamy at Nabreus Deadlands. Ame-no-Murakumo AmenoMurakumo-ffxii 78 13% Wind None 15000 Katana 4 Katana 4 Balfonheim, sell Water Crystal x9, Iron Ore x5, and Screamroot x7 to Bazaar. Muramasa Muramasa-ffxii 84 13% None None N/A Katana 4 Katana 5 Treasure in Pharos at Ridorana, drops from Crypt Bunny, Steal from Avenger. Masamune Masamune-ffxii 93 40% None None 350000 Masamune Masamune(130) Reward for Gilgamesh hunt, sell Gemsteel x2, Orichalcum x3 and Mallet x2 to Bazaar マサムネI? (Masamune I) Masamune-ffxii 117 35% None None N/A N/A Masamune(200) 40% Evasion. Sell Gemsteel x2, Orichalcum x3, and Mallet x2 to Bazaar. It's 1-H weapon and can be used with Genji Shield (only shield available for Samurai class) Ninja SwordsEdit Ninja swords have an even higher chance of combo attacks than katana, so using the same equipment strategy as with katana will yield even more combo attacks.
All ninja swords cause dark elemental damage. Because of this, they are useless against the Undead. Damage is calculated based on the character's strength and speed, the weapon's attack, and the enemy's defense. All ninja swords add 20 to evasion. Ninja swords cannot knockback enemies. Ninja Swords are among the fastest weapons in the game at 1.97s charge and 1.2s action time; only daggers are faster.
In the International Version, Ninja Swords are changed heavily. In addition to a power buff, most are non-elemental instead of Dark. Koga blade is now Earth elemental, Iga Blade is now Water, and the Yagyu Darkblade stays Dark elemental.
Ninja swords' damage calculation:
DMG = [ATK * RANDOM(1~1.125) - DEF] * [1 + STR * (Lv+SPD)/218] Weapon Attack Combo rate Elem On-hit Cost License Int license Ashura Ashura-ffxii 51 15% Dark None 5600 Ninja Swords 1 Ninja Swords 1 Mt. Bur-Omisace, Nalbina Fortress, Rabanastre Sakura-saezuri Sakurasaezuri-ffxii 56 16% Dark None 7000 Ninja Swords 1 Ninja Swords 1 Rabanastre, Nalbina Fortress, Mosphoran Highwaste Kagenui Kagenui-ffxii 62 17% Dark Slow (10%) 10000 Ninja Swords 1 Ninja Swords 1 Phon Coast, Archades, sell Dark Magicite x5, Giant Feather x5 and Festering Flesh x4 to Bazaar. Koga Blade KogaBlade-ffxii 67 18% Dark None N/A Ninja Swords 2 Ninja Swords 3 Reward for completing part of The Great Cockatrice Escape sidequest, rare drop from Ash Wyrm. Iga Blade IgaBlade-ffxii 67 19% Dark None N/A Ninja Swords 2 Ninja Swords 2 Treasure in Sochen Cave Palace, rare drop from Bogeys. Orochi Orochi-ffxii 72 20% Dark Disable (10%) 15200 Ninja Swords 2 Ninja Swords 1 Sell Coeurl Whisker x2, Sickle-Blade x2 and Cancer Gem x3 to Bazaar. Yagyu Darkblade YagyuDarkblade-ffxii 80 22% Dark None N/A Yagyu Darkblade Orochi Yagyu Drops from Bombshell おろちN? (Orochi N) Orochi-ffxii 102 32% None Poison (20%) N/A N/A Orochi Yagyu 32% Evasion. Sell Coeurl Whisker x2, Sickle-Blade x2, and Cancer Gem x3 to Bazaar. SpearsEdit The spears group contains the Zodiac Spear, a difficult to come by weapon which has the highest Attack in the original version of the game. Damage is calculated based on the character's strength, the weapon's attack, and the enemy's defense. All spears add 8 to evasion. Spears can knockback enemies. Spears are among the faster weapons in Final Fantasy XII with 2.14s charge and 1.2s action time, second only to daggers and ninja swords.
Spears' damage calculation:
DMG = [ATK * RANDOM(1~1.125) - DEF] * [1 + STR * (Lv+STR)/256] Weapon Attack Combo rate Elem On-hit Cost License Int license Javelin Javelin-ffxii 30 4% None None 1400 Spears 1 Spears 1 Rabanastre, Bhujerba, Dreadnought Leviathan, sell Wind Stone x3, Foul Flesh x2, and Horn x2 to Bazaar. Spear Spear-ffxii 36 4% None None 2200 Spears 1 Spears 1 Rabanastre Partisan Partisan-ffxii 42 4% None None 3500 Spears 2 Spears 2 Rabanastre, Jahara Heavy Lance HeavyLance-ffxii 48 4% None Slow (10%) 4800 Spears 2 Spears 2 Jahara, Mt. Bur-Omisace, Rabanastre, drops from Fideliant. Storm Spear StormSpear-ffxii 54 4% Lightning None 5800 Spears 3 Spears 3 Mt. Bur-Omisace, Nalbina Fortress, Rabanastre Obelisk Obelisk-ffxii 60 4% None None 7500 Spears 3 Spears 3 Mosphoran Highwaste, Phon Coast, Outfitters Shop Halberd Halberd-ffxii 66 4% None None 10000 Spears 4 Spears 4 Phon Coast, Archades Trident Trident-ffxii 72 4% Ice None 12500 Spears 4 Spears 4 Balfonheim, sell Wind Magicite x6, Pointed Horn x4 and Maggoty Flesh x5 to Bazaar. Holy Lance HolyLance-ffxii 78 4% Holy None 14500 Spears 5 Spears 5 Balfonheim Gungnir Gungnir-ffxii 84 4% Fire None 15300 Spears 5 Spears 5 Dalmasca Westersand, drops from Bunes in Pharos at Ridorana, sell Mystletainn x2, Ketu Board x2 and Broken Spear x2 to Bazaar. Dragon Whisker DragonWhisker-ffxii 91 4% None None N/A Dragon Whisker Dragon Whisker(70) Treasure in Cerobi Steppe Lhusu Mines (Lasche Span) and Pharos at Ridorana. Zodiac Spear ZodiacSpear-ffxii 150 4% None None N/A Zodiac Spear Zodiac Spear Treasure in Necrohol of Nabudis pending special conditions, 1/1000 chance treasure in Henne Mines Phase 2 Dig. 竜の髭L? (Dragon Whisker L) DragonWhisker-ffxii 108 10% None Disable (50%) N/A N/A Dragon Whisker(100) 40% Evasion. Drop from Evil Spirit PolesEdit Like katana and ninja swords, poles are prone to combo attacks. The player can equip the Genji Gloves in order to maximize on poles' combo attack potential.
Damage is calculated based on the character's strength, the weapon's attack, and the enemy's magick defense, making it especially devastating to un-Shelled enemies and enemies with low magick defense. All poles add 25 to evasion. Poles can knockback enemies. Poles' attack speed is average at 2.47s charge and 1.2s action time.
Poles' damage calculation:
DMG = [ATK * RANDOM(1~1.125) - MDEF] * [1 + STR * (Lv+STR)/256] Weapon Attack Combo rate Elem On-hit Cost License Int license Oaken Pole OakenPole-ffxii 27 12% None None 1300 Poles 1 Poles 1 Rabanastre, Bhujerba; Random treasure in Barheim Passage Zeviah Subterrane. Cypress Pole CypressPole-ffxii 33 12% Earth None 2000 Poles 1 Poles 1 Rabanastre, sell Earth Stone x4, Bone Fragment x5, and Succulent Fruit x3 to Bazaar. Battle Bamboo BattleBamboo-ffxii 39 12% None None 3200 Poles 2 Poles 2 Rabanastre, Jahara Musk Stick MuskStick-ffxii 45 12% None None 4300 Poles 2 Poles 3 Jahara, Mt. Bur-Omisace, Rabanastre Iron Pole IronPole-ffxii 51 12% None Slow (10%) 5300 Poles 3 Poles 3 Mt. Bur-Omisace, Nalbina Fortress, Rabanastre, sell Fire Magicite x7, Sturdy Bone x5, and Demon Eyeball x3 to Bazaar. Six-fluted Pole Sixflutedpole-ffxii 57 12% None None 6800 Poles 3 Poles 4 Wielder deals 50% more damage with Water spells. Mosphoran Highwaste, Phon Coast Gokuu Pole GokuuPole-ffxii 63 12% None None 9000 Poles 3 Poles 4 Phon Coast, Archades Zephyr Pole ZephyrPole-ffxii 69 12% Wind None 11200 Poles 4 Poles 5 Balfonheim Ivory Pole IvoryPole-ffxii 75 12% None None 13500 Poles 4 Poles 5 Balfonheim, sell Wind Crystal x7, Demon Feather x6, and Blood-darkened Bone x8 to Bazaar. Sweep Sweep-ffxii 81 12% None None 16200 Poles 5 Poles 6 Bhujerba -- Street Vendor in Khus Skygrounds or Lhusu Square, Barheim Passage -- West Annex Eight-fluted Pole Eightflutedpole-ffxii 88 12% None None N/A Poles 5 Poles 6 Steal from Vagrant Soul and Abelisk. Whale Whisker WhaleWhisker-ffxii 108 12% None None 60000 Whale Whisker Whale Whisker(90) Sell Mythril x3, Corpse Fly x3 and Aquarius Gem x4 to Bazaar. 鯨の髭N? (Whale Whisker N) WhaleWhisker-ffxii 112 35% None Immobilize (10%) N/A N/A Whale Whisker(180) 35% Evasion. Sell Mythril x3, Corpse Fly x3, and Aquarius Gem x4 to Bazaar. RodsEdit Like maces, rods are well-suited to magick-geared characters since they actually increase the magick power and MP of the character they're equipped to. A couple of rods even grant beneficial status effects on hit. Rods may end up being a more efficient choice for casters later in the game as the MP bonuses they grant when multiplied by the Quickening bonuses are more substantial than the small Magick Power bonuses granted by staves.
In case the player does decide to physically attack an enemy with a rod, damage is calculated based on the character's strength, the weapon's attack, and the enemy's defense. All rods add 6 to evasion. Rods never deal hit combos or critical hits. Rods can knockback enemies. Rods are among the slower weapons in Final Fantasy XII with 2.72s charge and 1.2s action time.
Rods' damage calculation:
DMG = [ATK * RANDOM(1~1.125) - DEF] * [1 + STR * (Lv+STR)/256] Weapon Attack Mag Pwr MP Elem On-hit Cost License Int license Rod Rod-ffxii 30 1 5 None None 1500 Rods 1 Rods 1 Rabanastre, treasure in Dalmasca Estersand Serpent Rod SerpentRod-ffxii 34 2 10 Ice None 2100 Rods 1 Rods 1 Jahara, Mt. Bur-Omisace, Rabanastre, reward for Croakadile hunt. Healing Rod HealingRod-ffxii 13 2 12 None Regen (100%) 3000 Rods 2 Rods 2 Targets can't parry or block Healing Rod. Mt. Bur-Omisace, Jahara, Nalbina Fortress, Rabanastre Gaia Rod GaiaRod-ffxii 38 2 16 Earth None 3300 Rods 2 Rods 2 Nalbina Fortress, Mt. Bur-Omisace, Rabanastre Power Rod PowerRod-ffxii 44 3 15 None None 4500 Rods 3 Rods 3 Phon Coast, Archades Empyrean Rod EmpyreanRod-ffxii 50 2 20 None None 6200 Rods 3 Rods 3 Balfonheim Holy Rod HolyRod-ffxii 53 2 30 Holy None N/A Rods 4 Rods 4 Enhances all Holy-elemental damage by 50%. Treasure in Pharos at Ridorana and Cerobi Steppe. Rod of Faith RodofFaith-ffxii 24 3 35 None Faith (60%) N/A Rod of Faith Rod of Faith Opponents can't parry or block. Obtainable on Mt. Bur-Omisace after Behemoth King hunt. StavesEdit Staves are also well-suited to magick-geared characters, but in a different way. Some staves boost elemental black magick spells; for example, casting Blizzaga with a Glacial Staff will cause more damage than without it.
When used for physical attacks, damage is calculated based on the character's strength and magick power, the weapon's attack, and the enemy's defense. All staves add 8 to evasion. Staves never deal hit combos or critical hits, but can knockback enemies. Staves are among the slower weapons in Final Fantasy XII with 2.8s charge and 1.2s action time.
Staves' damage calculation:
DMG = [ATK * RANDOM(1~1.125) - DEF] * [1 + STR * (Lv+MAG)/256] Weapon Attack Mag Pwr Elem On-hit Cost License Int license Oak Staff OakStaff-ffxii 18 2 None None 400 Staves 1 Staves 1 Rabanastre, Bhujerba, Nalbina Fortress Cherry Staff CherryStaff-ffxii 24 3 None None 800 Staves 1 Staves 2 Enhances Wind spells by 50%. Bhujerba, Rabanastre Wizard's Staff Wizard'sStaff-ffxii 30 4 None None 1500 Staves 1 Staves 2 Rabanastre Flame Staff FlameStaff-ffxii 33 4 None None 2400 Staves 2 Staves 3 Enhances Fire spells by 50%. Jahara, Mt. Bur-Omisace, Nalbina Fortress, Rabanastre Storm Staff StormStaff-ffxii 33 4 None None 2400 Staves 2 Staves 3 Enhances Lightning spells by 50%.Jahara, Mt. Bur-Omisace, Nalbina Fortress, Rabanastre Glacial Staff GlacialStaff-ffxii 33 5 None None 2400 Staves 2 Staves 4 Enhances Ice spells by 50%. Jahara, Mt. Bur-Omisace, Nalbina Fortress, Rabanastre Golden Staff GoldenStaff-ffxii 38 6 None None 3500 Staves 3 Staves 4 Stilshrine of Miriam (very rare drop from Oiling), Rabanastre, Nalbina Fortress, Mosphoran Highwaste Judicer's Staff Judicer'sStaff-ffxii 43 7 None Stop (15%) 5700 Staves 3 Staves 5 Archades Cloud Staff CloudStaff-ffxii 48 7 None None 8000 Staves 4 Staves 5 Enhances Water spells by 50%. Balfonheim, sell Storm Crystal x7, Demon Feather x6, and Quality Lumber x4 to Bazaar, treasure at Ridorana Cataract. Staff of the Magi StaffoftheMagi-ffxii 46 8 None None N/A Staff of the Magi Staff of the Magi Enhances Holy spell by 50%. Steal from Luxollid. Ranged WeaponsEdit Though ranged weapons usually take longer to use and do not allow the equipping of a shield, they allow characters with lower defenses to stay away from the battle and attack from a distance. Ranged weapons also allow a character to physically attack a flying enemy if the party is running low on MP and lacks the Telekinesis Technick.
A party equipped with ranged weapons tends to spread out more during battle, causing an enemy's area attacks to likely hit fewer of the player's party members. This is especially helpful if the enemy has the ability to use third-level black magick, like Firaga, or cast spells like Disable and Stop in an area. Instead of combos, ranged weapons offer more chances for Critical Hits.
BowsEdit See also: List of Final Fantasy XII Ammunition#Arrows Bows offer the most basic in ranged damage options. Enemies cannot counter bow and arrow attacks. Due to its ranged status, the accuracy of bows and arrows is adversely affected by bad weather, like rain and snowstorms.
Damage is calculated based on the character's strength and speed, the combined attack of the bow and arrow and the enemy's defense. Bows do not offer an evasion bonus. Bows can knockback enemies. Bows are among the slowest weapons in the game with 2.96s charge, and 1.4s action time.
Bows' damage calculation:
DMG = [ATK * RANDOM(1~1.125)]- DEF] * [1 + STR * (Lv+SPD)/218] Weapon Attack Crit rate Elem On-hit Cost License Int license Shortbow Shortbow-ffxii 17 5% None None 500 Bows 1 Bows 1 Fran's starting weapon. Barheim Passage, Bhujerba, Rabanastre Silver Bow SilverBow-ffxii 22 5% None None 1000 Bows 1 Bows 1 Nalbina Fortress, Bhujerba, Rabanastre Aevis Killer AevisKiller-ffxii 27 5% None None 1500 Bows 2 Bows 2 Bhujerba, Rabanastre Longbow Longbow-ffxii 33 5% None None 3000 Bows 2 Bows 3 Rabanastre Killer Bow KillerBow-ffxii 39 5% None None 2000 Bows 2 Bows 3 Rabanastre. Treasure in Lhusu Mines. Obtained from Supinelu in Jahara if the player sold the Jaya Stick they were supposed to give him. Elfin Bow ElfinBow-ffxii 45 5% None None 4200 Bows 3 Bows 4 Rabanastre, Jahara Loxley Bow LoxleyBow-ffxii 51 5% None None 5200 Bows 3 Bows 4 Mt. Bur-Omisace, Jahara, Nalbina Fortress, Rabanastre Giant Stonebow GiantStonebow-ffxii 57 5% None None 6000 Bows 4 Bows 5 Nalbina Fortress, Mt. Bur-Omisace, Rabanastre Burning Bow BurningBow-ffxii 63 5% None None 7500 Bows 4 Bows 5 Wielder deals 50% more damage with Fire spells and Fiery Arrows. Mosphoran Highwaste, Phon Coast, Rare Drop from Dive Talon. Traitor's Bow Traitor'sBow-ffxii 69 5% None None 10000 Bows 5 Bows 6 Phon Coast, Archades Yoichi Bow Yoichi'sBow-ffxii 75 5% None None 12500 Bows 5 Bows 6 Balfonheim. Reward From White Mousse Hunt. Perseus Bow PerseusBow-ffxii 81 5% None None 14500 Bows 6 Bows 7 Balfonheim Artemis Bow ArtemisBow-ffxii 87 5% None None 15800 Bows 6 Bows 7 Sell Great Serpent's Fang x2, Moondust x2, and Sylphi Halcyon x1 to Bazaar. Sagittarius SagittariusBow-ffxii 93 5% None None 60000 Sagittarius Sagittarius(130) Sell Beastlord Horn x3, Moon Ring x3, and Sagittarius Gem x4 to Bazaar. 宿命のサジタリA? (Sagittarius A) SagittariusBow-ffxii 109 20% None None N/A N/A Sagittarius(200) 10% Evasion. Sell Sagittarius Gem x4, Moon Ring x3 and Beastlord Horn x3 to Bazaar. ザイテングラート? (Seitengrat) Seitengrat FFXII Screenshot 224 25% None None N/A N/A None 75% Evasion. 2x Bow range. Invisible when equipped. Chest from airship - Very low spawn rate (0.01%). CrossbowsEdit See also: List of Final Fantasy XII Ammunition#Bolts Enemies cannot parry or counter crossbow attacks, though the attacks have an increased chance of simply missing the enemy altogether.
Damage is calculated based on the character's strength, the combined attack of the crossbow and bolt, and the enemy's defense. Crossbows are the fastest ranged weapons at 2.3s charge and 1.4s action. All crossbows add 5 to evasion. Crossbows' accuracy is lowered in bad weather. Crossbows cannot knockback enemies.
Crossbows' damage calculation:
DMG = [ATK * RANDOM(1~1.125) - DEF] * [1 + STR * (Lv+STR)/256] Weapon Attack Critical rate Elem On-hit Cost License Int license Bowgun Bowgun-ffxii 40 7% None None 3800 Crossbows 1 Crossbows 1 Rabanastre, Jahara. Obtain from Supinelu in Jahara if the player gives him the Jaya Stick. Crossbow Crossbow-ffxii 46 7% None None 5200 Crossbows 1 Crossbows 1 Mt. Bur-Omisace, Jahara, Nalbina Fortress, Rabanastre Paramina Crossbow ParaminaCrossbow-ffxii 52 7% None None 6600 Crossbows 2 Crossbows 2 Rabanastre, Mt. Bur-Omisace, Nalbina Fortress , Steal from Ghast, awarded by Ktjn Recurve Crossbow RecurveCrossbow-ffxii 58 7% None None 9500 Crossbows 2 Crossbows 2 Phon Coast, Archades, Reward for the Feral Retriever Hunt, comes with stone bolts. Hunting Crossbow HuntingCrossbow-ffxii 64 7% None None 12500 Crossbows 3 Crossbows 3 Balfonheim Penetrator Crossbow PenetratorCrossbow-ffxii 70 7% None None 15500 Crossbows 3 Crossbows 3 Balfonheim Gastrophetes Gastrophetes-ffxii 76 7% None None 18900 Crossbows 4 Crossbows 4 Steal from Pallicant, Outfitters Shop (25 Trophies to Atak). ガストラフェテS? (Gastrophetes S) Gastrophetes-ffxii 91 7% None None N/A N/A Crossbows 4 5% Evasion. Pharos at Ridorana - Second Ascent. GunsEdit See also: List of Final Fantasy XII Ammunition#Shots Guns take almost twice as long to use as other weapons, but they make up for it by having an accuracy rating of 100%. Enemies cannot parry, block, or counter gun attacks. Also, one should not be deceived by the guns' low attack ratings as guns ignore an enemy's defense, meaning that damage is calculated solely by the combined attack of the gun and its bullets. All guns add 10 to evasion. Guns can knockback enemies. Guns are the slowest weapons in Final Fantasy XII apart from Wyrmhero Blade, at 4.2s charge, and 1.4s action time.
Guns' damage calculation:
DMG = [ATK * RANDOM(1~1.125)]^2 Weapon Attack Crit rate Elem On-hit Cost License Int license Altair Altair-ffxii 6 5% None None 500 Guns 1 Guns 1 Balthier's starting weapon. Rabanastre, Bhujerba, Nalbina Fortress Capella Capella-ffxii 10 5% None None 1400 Guns 1 Guns 2 Rabanastre, Bhujerba Vega Vega-ffxii 14 5% None None 2400 Guns 2 Guns 2 Rabanastre, treasure in Nam-Yensa Sandsea (can only be accessed through Zertinan Caverns). Sirius Sirius-ffxii 18 5% None None 4000 Guns 2 Guns 3 Rabanastre, Jahara Betelgeuse Betelgeuse-ffxii 22 5% None None 5400 Guns 3 Guns 3 Mt. Bur-Omisace, Jahara, Nalbina Fortress, Rabanastre Ras Algethi RasAlgethi-ffxii 26 5% None None 7000 Guns 3 Guns 4 Rabanastre, Nalbina Fortress, Mosphoran Highwaste Aldebaran Aldebaran-ffxii 30 5% None None 10000 Guns 4 Guns 4 Phon Coast, Archades Spica Spica-ffxii 34 5% None None 13000 Guns 4 Guns 5 Balfonheim Antares Antares-ffxii-weapon 39 5% None None 16000 Guns 5 Guns 5 Balfonheim Arcturus Arcturus-ffxii 44 5% None None 19800 Guns 5 Guns 6 Sell Yensa Fin x2, Wyvern Wing x2, and Salamand Halcyon x1 to Bazaar. Fomalhaut Fomalhaut-ffxii 50 5% None None N/A Guns 6 Guns 6 Treasure in Lhusu Mines, Henne Mines (Phase 2), Pharos at Ridorana, and Cerobi Steppe アルデバランY? (Aldebaran Y) Aldebaran-ffxii 66 10% None None N/A N/A Guns 7 25% Evasion. Sell Emperor Scale x2, Earth Crystal x8, and Silver Liquid x3 to Bazaar. Hand-bombsEdit See also: List of Final Fantasy XII Ammunition#Bombs Similar to axes and hammers, hand-bombs offer the chance of heavy damage at the expense of consistency. They may inflict heavy damage or hardly any damage at all.
Damage is calculated based on the character's strength and vitality, the combined attack of the hand-bomb and bomb, and the enemy's defense. Hand-bombs offer no evasion bonus and never deal hit combos or critical hits. Hand-bombs cannot knockback enemies. Hand-bombs have 2.8s charge and 1.4s action time, average attack speed for a ranged weapon.
Hand-bombs' damage calculation:
DMG = [ATK * RANDOM(0~1.111) - DEF] * [1 + STR * (Lv+VIT)/128] Weapon Attack Elem On-hit Cost License Int license Hornito Hornito-ffxii 50 None None 5800 Hand-bombs 1 Hand-bombs 1 Mt. Bur-Omisace, Nalbina Fortress, Rabanastre Fumarole Fumarole-ffxii 58 None None 8500 Hand-bombs 1 Hand-bombs 2 Wielder deals 50% increased damage with Water spells and Water Bombs. Phon Coast Tumulus Tumulus-ffxii 66 None None 12000 Hand-bombs 2 Hand-bombs 2 Archades Caldera Caldera-ffxii 75 None None 16000 Hand-bombs 2 Hand-bombs 3 Balfonheim Volcano Volcano-ffxii 85 None None N/A Hand-bombs 3 Hand-bombs 3 Reward for Catoblepas hunt. ブルカノ式T? (Volcano T) Volcano-ffxii 96 None None N/A N/A Hand-bombs 4 Henne Mines - Phase 2 Unique WeaponsEdit The following are weapons of the Guests.
Weapon Attack Crit rate Elem On-hit Cost License Int license Chirijiraden Chirijiraden-ffxii 75 5% N/A None None Reddas's main weapon, gives 15 to Evade. Ninja Knife NinjaKnife-ffxii None N/A None None Reddas's secondary weapon, it acts like a shield and gives 25 to Evade. Joyeuse Joyeuse-ffxii 30 N/A None None Larsa's main weapon, gives 15 to Evade. Swordbreaker Swordbreaker-ffxii None N/A None None Larsa's secondary weapon, it acts like a shield and gives 20 to Evade. Nightmare Nightmare-ffxii-weapon 30 N/A None None Vossler's weapon. Dummied WeaponsEdit The following weapons are dummied out from the game, two out of the three weapons are fully functional.
Weapon Attack Combo rate Elem On-hit Cost License Int license Flimsy Blade Broadsword-ffxii 21 None None None Classified as a one-handed sword. Hero's Blade Hero'sBlade-ffxii 15 None None None Classified as a one-handed sword, it makes a unique sound when it hits enemies and it has a menu picture. Cudgel 100 None None None Classified as a one-handed hammer. Cudgel is an incomplete weapon and doesn't have any weapon model, attacking with it makes the user attack with his/her fist. TriviaEdit If the letter-ended weapons specific to the International version (Scorpion Tail F, Masamune I, etc.) are sorted by strength, the result will be as follows: Scorpion Tail F Masamune I Whale Whisker N Sagittarius A Dragon Whisker L Shikari's Nagasa F Durandal A Orochi N Volcano T Blood Sword A Gastrophetes S Aldebaran Y The letters at the end of the names spell FINAL FANTASY. The various Bomb weapons are named after geographic features associated with volcanoes, while the various Guns are named after stars. The Guriguri Banban (ぐりぐりばんばん) weapon in the Zodiac Job System version was actually a weapon intended solely as a debugging weapon used by the developers. 'Guriguri' refers to the sound effect of twirling the weapon around, and 'ban' the sound it makes when it hits. When the development was finished, they decided to keep the weapon in the game.[1] The weapon Seitengrat (ザイテングラート) is connected to mountain climbing. When the team first started making the International version, the game's director Hiroyuki Itō was interested in mountains and also wanted to use interesting names for the game.[1] ReferencesEdit ↑ 1.0 1.1 English translation of Hiroyuki Ito interview from the FFXII: International Ultimania. [show]v · e · d FINAL FANTASY XII [show]v · e · d Weapons Categories: Articles Needing Images Articles with Incomplete Tables Weapon Lists Weapons Final Fantasy XII Add category
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IC #3
Jun 9, 2014 19:16:50 GMT -5
Post by Tidus on Jun 9, 2014 19:16:50 GMT -5
Final Fantasy character jobs From Wikipedia, the free encyclopedia Wiki letter w.svg This article is missing information about Japanese class and ability names. Please expand the article to include this information. Further details may exist on the talk page. (January 2010) In several installments of the Final Fantasy series of role-playing games by Square Enix, classes (jobs) are roles assigned to playable characters that determine the character's proficiencies.[1] Classes can be loosely categorized into physical classes, which specialize in using weapons and techniques; magical classes, which are proficient in magic; and mixed classes, which combine elements of both classes in addition to other special abilities.
This article summarizes the most common character classes; many games in the series have featured unique classes that have not reappeared in subsequent games. For information on those classes, see the article regarding the game in which the class appeared. Job classes in Final Fantasy XI are featured in Final Fantasy XI character classes; those in Final Fantasy Tactics Advance are featured in List of jobs in Final Fantasy Tactics Advance.
Contents [hide] 1 History and development 1.1 Summary Table 2 Physical classes 2.1 Warrior 2.2 Monk 2.3 Samurai 2.4 Dragoon 2.5 Thief 2.6 Ninja 2.7 Dark Knight 2.8 Paladin 2.9 Hunter 2.10 Viking 2.11 Berserker 2.12 Mystic Knight 2.13 Onion Knight 2.14 Machinist 2.15 Freelancer 2.16 Gunner 3 Magical classes 3.1 Black Mage 3.2 White Mage 3.3 Devout 3.4 Magus 3.5 Summoner 3.6 Time Mage 3.7 Scholar 3.8 Green Mage 3.9 Sage 3.10 Alchemist 4 Mixed classes 4.1 Red Mage 4.2 Blue Mage 4.3 Geomancer 4.4 Bard 4.5 Beastmaster 4.6 Dancer 4.7 Gambler 4.8 Mime 4.9 Puppet Master 4.10 Memorist 5 Reception 6 References History and development[edit]
The job system in Final Fantasy V In Final Fantasy, the player allocates permanent class selections to the four playable characters at the beginning of the game. Each of the six starting classes can be upgraded to a corresponding advanced class midway through the game.[2] Characters in Final Fantasy II are molded according to their performance in battle.[3] However, while jobs are not part of the game mechanics, they are part of the setting; the playable characters include a White Mage, a Dragoon and a Dark Knight, and the town of Mysidia is populated mostly by Black and White Mages. Final Fantasy III changed the formula by allowing the player to change a character's class, as well as acquire new and advanced classes.[4][5] Final Fantasy IV introduced characters already locked into a class; abilities related to the character's class are learned as the character gains experience points.[6] Final Fantasy V returned to the system used in Final Fantasy III, allowing players to change a character's class and acquire new and advanced classes. Furthermore, Final Fantasy V added ability slots, allowing a character with one class to use abilities learned with another class.[4][5] In Final Fantasy VI, each playable character has a locked class from the beginning of the game, and a signature command, such as Dance, Lore or Mimic.[7] However, the magicite system lets every character learn almost every magic and summoning spells. In Final Fantasy VII, characters were designed around traditional classes which affect base stats, stat growth and weapon type of the character (ex: Tifa was designed around the Monk class, giving here strong physical stats, low hp growth and hand to hand weapons). Due to the materia system letting the player assign any magic or special command (ex: Steal, Mimic) to any character, they can all be customised to play the same in battle; nevertheless, each character is differentiated by their stats and unique limit breaks.[8][9][10] Final Fantasy VIII adopted the same system as Final Fantasy VII.[8][9][10] In Final Fantasy IX, characters have predetermined "dormant abilities" similar to Final Fantasy IV; however, the characters in Final Fantasy IX learn abilities by wearing equipment instead of gaining levels.[11] Final Fantasy X introduced the "sphere grid"; characters began at certain areas of the grid, which represent traditional character classes by their statistical bonuses and abilities. Character classes were re-introduced in Final Fantasy X-2 as "dresspheres"; these classes are gradually acquired and can be changed at any point, including battle mode.[12] The classes that appeared in Final Fantasy XI, the first MMORPG title in the series, have certain unique implementations that more closely follow MMORPG convention.[13] Notably, in Final Fantasy XI a player can equip a secondary job, called a "subjob", and have half the abilities of that class. Extensive backstories are often given to the games' job classes to add to the setting's lore. In Final Fantasy XII, abilities are unlocked through the "License Board" system, which allows the player to mold characters into anything, without restriction of traditional classes.[14][15] However, in the game's international version and in Final Fantasy XII: Revenant Wings, the growth system is modified to have more clearly defined classes. In Final Fantasy XIII, characters can switch class mid-battle and in the field, utilizing the Paradigm system. Final Fantasy XIII-2, in addition to Serah Farron and Noel Kreiss using a modified Paradigm system from the prior game, players can recruit monsters into their Paradigm Pack, where they fight along the player characters in battle in one of the Paradigm roles. Lightning Returns: Final Fantasy XIII uses the Schema system, where the player assigns and customizes three Schemata to use in battle. In Final Fantasy XIV, player classes vary by what weapon they are wielding (i.e. wielding a sword turns that player into a Gladiator, while wielding knuckles turns the player into a Pugilist etc.). Additionally, abilities learned from other classes may be junctioned onto the player's current class (i.e. a Pugilist may use Red Lotus from the Gladiator class) In Final Fantasy Tactics and Final Fantasy Tactics Advance, classes are chosen by the player from one of several starting classes; however, characters must meet prerequisites before changing classes.[16][17] In Final Fantasy: The 4 Heroes of Light all characters can use any piece of equipment or magic spell available at one point in time. However, equipping a different crown alters a character's battle performance to a certain extent, raising the power of some weapons, spells and abilities and decreasing those of others, as well as providing special abilities unique to that crown, so the concept of classes can still be used in this case. Many Final Fantasy installments deviate from the class system by allowing flexibility in character growth, or featuring pre-determined jobs. In Final Fantasy VI, Final Fantasy VII, and Final Fantasy VIII, for example, characters begin with equipment and attack proficiencies similar to character classes, but the player can allocate magic and statistical bonuses.[7][8][9] Final Fantasy character classes have also made cameo appearances as hidden players in Mario Hoops 3-on-3, Mario Sports Mix and as enemies in Kingdom Hearts II.
Summary Table[edit] The following table summarizes the names of the jobs in the various Final Fantasy video games. The columns are sorted from pure physical (Fighting) jobs on the left to pure magical (Healing) classes to the right. Since jobs names can vary slightly between different versions of the same video game, the version where names are taken from is written under the video game title in the first column.
Final Fantasy (version) N. of Classes Physical Classes Physical Classes with Magic Mixed Classes Offensive Magic Classes Mixed Magic Classes Healing Magic Classes FF (NES) 12 Fighter Black Belt Thief Master Knight Ninja Red Mage Red Wizard Black Mage Black Wizard Red Mage Red Wizard White Mage White Wizard FF II (GBA) 0 - - (Firion) (Maria) (Guy) (Leon) (Gordon) (Josef) (Leila) (Ricard) (Scott) - - (Minwu) FF III (DS) 23 Freelancer Warrior Monk Thief Dragoon Black Belt Viking Ninja Knight Ranger Dark Knight Red Mage Scholar Onion Knight Black Mage Evoker Geomancer Magus Summoner Bard Sage White Mage Devout FF IV (SNES) 12 Cecil (Dark Knight) Kain (Dragoon) Yang (Monk) Cid (Engineer) Cecil (Paladin) Edge (Ninja) Edward (Bard) Palom (Black Mage) Rydia (Summoner) Tellah (Sage) Fusoya (Lunarian) Rosa & Porom (White Mage) FF V (GBA) 26 Monk Knight Thief Berserker Ninja Samurai Dragoon Gladiator Cannoneer Mystic Knight Ranger Dancer Chemist Red Mage Blue Mage Beastmaster Mime Black Mage Summoner Geomancer Necromancer Time Mage Oracle White Mage Bard FF VI (SNES) 14 Locke (Thief) Edgar (Machinist) Sabin (Monk) Shadow (Ninja) Cyan (Samurai) Umaro (Berserker) Gau (Feral Youth) Celes (Rune Knight) Setzer (Gambler) Mog (Dancer) Terra (Magitek Elite) Relm (Pictomancer) Gogo (Mime) Strago (Blue Mage) FF VII (PC) 8 Cloud (Warrior) Tifa (Monk/Gambler) Barret (Gunner) Cid (Dragoon) Vincent (Gunner/Berserker) Yuffie (Ninja) - Red XIII (Beast) Cait Sith (Gambler/Puppet Master) - Aeris (Geomancer) - FF VIII N/A FF IX 0 Zidane (Thief) Steiner (Knight) Amarant (Monk/Ninja) Freya (Dragoon) Vivi (Black Mage) Quina (Blue Mage) Garnet/Dagger (Summoner/White Mage) Eiko (White Mage/Summoner) FF X 0 Wakka (Hunter/Gambler) Rikku (Thief/Chemist) Auron (Samurai) Tidus (Warrior/Time Mage) Kimarhi (Dragoon/Blue Mage) Lulu (Black Mage/Puppet Master) Yuna (White Mage/Summoner) FF X-2 17 Alchemist Berserker Gunner Samurai Thief Warrior Dark Knight Machina Maw Full Throttle Gun Mage Lady Luck Trainer Mascot Black Mage Floral Fallal White Mage FF XI 22 Warrior Monk Thief Ranger Beastmaster Samurai Dragoon Paladin Dark Knight Ninja Puppetmaster Dancer Rune Fencer Red Mage Bard Blue Mage Corsair Black Mage Summoner Scholar Geomancer White Mage FF XII International Zodiac Job System only 12 Archer Berserker (called Breaker) Samurai (called Mononofu) Ninja (called Shikari) Knight Machinist Monk Ulhan (Dragoon/Dark Knight) Red Mage Black Mage Time Mage White Mage FF XIII 6 Commando Sentinel Ravager Synergist Saboteur Medic FF XIV 14 Gladiator Marauder Warrior Lancer Dragoon Archer Paladin Pugilist Monk Bard Black Mage Thaumaturge Conjurer White Mage Arcanist Summoner Scholar White Mage FF T FF TA FF LD 18 Monk Ranger Thief Warrior Dark Knight Dragoon Ninja Paladin Bard Dancer Memorist Jobless Red Mage Black Mage Magus Summoner Seer White Mage Physical classes[edit] Physical classes are able to inflict damage through a variety of weapons and job-specific techniques. In general, these jobs have access to heavier weapons and armor than magical or mixed classes, giving them superior attack power and physical defense.
Warrior[edit] See also: Warrior (character class) The Warrior (戦士 Senshi?), formerly translated as the Fighter, is portrayed as an expert of the sword and/or axe who uses some of the most powerful armors and weaponry.[2][4] As such, it is a well-rounded physical combatant with high attack and defense statistics.[12] Initially, the Knight was treated as an upgraded form of the Warrior class,[2][4] but later games in the series began to use the two terms interchangeably.[18] Recurring abilities shared by the Warrior/Fighter and Knight classes include various special attacks, the most common of which are the various "break" or "rend" abilities, each of which can either inflict specific stat-lowering debuffs or destroy a specific piece of enemy equipment. Recurring abilities of the Knight class include the ability to cast some lower level white magic spells and "Cover", which intercepts attacks against wounded allies. The Warrior has appeared in Final Fantasy,[2] Final Fantasy III,[4] Final Fantasy X-2, Final Fantasy Tactics Advance,[17] and Final Fantasy XI;[13] the Knight has appeared in Final Fantasy,[2] Final Fantasy III,[4] Final Fantasy IV, Final Fantasy V,[18] Final Fantasy XII and Final Fantasy Tactics.[16] Though she is not officially categorized as a Warrior, Final Fantasy XIII protagonist Lightning fights and attacks enemies with a sword-like gunblade whenever she takes on the "Commando" role. Many games in the series also feature specialized sword-wielding classes, such as Dark Knight, Paladin, Samurai, or Holy Knight.[4][16]
Monk[edit] See also: Monk (character class) The Monk (モンク Monku?) is a master of martial arts who favors barehanded fighting,[2][4][18] sometimes supplemented with claws. In some games, they can use meditative techniques, which improve their power or heal their wounds.[16][18] They can often counterattack against physical attacks as well.[18] In early English localizations of the series, the Monk was known as the Black Belt;[19] in Final Fantasy III, the Black Belt is an upgraded form of the Monk.[4] The Monk has appeared as a class in Final Fantasy,[2] Final Fantasy III,[4] Final Fantasy IV (Yang Fang Leiden),[6] Final Fantasy V,[18] Final Fantasy VI (Sabin Rene Figaro),[20] Final Fantasy IX (Amarant Coral), Final Fantasy XI,[13] Final Fantasy XII International Zodiac Job System, Final Fantasy Tactics,[16] Final Fantasy Tactics Advance,[17] and Hataraku Chocobo. In addition, Josef (Final Fantasy II), Tifa Lockhart (Final Fantasy VII), Zell Dincht (Final Fantasy VIII) and Snow Villiers (Final Fantasy XIII) all fight hand-to-hand (Tifa can also use claws), as well as having hand-to-hand limit breaks or special attack (Snow's "Sovereign Fist"), in-keeping with the tradition of the monk class. Final Fantasy: 4 Heroes of Light also has the monk class, though it is called the Fighter crown, granting increased barehanded attack proficiency and some traditional abilities.
Samurai[edit] Samurai (侍 Samurai?) are Japanese-styled fighters who fight primarily with katana.[16] Some abilities often associated with Samurai are "Coin Toss" (sometimes "Gil Toss", "GP Rain", or "Zeninage") which uses Gil to damage enemies, "Fast Draw" (also referred as "Fdraw", "Iainuki", "Zantetsu" or "Oblivion"/"Cleave") which is an attempt to defeat the enemy in a single attack, and "Blade Catch" ("Shirahadori"), a supplementary evasion skill.[21] In Final Fantasy Tactics and Final Fantasy XI, they can hold their weapons with both hands for increased damage. Samurai are featured as classes in Final Fantasy V,[21] Final Fantasy VI (Cyan Garamonde), Final Fantasy X-2, Final Fantasy XI,[22] and Final Fantasy Tactics. In Final Fantasy Tactics, Samurai can unleash the "spirit" of certain katana with their "Draw Out" skill.[16] In Final Fantasy X, the character Auron uses the abilities of both a samurai and a fighter. Also in Final Fantasy X, Yuna can summon Yojimbo, a samurai who when given the right amount of gil can attack with "Zanmato" (an instant kill move). In Final Fantasy Tactics A2, the Paravir class can be obtained for Humes. This Class very closely resembles the Samurai class, and uses a katana, as well as having many of the same support abilities as the Samurai class in the original Final Fantasy Tactics. Samurai is also a type of enemy in Kingdom Hearts II, with similar powers and appearance.
Dragoon[edit]
Kain Highwind, a dragoon-class character from Final Fantasy IV The Dragoon (竜騎士 Ryūkishi?) (also known as Dragon Knight or Lancer) uses spears and their "Jump" ability and usually wears heavy armour.[4][18] Unlike their armor, the design for the Dragoons' helmets remain fairly constant from game to game. "Jump" typically does double damage when the user is wielding a spear, and removes the Dragon Knight from combat for one round.[6][18] While jumping, Dragoons either thrust downward with their spears to skewer enemies,[6][16] or toss the weapon at the foe from above. In Final Fantasy VI, the "Jump" skill is a special ability conferred by the "Dragoon Boots" relic. The English localizations of Final Fantasy IV, Final Fantasy XI and Final Fantasy Tactics Advance refer to Dragon Knights as Dragoons,[22] and the English localization of Final Fantasy Tactics refers to them as Lancers.[16] In addition, the characters Ricard Highwind (Final Fantasy II), Kain Highwind (Final Fantasy IV),[6] Cid Highwind (Final Fantasy VII),[23] Freya Crescent (Final Fantasy IX), and Llyud (Final Fantasy XII: Revenant Wings) are identified as Dragoons. Alexander Highwind Tycoon (Final Fantasy V), though not specifically stated to be a Dragoon, shares the common Highwind surname and wears armor resembling the traditional Dragoon garb. Ward Zabac (Final Fantasy VIII) is similar to a Dragoon because he fights with harpoon-style weapons and features an aerial limit break ("Jump"-like attacks).[24] Kimahri Ronso (Final Fantasy X) uses spears for weapons and features an overdrive called "Jump".[25] Final Fantasy XI features the Dragoon as a playable job class; players are able to utilize several signature jump techniques, as well as summon a wyvern as support in combat. Oerba Yun Fang from Final Fantasy XIII also possesses characteristics of a Dragoon, as she wields a spear and can even perform a full ATB attack called "Highwind", a powerful Jump attack. In the Final Fantasy Tactics Advance series, only Bangaa characters can become Dragoons. During chapter 9 aboard "The Palamecia" in Final Fantasy XIII, a soldier-type enemy called PSICOM Dragoons appears, wearing the characteristic PSICOM armor with an additional hi-tech jetpack strapped to the back of the suit. Lightning can equip Dragoon garb in Lightning Returns: Final Fantasy XIII, giving her access to the job's traditional Lancet ability. Dragoon is also a type of enemy in Kingdom Hearts II, with similar powers and appearance.
Thief[edit] See also: Thief (character class) The Thief (シーフ Shīfu?) is generally a nimble and agile physical combatant whose main weapon includes daggers or short swords.[2] They usually have very high speed, accuracy & evasion but moderate strength, health & defense.[12] "Steal" is their trademark ability; it allows them to transfer an item or piece of equipment held by an enemy to the player's inventory.[12][16] Sometimes, they can attain the skill "Capture" or "Mug", which allows items to be stolen during an attack. They can also disarm traps and detect hidden passages.[18] The Thief has appeared as a class in Final Fantasy,[2] Final Fantasy III,[4] Final Fantasy V,[18] FInal Fantasy VI, Final Fantasy X, Final Fantasy X-2, Final Fantasy XI,[13] Final Fantasy Tactics,[16] Final Fantasy Tactics Advance,[17] and Hataraku Chocobo. The pirate Leila in Final Fantasy II joins the party attributes and weapon skills akin to a Thief's, in addition to fair magical ability and the Thunder spell. Locke Cole (Final Fantasy VI) and Zidane Tribal (Final Fantasy IX) were stated to be Thieves in their respective games, although Locke insists that he is a "treasure hunter."[26][27] Yuffie Kisaragi (Final Fantasy VII) is identified as a "materia hunter," and she does steal the party's materia at one point during the game, as well as coming equipped with the "Steal" materia when she joins the party. In Final Fantasy X, Rikku can learn various theft-related moves, such as "Steal", "Pilfer Gil" etc., whilst in Final Fantasy X-2, she starts off with Thief as her default dressphere.[12] In Final Fantasy XI, the thief has a unique ability, "Sneak Attack," that enables a single, enhanced strike when hitting the enemy from behind; "Trick Attack" will pin the attention of the enemy on an ally, if the ally stands between the thief and the enemy. Often, Sneak Attack and Trick Attack are combined (called "SATA"), in order to focus the enemy's attention on a "tank," such as a Paladin or Ninja. This gives the Thief a unique role in the MMO environment of Final Fantasy XI, known as "hate control." The thief class also appears in Final Fantasy: the 4 Heroes of Light as the Bandit crown. Party members with this can learn several theft abilities and an assassination move in "Deadly Blow": which might cause attacks to inflict instant death. Since they also possess strength and intellect on par with the Hero crown, they are a more combat oriented class than they normally are.
Ninja[edit] The Ninja (忍者 Ninja?, lit. Assassin) is generally both fast and powerful; however, to achieve this level of dexterity, Ninja are unable to wear heavy armor. They can equip Ninja-specific weapons, such as katanas, knives, and boomerangs. Ninja usually possess the "Throw" ability, which allows them to throw powerful, damage-dealing items like shuriken and weapons from the inventory at the enemy.[16][18] In many games, Ninja possess the ability to hold a weapon in each hand, sometimes known as "Doublewield" or "Two Swords".[16][18] There are various "Ninjutsu" effects that, depending on the game, appear as magic,[6] throwable items, or commands. In the original Final Fantasy, the Ninja class is a class change of the Thief. This association between the Thief and Ninja classes is a constant trend in latter Final Fantasy games. Edge in Final Fantasy IV has the "Steal" skill as well as "Ninjutsu" abilities; in Final Fantasy Tactics Advance, mastering skills in the Thief jobclass is a prerequisite to acquiring the Ninja class.[2] Ninjas also appear in Final Fantasy III,[4] Final Fantasy V,[18] Final Fantasy VI (Shadow),[20] Final Fantasy Tactics,[16] and Final Fantasy XI.[22] Specific to Final Fantasy XI, "Ninja shares more in common with a spellcaster than a physical job with the line of Ninjutsu spells." Current trends in Final Fantasy XI, however, have seen players emphasize both the Ninja's iconic dual-weapon focused melee expertise as well as it's Ninjutsu magic's ability to debuff and avoid damage; therefore, the game's incarnation of the Ninja is more of a Tank than in any previous game. Yuffie from Final Fantasy VII has certain Ninja characteristics, although she is primarily a Thief. Amarant Coral from Final Fantasy IX possesses the Ninja signature move, "Throw", but also possesses many characteristics of the Monk character class. Hope Estheim from Final Fantasy XIII has some characteristics of a Ninja, as he fights with boomerangs that he throws to attack enemies whenever he takes on the Commando role. The Ninja class is also available in Final Fantasy: The 4 Heroes of Light. As standard, someone with the Ninja crown helps the party evade monster encounters and can create copies of themselves. They can also learn "Counter", allowing them to use counterattacks if an attack misses and "Lightning Fists", which acts like a classic Hunter ability. This crown is therefore hard to obtain. Ninja has also appeared in Mario Sports Mix.
Dark Knight[edit] Dark Knights (ダークナイト Dāku Naito?, lit. Darkness Knight) (also 暗黒騎士 Ankoku Kishi) class tends to focus on dark magic which targets the health of an enemy. Their special attacks usually involve draining their own health — or, in some cases, sacrificing themselves — to inflict extremely heavy damage.[6] Dark Knights are usually among the most powerful damage dealers in their respective titles, but also typically suffer from a notable lack in defense, though this is often circumvented by their life absorbing abilities and heavy armor. Dark Knights are typically portrayed as either warriors of evil, or tortured figures who draw upon their own torment and suffering in order to power their abilities. Some of the most notable Dark Knights in the series include Leon (Final Fantasy II), Cecil Harvey (Final Fantasy IV), Goffard Gafgarion (Final Fantasy Tactics) and Zeid (Final Fantasy XI). Dark Knights are also found in Final Fantasy III,[4] Final Fantasy X-2, and Final Fantasy XI. In Final Fantasy XI, they are a damage dealing class with the highest base attack in the game, but have relatively weak black magic spells other than their dark magic.[22] They do not appear in Final Fantasy VIII and Final Fantasy IX, but their trademark "Darkside" ability is learnable, by Steiner in the latter game. In Final Fantasy XII, the "Soul Eater" ability and the "Arcane" class of magic are learnable. In Final Fantasy Tactics: The War of the Lions, characters can use the Dark Knight class, although it is referred to as Fell Knight.[28] Dark Knights are also available in Final Fantasy: the 4 Heroes of Light though the crown is called Dark Fencer. This crown grants increased sword proficiency and the Dark Knight's classic "Darkside" ability: characters with this crown can also learn an upmarket version called "Darker Side" which hurts all enemies and the vengeance ability Eye for an Eye which increases attack power the lower the user's HP is.
Paladin[edit] See also: Paladin (character class) Paladins (パラディン Paradin?), the opposites of Dark Knights, are virtuous knights devoted to the good of the people; these "knights in shining armor" tend to wield low-level white magic. The Paladin can use "Cover" to temporarily redirect damage from an ally to itself. Notable Paladins in the series include Cecil Harvey (Final Fantasy IV), General Beatrix (Final Fantasy IX), Agrias Oakes, and Delita Hyral (both of whom are referred to as Holy Knights in Final Fantasy Tactics). In Final Fantasy III they are simply referred to as Knights, but they do still possess the "Cover" skill and have access to low rank white magic. In Final Fantasy XI, they rely on curative magic and high defense bonuses to aid their parties in battle, they also have the highest sword and shield skills.[22] Sentinels in Final Fantasy XIII fulfill a role of protecting allies from enemy attacks; Snow Villiers, the character who is most proficient in the Sentinel Role, has a coat named "Paladin" which improves his Sentinel guard abilities. Final Fantasy XIII-2 has the Paladin role exclusive to Lightning in the "Requiem of the Goddess" DLC as an enhanced version of the Commando role. Paladins also appear in Final Fantasy Tactics Advance in which they can master the powerful "Holy Blade" ability, which deals extreme Holy-based damage to a single target, often resulting to an instant kill. The "Cover" ability is also available in two games which don't feature Paladins; in Final Fantasy VI through a Relic called "True Knight", and in Final Fantasy VII through the "Cover" materia . Also, in Final Fanatsy VI Celes Chere learns many support spells as she levels up, and her Runic ability lets her direct most magic attacks away from her allies, restoring her own MP and resulting in her teammates not taking any damage, though it will only work if she has a sword equipped. Final Fantasy: The 4 Heroes of Light features the Paladin crown, which grants the Cover ability and increased shield proficiency as standard, as well as tremendous HP and strength. Party members with this crown can also learn the Viking's "Provoke" ability (though it is called "Bait") allowing them to direct damage away from their teammates, "Avenge", an ability that raises the user's attack power the more the user is targeted for enemy attack and "Last Stand", which allows the paladin to hang on for several rounds with 1 HP. While in "FF XIV A Realm Reborn" paladins epitomize the role of a paladin by having the "cover" ability, usually wearing bright sined armor, and access to low-level white magic.
Hunter[edit] See also: Ranger (character class) The Hunter (狩人 Kariudo?, lit. Hunter) (sometimes called Archer,[16] Ranger,[22] or Gunner[12]) is a physical class specializing in long-ranged weapons—such as bows, crossbows and occasionally guns.[16] The class frequently possesses the "Aim" command, which performs an attack with greatly increased accuracy,[21] and a command localized as "Barrage", "Rapid Fire" or "X-Fight", which makes several attacks for reduced damage, generally against random targets. Aside from their bow attacks, some Hunters have personal buff abilities, such as "Charge", which increases the damage that arrows inflict.[16] They can cause status effects with specialized arrows, and sometimes can detect, capture, or hide from enemies. They have appeared as a class in Final Fantasy III,[4] Final Fantasy V,[21] Final Fantasy XI,[22] Final Fantasy XII International Zodiac Job System, Final Fantasy Tactics,[16] and Final Fantasy Tactics Advance.[17] There are many variations on this class. Some White Mages and Warriors throughout the series can also use bows. Rosa from Final Fantasy IV, for example, is a White Mage with the "Aim" ability.[6] The Hunter class is not present in Final Fantasy VI, however their "X-Fight" command can be learned. In Final Fantasy Tactics, the Engineer, Mediator, and Chemist classes have the ability to shoot long-range guns. The Sniper is an upgraded class of the Archer in Final Fantasy Tactics Advance, and can use more advanced moves like "Doubleshot". Barret Wallace and Vincent Valentine from Final Fantasy VII fight with a gun-arm and a gun, respectively, like Hunters, and the "Double Cut" materia can be used to gain the "Barrage"/"Rapid Fire"/"X-Fight" command, which is localized as "4x Cut". Irvine Kinneas from Final Fantasy VIII wields a variety of rifles, and his Limit Break, "Shot", allows him to fire a volley of a variety of bullets with various effects. Laguna Loire, also from Final Fantasy VIII, wields a machine gun and his Limit Break, "Desperado", has him swing from a rope and unleash a barrage of gunfire, followed by an explosion from a hand grenade, which deals damage to all enemies. In Final Fantasy X-2, Yuna starts off with the Gunner as her default dressphere. Wakka from Final Fantasy X is another variation on the class, as he fights with a blitzball he can throw to attack enemies from long distances rather than the usual bow, crossbow, or gun, and he, too, can use the "Aim" ability. The playable race known as Gria in Final Fantasy Tactics A2: Grimoire of the Rift are able to become Hunters, whilst the Seeq have the Ranger class available to them. Sazh Katzroy from Final Fantasy XIII has some characteristics of the Hunter, as he uses guns to attack enemies from long distances whenever he takes on the "Commando" role, in which he majors. Ranger is also a character class in Final Fantasy: The 4 Heroes of Light but without multi-attack capabilities. However, they do possess the "Target" command, a "Covering Fire" ability that damages all opponents in the following round and even an assassination ability called Smashing Blow which deals heavy damage to one target and may kill minor enemies, with lower accuracy and a high cost of 4 Action Points. In Final Fantasy XIV, the Archer is a starting class and can be turned into the Bard job. Both use a bow to deal damage, that is also a harp used to play songs to benefit team members.
Viking[edit] The Viking (ヴァイキング Vaikingu?) class is a very rare class that has only appeared in Final Fantasy III (both the original Famicom version and the Nintendo DS remake) and Final Fantasy Tactics A2: Grimoire of the Rift. It consists of characters who wield axes and hammers as their weapons, which they can swing with great ease. Vikings possess great physical strength and typically have a large amount of health. In the DS version of Final Fantasy III, the class comes with the special ability "Provoke," which increases the chance of a targeted enemy attacking the Viking. All characters may take on the Viking job class in both versions of Final Fantasy III, while only Seeq can be Vikings in Final Fantasy Tactics A2. In addition, while there are no official Vikings in Final Fantasy X, Tidus may learn "Provoke" on the Sphere Grid. In Final Fantasy XI, the Warrior class learns "Provoke" at level 5. Characters who take on the "Sentinel" role in Final Fantasy XIII (such as Snow Villiers and Oerba Yun Fang, who initially major in the role) can also learn powerful defensive moves like the "Provoke" ability to take the focus off their allies, who then heal them as Medics, and they can even immediately counterattack their enemies after defending against their attacks. In Final Fantasy Tactics A2: Grimoire of the Rift, Vikings also have access to a few stealing abilities, and some Thunder and Water-elemental magic as well.
Berserker[edit] See also: Berserker (character class) The Berserker (バーサーカー Bāsākā?) is a pure physical class focusing on high strength to defeat their opponents. Typically, Berserkers, like the Vikings of Final Fantasy III, use axes and hammers, though some use their bare hands. In most appearances, the Berserker, unlike the Viking, is in a permanent "Berserk" status, and as such not able to use commands other than "Attack". They first appeared in Final Fantasy V, as a job class which became available after acquiring the pieces of the Water Crystal. Umaro from Final Fantasy VI is a Berserker. In Final Fantasy VII's Vincent Valentine's Limit Breaks place him into a Berserker state, as he morph him into a powerful, yet uncontrollable creature. In Final Fantasy X-2 the Berserker is represented by the Berserker dressphere. Berserkers are controllable this time, but can use the "Berserk" command to increase their power in exchange for less control. The Berserker class is also available as a job for the Seeq race in Final Fantasy Tactics A2: Grimoire of the Rift. Berserker is also a type of enemy in Kingdom Hearts II, with similar powers and appearance.
Mystic Knight[edit] Mystic Knights (魔法剣士 Mahōkenshi?, lit. Magic Fencer) are warriors that can cast magic on their swords to perform attacks with the power of the spell for several rounds. They have also been called Magic Knights, Mageknights, Biskmatars, and Sorcerers.[21] Although their magic power is weaker than that of Mages, Mystic Knights tend to use less magic points (and generally pierce "Reflect", which can hinder certain Mages' offense). In Final Fantasy V, the Mystic Knight can use any magic previously learned on their sword.[21] The skill itself is called "Magic Sword" in Final Fantasy V and "Spellblade" in Final Fantasy V Advance. In Final Fantasy VII, the "Added Effect" materia can be used in a combo slot with a Magic materia such as "Bio" or "Transform", and the "Elemental" materia with other magic Materia such as "Ice" or "Fire" to give the players' weapon those attributes. Likewise, the same effect can be obtained in Final Fantasy VIII through the use of the Junction system, adding elemental or status-inflicting spells to their respective attack junctions. The Mystic Knight's ability appears in Final Fantasy IX in the form of the combo between Adelbert Steiner and Vivi Orunitia, where Vivi casts a spell on Steiner's sword, who attacks the enemy at the same time. In Final Fantasy X-2, the Warrior dressphere carries elemental physical attacks that use magic points. In Final Fantasy XI, Red Mages have "En-" spells, which imbue their weapons with the properties of elements, similar to the Mystic Knight's ability. Lightning, Snow Villiers, Sazh Katzroy, and Oerba Yun Fang from Final Fantasy XIII can physically attack enemies with their weapons while causing elemental damage with some of their attacks whenever they take on the "Ravager" role. The same is true of Serah Farron and Noel Kreiss when they likewise take on the Ravager role in Final Fantasy XIII-2. Mystic Knights also appear, albeit under the name "Spell Fencer", in Final Fantasy: The 4 Heroes of Light where they can imbue their weapon with the attribute of an elemental spell in their command list (though light or darkness attributes cannot be added). The character Krinjh features as a Spell Fencer in this game, though his class is unchangeable.
Onion Knight[edit] The Onion Knights (オニオンナイト Onion Naito?) are warriors with distinctive, onion-like helmets. In Final Fantasy III, they have an initially low stat growth rate which steeply increases as they approach the maximum level of 99. In the original version of Final Fantasy III, they are the starting class, can use all equipment, and cannot cast spells or use other special abilities. In the Nintendo DS remake, they are an optional class obtainable through a sidequest and have gained the ability to use black and white magic of all levels. However, they cannot use other classes' new, class-specific equipment. In Final Fantasy Tactics: The War of the Lions, the Onion Knight can use any weapon, its stats are initially low, but increase based on the number of other jobs a character has mastered. In Dissidia Final Fantasy, the Onion Knight character can use sword-based attacks and black magic spells.
Machinist[edit] The Machinist (からくり士 Karakurishi?), Gadgeteer, Tinker or Engineer job is focused on using mechanical devices. In Final Fantasy IV, Cid carries tools and can use the "Peep" command. In Final Fantasy VI, Edgar Figaro, has the "Tool" command, which allows him to use tools to damage and/or debuff enemies. In Final Fantasy XII International Zodiac Job System, the Machinist job can wield guns and measures, wear light armor and cast some high level time spells and low level green spells. In Final Fantasy Tactics, Engineers can wield guns and have the "Aimed Shot" command, which includes three attack abilities: "Arm Shot", which prevents attacks and spells, "Leg Shot", which prevents movement, and "Seal Evil", which can petrify undead targets. The Engineer job is exclusive to the recruitable character Mustadio Bunansa and the NPC Barich Fendsor. Final Fantasy Tactics Advance includes a Gadgeteer job and Final Fantasy Tactics A2: Grimoire of the Rift includes a Tinker job; Gadgeteers have the "Pandora" command and Tinkers have the similar "Clockwork" command. Each "Pandora" or "Clockwork" ability performs a specific effect, such as healing, applying a specific buff or buffs or applying a specific debuff, and randomly targets either all members of the enemy team or all members of the Engineer's own team. Both jobs use fist and claw weapons and are exclusive to the Moogle race.
Freelancer[edit] The Freelancer (すっぴん Suppin?, roughly translates as "face without makeup"), also localized as Bare or Natural, is usually the default job in the games in which it appears. In Final Fantasy V, the Freelancer can use any piece of equipment, and starts out with no stat bonuses or penalties and no special abilities. However it inherits the highest stat bonuses and most passive abilities from other jobs a character masters, and, unlike other jobs, it has two slots for commands or special abilities. Lightning, Snow Villiers, Oerba Dia Vanille (Vanille acts as a freelancer at the beginning despite already being a l'Cie), Sazh Katzroy, and Hope Estheim from Final Fantasy XIII take on the Freelancer job until they are made into l'Cie. In the Nintendo DS remake of Final Fantasy III, the Freelancer has replaced the Onion Knight as the default job. Freelancers have average stats, can use most equipment and can cast first level black and white magic spells. In Final Fantasy X-2 International + Last Mission, characters change to the Bare job if all available Dresspheres have been disabled in the Yadonoki Tower bonus dungeon. Bare characters have low stats and no special abilities. In Final Fantasy Fables: Chocobo's Dungeon, the Natural job has average stats and learns mostly offense-oriented, chocobo-themed abilities. In Final Fantasy III and Final Fantasy V, characters with the Freelancer job wear their default outfits. In Final Fantasy X-2 International + Last Mission, characters with the Bare job are unarmed and in their underwear. In Final Fantasy Fables: Chocobo's Dungeon, Chocobo, the protagonist, wears a red pouch around his neck while using the Natural job. In Final Fantasy: the 4 heroes of Light, Freelancer is the default class: in this case it has no special abilities and cannot be upgraded but doesn't cause the party to lose gems upon defeat.
Gunner[edit] The Gunner (銃使い Jyuutsukai?), sometimes localized as Fusilier, is a class focused on the use of firearms. Each version of the class includes a command for performing special attacks with a gun. The class was first introduced to the series in Final Fantasy Tactics Advance, and has also been featured in Final Fantasy VII (Barret Wallace and Vincent Valentine), Final Fantasy VIII (Laguna Loire and Irvine Kinneas), Final Fantasy X-2, Final Fantasy XIII (Sazh Katzroy) and Final Fantasy Tactics A2: Grimoire of the Rift. In Final Fantasy Tactics Advance and Final Fantasy Tactics A2: Grimoire of the Rift, the special command is "Gunmanship", and the attacks deal elemental damage, or have a chance of inflicting a specific debuff on the target. In Final Fantasy X-2, the class's signature command is called "Gunplay", and most of the special attacks deal physical damage to a single target, with bonuses such as debuffs or extra damage against certain monster types. In Final Fantasy Tactics Advance and Final Fantasy Tactics A2: Grimoire of the Rift, the class is exclusive to the Moogle race.
Magical classes[edit] Magical classes specialize in casting magic, including traditional white and black magic, as well as more esoteric forms of magic, such as geomancy. Magical classes are generally restricted to lighter equipment, such as rods, staves and robes, giving them weak attack power and physical defense, however their armor often provides high magical defense, and their equipment often provides bonuses to magic-related stats.
Black Mage[edit] One of the most iconic classes of the Final Fantasy series, the Black Mage (黒魔道士 Kuromadōshi?) is a magic user specializing in attack magic, or Black Magic,[2][21] generally focusing on fire, ice and lightning. Their weapons are generally restricted to rods and daggers. They are usually depicted wearing distinctive costumes consisting of a blue or black robe and a large conical, wide-brimmed hat which obscures their face, with two yellow eyes shining from within the shadow.[2][21] The outfit of the Black Mages is similar to the generic appearance of a wizard (female characters sometimes have bows on their hats). In the original Final Fantasy, the Black Wizard lacked the hat and obscured face that became the defining features of the Black Mage in later games. However, in the WonderSwan remake and Final Fantasy Origins his appearance was altered so that he looked like a traditional Black Mage.[2] In Final Fantasy IX, the Black Mage Village is a forested hamlet where many mass-produced Black Mages have become self-aware. Final Fantasy IX is the only game that features Black Mages as a distinct race, although the Yukes of Final Fantasy Crystal Chronicles are very similar in their inhuman appearance and magical ability. In the English localization of Final Fantasy Tactics, Black Mages were called Wizards.[16]
The Black Mage is available as a class in:
Final Fantasy[2] Final Fantasy III[4] Final Fantasy IV (Rydia, who is also a Summoner and loses the ability to cast White Magic halfway through the game, and Palom)[6] Final Fantasy V[21] Final Fantasy IX (Vivi Orunitia)[29] Final Fantasy X (Lulu);[25] Final Fantasy X-2 (Lulu)[12] Final Fantasy XI[13] Final Fantasy XII Final Fantasy XII: Revenant Wings (Kytes) Final Fantasy XIII (any character who takes on the role of Ravager possess the qualities of Black Mages, using offensive magic on their enemies) Final Fantasy Tactics;[16] Final Fantasy Tactics Advance;[17] Final Fantasy: The 4 Heroes of Light(here, anyone who equips the Black Mage crown can use black magic for one less Action Point and with greater power thanks to a high Intellect stat: they can also learn "Magic Might", an attack that resembles Ultima and damages all opponents heavily and "Mirror", which basically imbues everyone with "Reflect", breaking the tradition a little bit) Final Fantasy XIV: A Realm Reborn In Kingdom Hearts, some of Donald Duck's rods have the figurehead of a Black Mage. Statues of Black Mages are seen in various places at the magic academy in Geo in Legend of Mana. A Black Mage is a playable character in Chocobo Racing. Black Mages also appear in Dice de Chocobo, Chocobo Land: A Game of Dice, Mario Hoops 3-on-3 and Mario Sports Mix, while enemy Black Mages appear in Chocobo's Dungeon 2. The Black Mages was the name of Final Fantasy music composer Nobuo Uematsu's band, who play remixes of Final Fantasy music.
White Mage[edit] A White Mage (白魔道士 Shiromadōshi?) uses White Magic,[2] which emphasizes defensive spells such as replenishing party members' health with spells such as "Cure", reviving the fallen with spells such as "Raise" or "Life", and curing status conditions with spells such as "Esuna".[21] Typically having a weak and limited repertoire of attack spells and an inability to use heavy weaponry or armor, their primary use is support for other members of a battle party. White Mages' weapons are generally restricted to staves, maces, and similar weapons such as flails and hammers; the relic weapon for the White Mage in Final Fantasy XI is the mythical hammer Mjölnir. Usually their only offensive skill is the magic "Holy", which deals heavy damage to a target, regardless of whether or not the target is undead. They often cast "Holy"-element spells, which are typically effective against undead or demonic enemies. Because of the limited use of the class in combat, the White Mage has occasionally been integrated with the Summoner class. The White Mage is typically depicted as wearing a white cloak or robe, which has long sleeves, and a hood that covers the Mage's hair.[2][4][22] Another feature of the robe is the red, triangular patterns on the cuffs of the sleeves and bottoms of the robes.[2][4][22] In some games, female White Mages wear the hood over their hair, while male White Mages normally do not wear the hood at all. In Final Fantasy XI, the hood is a separate piece from the robe and they can be worn independently, regardless of gender.
White Mages have appeared as a class in:
Final Fantasy[2] Final Fantasy II (Minwu) Final Fantasy III[4] Final Fantasy IV (Rosa Farrell and Porom are referred to as 'White Mage' in the original English translation)[6] Final Fantasy V[21] Final Fantasy VII (Aerith Gainsborough's defensive and restoring limit breaks, and her staff place her in the White Mage tradition) Final Fantasy IX (Garnet Til Alexandros XVII and Eiko Carol incorporate characteristics of the White Mage class and the Summoner class; Garnet also dons the classic White Mage garb as a disguise near the beginning of the game) Final Fantasy X (Yuna's area of the Sphere Grid almost exclusively contains abilities normally attributed to white mages) Final Fantasy X-2[12] Final Fantasy XI[13] Final Fantasy XII Final Fantasy XIII (any character who takes on the role of "Medic" or "Synergist" may use white magic spells) Final Fantasy XIV Final Fantasy Tactics (in the English localization White Mages are referred to as Priests)[16] Final Fantasy Tactics Advance[17] Final Fantasy: The 4 Heroes of Light In this case, the White Mage crown grants a high Spirit stat, abilities that allow recovery spells to affect everyone at once for one time, the Bard's "Hide" ability, "Miracle", which heals everyone at once and removes status ailments and allows white magic to be used for one less Action Point. Some White Mage NPCs appear in various towns in Final Fantasy IV, and Shelinda from Final Fantasy X and Final Fantasy X-2 is also a White Mage NPC. Shirma, a pink-haired female White Mage, is the partner of Boco in Chocobo's Dungeon 2, a playable character in Chocobo Racing and makes another appearance in Final Fantasy Fables: Chocobo Tales. She is also one of the central characters in Final Fantasy Fables: Chocobo's Dungeon. A White Mage is also playable in Dice de Chocobo, Chocobo Land: A Game of Dice, Mario Hoops 3-on-3, and Mario Sports Mix.
Devout[edit] A Devout or Seer (司祭 Shisai) is the natural evolution of a White Mage as they gain higher levels of healing and white magic like "Seal" and "Holy". Like White Mages, Devouts typically wield weapons such as staves, maces, hammers and flails, typically wear light armour such as robes and hats, and generally cannot use shields. Devouts have appeared in Final Fantasy III, Final Fantasy Dimensions and Bravely Default: Flying Fairy.
Magus[edit] A Magus or Warlock is a black magic based version of the Devout which uses higher levels of black magic with "Flare" and "Death" being good examples. They virtually have the same armor choices as Devouts, but tend to have lower maximum HP: they also use rods and daggers just like a Black Mage. Magi have appeared along with Devouts in Final Fantasy III, Final Fantasy Dimensions and Bravely Default: Flying Fairy.
Summoner[edit] Summoners (召喚士 Shōkanshi?) use Summoning Magic, which calls on powerful entities known as "Call Beasts" (Final Fantasy IV), "Espers" (Final Fantasy VI and Final Fantasy XII), "Guardian Force" (Final Fantasy VIII), "Eidolons" (Final Fantasy IX, Final Fantasy XIII, and the DS version of Final Fantasy IV), "Aeons" (Final Fantasy X), "Avatars" (Final Fantasy XI), "Primals" ("Final Fantasy XIV"), or simply "Summon Monsters" (most other games in the series). These entities attack enemies, protect the party, or render other forms of aid. Summoners often use commands such as "Summon," but in the original translation of Final Fantasy IV, the command was instead known as "Call". As a magic-using class, summoners are typically shown to be physically frail as a trade-off for high magical potency, and can traditionally equip only light armaments such as clothing and robes. Summoners often use staves or rods as weapons,[16] although in some games they can also use whips; their potential in the use of melee weaponry is downplayed significantly in favor of their ability to use magic. Many summoners feature a horn on the forehead and green robes.[22][30] Rydia of Final Fantasy IV, Garnet Til Alexandros XVII and Eiko Carol of Final Fantasy IX, and Yuna of Final Fantasy X are identified as Summoners,[25] though there is usually also a strong White Mage element to the character. In some games that lacked Summoners, various means of equipping the summon ability are provided. In Final Fantasy III, the lower-class name for a Summoner is Evoker.[4] Notable recurring "Summons" include Ifrit, Shiva, Ramuh, Bahamut, and Odin. It should be noted that Bravely Default's summoned beasts are an entirely new set with none of the recurring ones appearing in this case.
Summoners have appeared in:
Final Fantasy III[4] Final Fantasy IV (Rydia)[6] Final Fantasy V[30] Final Fantasy VI (any character can become a Summoner by equipping Espers)[20] Final Fantasy VII (any character can become a Summoner by equipping materia)[24] Final Fantasy VIII[31] Final Fantasy IX (Garnet Til Alexandros XVII and Eiko Carol)[25] Final Fantasy X (Yuna)[25] Final Fantasy XI[22] Final Fantasy XII[32] Final Fantasy XIII (Eidolons live within the brands of the l'Cie who summon them, and each l'Cie has an Eidolon unique only to him or her) Final Fantasy Tactics[16] Final Fantasy Tactics Advance Final Fantasy XIV: A Realm Reborn (Summons become available after defeating them. They are represented much smaller, and act as pets in combat.) Bravely Default: Flying Fairy Time Mage[edit] See also: Chronomancy The Time Mage (時魔道士 Tokimadōshi?) is a specialized wizard with the ability to manipulate the space-time continuum so as to speed up, slow down, or completely halt the passage of time, control celestial bodies, and influence the pull of gravity.[30] In actuality, the Japanese version specifically calls these mages "Time Mages" (時魔道士, tokimadōshi). Time Mages can typically wield rods and/or staves. They are commonly depicted wearing tall, pointed wizard hats adorned with star and moon decorations.[30]
Time Mages have appeared as playable jobs in:
Final Fantasy V[30] Final Fantasy XII: International Zodiac Job System Final Fantasy Tactics[16] Final Fantasy Tactics Advance Final Fantasy Tactics A2: Grimoire of the Rift Hataraku Chocobo Bravely Default: Flying Fairy Time magic has also appeared in:
Final Fantasy IV, Rosa is able to learn Slow and Haste as she levels up, and Rydia has learned Stop upon returning to the party. Tellah and Fusoya can also wield these spells. Final Fantasy VII, any character can cast Time Magic equipping the Time Magic Materia. Final Fantasy IX, Haste can be cast by Eiko and Slow, Stop, Demi and Meteor can be cast by Vivi. Interestingly by equipping an Emerald as Eiko's Accessory Item, her Eidolon Carbuncle, will cast Haste on the entire party rather than Reflect. Final Fantasy X, in which a variety of Time Mage spells in Tidus's section of the Sphere Grid. Final Fantasy XII, which includes seven levels of Time Magick [sic] is divided into seven levels. Final Fantasy XIII, in which the Haste spell is available to 5 of the 6 playable characters through the "Synergist" role, and 4 of the 6 playable characters have access to at least one spell from the Slow series through the "Saboteur" role. Scholar[edit] Scholar (学者 Gakusha?) is a magic-based class introduced in Final Fantasy III, which use 'books', physical weapons with element-based damage and which are equally powerful from the front or back rows. In the original version of Final Fantasy III, Scholars can check an enemy's hit points or weakness. In the Nintendo DS remake, they can cast low level Black and White Magic spells, the effects of any items they use in battle are doubled, and their "Study" ability allows them to check an enemy's hit points and weakness, as well as removing the target's buffs. In Final Fantasy XI, Scholars have access to both the curative White Mage spells and the elementally powerful Black Mage spells, but do not have access to most of the enfeebling or enhancing spells from either job's spell line (although many of these can be acquired depending on the sub-job selected). They have spells that influence the weather effect that a character is under, and can cast powerful elemental "Damage Over Time" (DOT) spells that inflict small amounts of damage over regular intervals for a period of time. They also build up "charges" which are used to power effects that cause spells to be cast more efficiently or more powerfully. While books cannot be equipped in Final Fantasy XI, the book theme from Final Fantasy III is retained, as a book appears floating before the Scholar whenever a charge is used.
In Final Fantasy Tactics A2: Grimoire of the Rift, the Scholar class is exclusive to the Nu Mou race and functions substantially differently from previous implementations. Scholars have the "Lore" ability, which allows them to cast a number of spells. Many "Lore" spells inflict a specific type of damage, such as "Ice" or "Thunder", against all units on the field, whilst other "Lore" spells include "Mad Science", which inflicts a random buff on a single target, and "Study", which reveals the target's equipment, treasure and gil. Four Heroes of Light sees a different take on this: scholars are skilled with books and learn abilities that allow them to attack an enemy's status attributes (such as attack strength and physical defense) directly.
Scholars are included as a job option for the Arcanist class in Final Fantasy XIV: A Realm Reborn, where the implementation is again very different. These Scholars, who trace their origin to the ruined city-state of Nym, are primarily a healing and support class who will rely on "fairy" pets, inspired by Aerie of Bravely Default: Flying Fairy. Scholars will focus on damage mitigation and other supportive abilities, as opposed to the "straight heals" nature of the Conjurer/White Mage.
Final Fantasy XI Final Fantasy XIV Green Mage[edit] Although inflicting negative status effects is typically the province of Black Mages and providing protective status effects is typically the province of White Mages, the Green Mage (緑魔道士 Midori Madōshi?) is occasionally a separate class specializing in both, with spells such as Protect, Shell, Sleep, Silence and Blind. They can cast single/multiple variants of spells such as "Poison", "Sleep" and "Blind" and their reversals, as well as newer effects such as "Leap" (increasing mobility). Green Magic does not include spells that cause hit point damage, with the exception of some "Damage Over Time" spells; nor does the class typically include curative spells. Like most magic users they have relatively low HP (though higher than that of a Black Mage in general) but greater attack power than other caster classes, as they wield maces and hammers. As can be expected, the typical uniform for a Green Mage is dyed green.
Green Mages or Green Magic appear in:
Final Fantasy Tactics A2: Grimoire of the Rift (exclusive to the Viera race) Final Fantasy XII (Although not technically a class, Green Magick can be acquired through the licence board) Additionally, similar classes and / or abilities are present in other games in the series:
In Final Fantasy XIII, the Saboteur role focuses on weakening enemies by applying harmful status effects with spells such as and removing beneficial status effects. Final Fantasy Tactics and its remake, Final Fantasy Tactics: The War of the Lions, include the Oracle or Mystic class, which specializes in casting negative status effects and dispelling positive ones. Final Fantasy: The 4 Heroes of Light allows characters to change to the Shaman job by wearing the Shaman crown. In this game, spells that inflict status ailments such as poison or sleep are classed as 'dark magic', which is the Shaman's specialty. Party members with the Shaman crown can use these spells for one less Action Point and can learn special abilities such as Ritual, which expends an action point to make the next Dark spell target all enemies, Hex, which expends two action points to make the next Dark spell target all enemies at increased power, and Spellbound, which prevents anyone, friend or foe, from taking actions for several turns. Sage[edit] The Sage (賢者 or セージ Kenja or Sēji?) is a combination mage who can cast both black and white magic spells, like Red Mages (and often share their drawbacks of smaller magic point pools and / or lower magical stats than black or white mages). Unlike Red Mages, however, Sages eschew physical combat in favor of increased spellcasting proficiency, and while they tend to have better magic stats and maximum MP than Red Mages, they are also usually restricted to light armor and weak weapons such as staves, wands and occasionally maces.
Sages appear in:
Final Fantasy III, in which they can cast any black, white or summon spell. In the original Famicon version, they have the highest MP growth of any class, and their stat growth rates match the higher of the two rates for the Devout and Magus jobs, and they cast the same version of Summon spells as the Summoner job. In the DS and iOS remakes, their stats and MP growth rates are lower, particularly for higher level spells (however they still have more mid to high level MP than the Black or White Mage jobs, and more low level MP than the Devout or Magus jobs), and they cast the (random and generally weaker) Conjurer versions of Summon spells instead of the Summoner versions (which produce fixed, and generally more powerful, effects). Final Fantasy IV (Tellah the Sage can learn and use most white and black magic spells, and can even use some rather potent spells of his own in the DS version if he uses "Recall", and Fusoya the Lunarian shares a lot of characterstics of a Sage, eschewing heavy weapons and armor and casting all white and black magic spells. Both have low stats and MP compared to mages and summoners of similar levels.) Final Fantast Tactics Advance: Sages are exclusive to Nu Mou. They wield maces, and can cast the following spells with the Sagacity skill: Drain, Blind, Water, Aero, Raise, Giga Flare, Bio (a powerful poison spell) and Ultima Blow (a powerful mace attack). Final Fantasy Tactics A2: Grimoire of the Rift (Sages wield maces and share some spells with the Green Mage, White Mage and White Monk classes, as well as having some exclusive spells; the class is exclusive to the Nu Mou race. They have lower MP and magic stat growth rates than black or white mages.) Final Fantasy: the 4 Heroes of Light.: Sages have intellect stats and offensive magic skill ratings nearly as high as those of black mages, and spirit stats and recovery magic skill ratings nearly as high as those of white mages. Sages have four exclusive special abilities: Spell Again, which allows the Sage to expend all AP (action points) to cast several spells in quick succession (similar to Dualcast), Diligence and Betterment, buffs which reduce the AP cost of Black Magic and White Magic spells respectively, and Good and Evil, which summons beams of light to simultaneously heal the party and inflict heavy holy-elemental damage upon foes. The temporary party member Torte is also a Sage, however, unlike the four permanent party members, his job cannot be changed. Alchemist[edit] The Alchemist (錬金術士(精錬術士) Renkinjyutsushi (Seirenjyutsushi)?), or Chemist (薬師/アイテム士 Yakushi/Aitemushi, lit. "Dispenser/Item User") class is generally focused on consumable restorative items. In Final Fantasy V, Chemists possess the passive "Pharmacology" ability, which doubles the potency of consumable restorative items such as Potions and Ethers, and the "Drink" command, which allows a Chemist to use special drinks for personal buffs. Chemists can gain three more commands during the game: "Mix", which combines two items to generate various effects depending on the items used, "Recover", which removes debuffs from the party, and "Revive", which revives the party with a small number of health points. Final Fantasy X has Rikku's Overdrive use the "Mix" command, which mixes two items to produce a great number of offensive, defensive and restorative effects. In Final Fantasy X-2, Alchemists also possess the "Mix" command, which functions much like it does in Final Fantasy V. Alchemists can also learn abilities used through the "Stash" command, which mimic the effects of consumable restorative items without consuming them; and can learn the "Chemist", "Elementalist" and "Physicist" passive abilities, which double the potency of restorative, elemental damage and non-elemental damage items respectively. In Final Fantasy Tactics, Chemists possess the "Items" command, which makes it possible to use various consumable restorative items, and the "Throw Items" ability, which increases the range of these items. The ability to use each type of item must be learned separately. In Final Fantasy Tactics Advance and Final Fantasy Tactics A2: Grimoire of the Rift, the Alchemist job is exclusive to the Nu Mou race. Alchemists can learn powerful damaging non-elemental damage spells such as "Flare", as well as other spells, such as "Rasp" (which reduces the target's magic points), "Astra" (which prevents the next status ailment from affecting the target), "Poison" (which poisons the target), and "Toad" (which transforms the target into a toad). Final Fantasy: the 4 Heroes of Light takes the following approach: Alchemists and Chemists (called Salve Makers) are separate classes, but both deal with items. Alchemists can use attack items to great effect, can create many effects with their "Smelt" ability, change one item into another type through "Experiment", or even create an attack item mid-battle with "Forge". The Salve Maker crown deals with recovery items: characters with it can use recovery items without worrying about AP costs and can use "Dispensary" to use these items without affecting stock either. They can also use the ability "Level Serum" to raise the party's level by one for the battle and "Poison Pill" to make recovery items damage their enemies (seeq Rangers in Final Fantasy Tactics A2 have an action ability called Mirror Items which provides this effect and status ailments as well, depending on the item used).
Mixed classes[edit] These classes can use both adequate physical attacks and magic or magic-related attacks. Generally, these classes can equip heavier weapons and armor than magical classes, although their selection tends to be limited compared to that of pure physical classes.
Red Mage[edit] Red Mages (赤魔道士 Akamadōshi?) are members of a hybrid class, able to cast spells associated with either Black or White Mages, as well as wield swords. However, the jack-of-all-trades quality of their profession makes them less powerful at each individual skill than the classes which specialize in them. In general, they are only able to cast low-mid level spells,[4] but make up for this deficiency by casting more quickly. For example, they are often associated with the ability to cast two spells in a single combat round (called "Dualcast" or "Doublecast").[30] Final Fantasy XI continues this tradition by granting players who play as Red Mages a "Fast Cast" job trait, significantly shortening the period of time required to cast any magic spell. They are also able to access the special ability "Chainspell," which allows the player to both cast and recast spells instantly for a short period of time. In dress, Red Mages are usually recognizable by a distinctive red hat tipped with a white feather.[22]
Red Mages have appeared in:
Final Fantasy[2] Final Fantasy II (Scott wears a red outfit and joins with high sword skill and white and black magic spells) Final Fantasy III[4] Final Fantasy V[30] Final Fantasy VII: Crisis Core (Genesis is often considered as a Red Mage. He wields a Rapier, can cast low-mid tier magic and employ swordplay. He also wears a red coat, and his sword has the red color) Final Fantasy IX (Vivi Orunitia and Eiko Carol's trance abilities allow them to double cast black and white magic respectively, and Freya Crescent, although actually a Dragoon, wears a red hat tipped with a white feather. Non playable characters called Red Mages, donning the traditional red outfit with a hat, appear throughout the game.) Final Fantasy XI;[13] Final Fantasy XII; Final Fantasy Tactics Advance (as a Viera job class) Hataraku Chocobo Final Fantasy Tactics A2: Grimoire of the Rift (as a Viera job class) Red mages do not appear in Final Fantasy IV (DS), Final Fantasy VI, Final Fantasy VII or Final Fantasy X, although their signature "X-Magic"/"W-Magic"/"Doublecast" ability appears in all three games, and characters can use both Black and White magic in the latter two games.
Blue Mage[edit] The Blue Mage (青魔道士 Aomadōshi?) is a mage who is able to replicate the special attacks of his/her opponents.[30] The precise extent of and mechanism for this capacity differs from game to game. Most Final Fantasy games require that an enemy use the ability at least once during combat before the Blue Mage is able to use it. For example, Blue Mages in Final Fantasy V must be targeted by the ability to learn it; once the ability has been learned, however, any Blue Mage in the party may use it.[33] Strago in Final Fantasy VI does not have to be targeted by the spell, but he does have to see it in action in order to learn the spell. Players who adopt the Blue Mage job in Final Fantasy XI have a random chance to learn abilities executed during combat, by absorbing the essence of felled opponents. Typically, Blue Mages learn a variety of abilities, making them very versatile. The Final Fantasy XI incarnation is also highly skilled in swords, making them a potentially deadly melee fighter, while having an arsenal of powerful spells at their disposal which can either be damaging, enfeebling, enhancing, or healing, making the Blue Mage potentially one of the most powerful and well rounded classes in the game. Some games in the series which do not explicitly offer the Blue Mage as a job class feature abilities or characteristics generally associated with Blue Mages.
Blue Mages have appeared in:
Final Fantasy V[30] Final Fantasy VI (Strago Magus) Final Fantasy VII (any character may copy certain abilities onto an equipped "Enemy Skill" materia, and cast them as magic) Final Fantasy VIII (Quistis Trepe)[34] Final Fantasy IX (Quina Quen devours enemies to gain their abilities) Final Fantasy X (Kimahri Ronso may absorb skills via his "Lancet" ability)[25] Final Fantasy X-2 (via the Gun Mage dressphere) Final Fantasy XI: Treasures of Aht Urhgan expansion pack Final Fantasy XII (lacks Blue Mage as a formal class, but the game's "Technicks" branch of abilities include several spells typically classified as blue magic) Final Fantasy Tactics Advance (only available to humans) Final Fantasy Tactics A2: Grimoire of the Rift (Available only to humes) Geomancer[edit] Geomancers (風水士 Fūsuishi?) channel the powers of the surrounding environment;[4] therefore, their abilities differ depending on their location. If in a forest, they will attack with vines and forest animals, if in a cave with rockslides, if in a desert with quicksand, and so on. Geomancers are featured either as a class or in loose association with a character's powers. In the Japanese versions, Geomancers are "風水士 (fūsuishi)," which specifically refers to Chinese geomancy or feng shui. The signature attack of a Geomancer has been called "Terrain" (Final Fantasy III),[4] "Gaia" or "Earth" (Final Fantasy V),[35] "Elemental" (Final Fantasy Tactics) and "Geomancy" (Final Fantasy Tactics A2).[16] In the two first games, the Geomancers are depicted wearing green or blue fur-lined clothes and a fur-lined cap.[21]
They appear in:
Final Fantasy III[4] Final Fantasy V Final Fantasy VI (the moogle Mog can use dances that have similar effects to the Geomancer) Final Fantasy XI (Seekers of Adoulin expansion) Final Fantasy XII (a member of the Garif tribe is identified as a Geomancer and grants access to a sidequest later in the game) Final Fantasy Tactics[16][35] Final Fantasy Tactics A2: Grimoire of the Rift (Geomancer is a job class for the Gria race) Bard[edit] Bards (吟遊詩人 Gin'yūshijin?) use songs to cause effects, often buffing the party or debuffing the opposition via the "Sing" command.[4][12][35] They generally equip harps as weapons.[35] Some Bard incarnations, including Edward Chris von Muir from Final Fantasy IV, have the ability to "Hide" from the enemy.[6] This command is mainly used due to the Bard's low physical abilities. Bards in Final Fantasy XI have MP regeneration songs and stat boosting songs. In Final Fantasy Tactics, Bard is the only male-exclusive class available to generic units.[16] In "Final Fantasy Tactics A2: Grimoire of the Rift", the Bard job is exclusive to the Moogle Hurdy. In Final Fantasy Type-0, Deuce plays the flute in battle and acts as a bard, aiding her allies and debilitating her enemies using the melodies from her flute. Strangely, in Final Fantasy: the 4 Heroes of Light, one of the White Mage's special abilities is Hide, which is normally seen with bards.
The Bard class is seen in:
Final Fantasy III[4] Final Fantasy IV (Prince Edward Chris von Muir of Damcyan)[6] Final Fantasy V[35] Final Fantasy X-2 (does not have a Bard class, however its Songstress class combines aspects of the Bard and Dancer classes, with both a "Sing" command and a "Dance" command)[12] Final Fantasy XI[13] Final Fantasy Tactics Final Fantasy Tactics A2: Grimoire of the Rift (Only Hurdy has access to it) Final Fantasy: The 4 Heroes of Light (with separate Bard and Musician classes: bards have increased harp proficiency and musicians become stronger if a bard is one of their teammates) Final Fantasy XIV : A Realm Reborn (As a damage dealer and support mix. The bard's bow is also a harp, and can use attacks while playing songs.) Final Fantasy Type-0 (as Deuce) Beastmaster[edit] Beastmasters (魔獣使い Gin'yūshijin?) (also known as Tamer or Trainer) can control or even capture and train monsters.[35] Typically, the class wields whips. In Final Fantasy XI and Final Fantasy Tactics Advance, whips are not an available weapon type, instead, the Beastmaster classes specialize in axes and instruments, respectively.
The class (or a variation thereof) has appeared in:
Final Fantasy V[35] Final Fantasy VI (the "Fake Mustache" accessory allows Relm Arrowny to use the "Control" command in place of her usual "Sketch" command) Final Fantasy VII (any character can control certain enemies using the "Manipulate" materia) Final Fantasy X-2 Final Fantasy XI[13] Final Fantasy XIII-2 (Serah Farron has the ability to tame monsters to have them fight alongside her and Noel) Final Fantasy Tactics (the ability is adjusted for the job Mediator as learning an ability to communicate with and manipulate monsters)[16] Final Fantasy Tactics Advance (restricted to the Nu Mou race)[17] Final Fantasy Tactics A2: Grimoire of the Rift (see above) Final Fantasy: The 4 Heroes of Light (as a hidden crown: whips are not available here) Dancer[edit] Dancers (踊り子 Odoriko?) use special Dances to cause status effects or damage enemies on a battle field.[12][16] In Final Fantasy V, there are four offensive dances, each with a single effect, one of which is performed randomly when the "Dance" command is selected. In Final Fantasy VI, the "Dance" command allows Mog to perform one of eight dances, each of which causes the player to lose control of the character, who will randomly perform one of the specific dance's four special abilities each turn. In Final Fantasy Tactics, Final Fantasy Tactics A2: Grimoire of the Rift and Final Fantasy X-2, the "Dance" command allows one of several dances to be selected, each dance performs a single fixed effect. In 4 Heroes of Light, Rekoteh features as a Dancer. Like Torte, however, her class can't be changed. The Dancer crown also features increased dagger proficiency and many abilities to do with the party's Action Point scores, allowing them to recharge faster for a few rounds ("Dance" and "Perform") or provide an on-the-spot boost ("Applaud" and "Ovation") making this a potent class in that game.
The Dancer class appears in:
Final Fantasy V Final Fantasy VI (Mog possesses the "Dance" command, which functions similar to a Geomancer's abilities) Final Fantasy X-2 (no specific Dancer class, however its Songstress class combines aspects of the Bard and Dancer classes, learning both songs and dances)[12] Final Fantasy XI: WIngs of the Goddess expansion (Dancer uses TP (Tactical Points) to carry out dances which have varying effects and can be used as a front-line healer because of its restorative dances) Final Fantasy Tactics (Dancer is the only female-exclusive class available to generic units)[16] Final Fantasy Tactics A2: Grimoire of the Rift (exclusive to Penelo) Hataraku Chocobo Final Fantasy: the 4 Heroes of Light Gambler[edit] The Gambler (ギャンブラー Gyanburā?) uses a Slots system in battle. When the player selects the "Slots" command, three slots like those of a slot machine are presented on screen. Each slot is then stopped by the press of a button. Certain combinations produce beneficial effects such as healing the party or dealing great damage, or even death, to the enemies. However, this is usually balanced with combinations that have disadvantageous effects, such as reducing the party's health, or instant game over.
The Gambler class has appeared in:
Final Fantasy VI (Setzer Gabbiani)[20] Final Fantasy VII (Cait Sith's Limit Break attack features a slot machine or dice. Additionally, Tifa Lockhart's Limit Break used a slot system to determine which techniques in a string of powerful moves hit or miss) Final Fantasy VIII (Selphie Tilmitt uses "Slot" as her Limit Break[34] Final Fantasy X (Wakka's Overdrive uses slots)[25] Final Fantasy X-2 (the Lady Luck dressphere uses different Dice and Slots attacks) Final Fantasy XI (features the class Corsair, which uses a dice based game similar to Blackjack to enhance party members' proficiency in battle) Final Fantasy XII Final Fantasy Tactics Advance (the Gadgeteer class bears resemblance to the Gambler because it uses techniques that have an equal chance of affecting the party or the enemy (e.g., "Green Gear" has an equal chance of poisoning the player's party or the enemy's party). However, Gadgeteers do not use a slot system. Crisis Core: Final Fantasy VII (the "DMW" is a slot-reel system in battle; matching number or character panels can activate a variety of special effects, such as Limit Breaks and "Invincible") Gambler is also a type of enemy in Kingdom Hearts II, with similar powers and appearance.
Mime[edit] Mimes (物真似士 Monomaneshi?, lit. Mimic) can replicate the previous action of another party member with the Mimic command.[35]
They appear in many different versions throughout the series:
Final Fantasy V (Mimes can equip most types of equipment, but they are restricted to lighter weapons, such as rods, staves, knives and boomerangs. Like Freelancers, they automatically inherit most passive special abilities and all stat bonuses from other jobs the character has mastered.[35] In addition to replacing their "Fight" command with the "Mimic" command, they also sacrifice their "Item" command for an extra custom ability slot, for a total of 3, 1 more than Freelancers and 2 more than any other job in the game.) Final Fantasy VI (Gogo is a Mimic who possesses the class' signature "Mimic" command, and can be given up to three other commands)[20] Final Fantasy VII (characters equipped with the "Mime" materia can mimic the most recent action performed by another party member) Final Fantasy X (players can learn a miming move called "Copycat") Final Fantasy Tactics - The Mime has very high pre-requisites, requiring a character to gain levels in most of the game's other jobs. Mimes have the Mimic special ability, which prevents them from being controlled directly. Instead, they automatically attempt to copy the movements and commands of all other party mebers (with a small chance of failure). Movement and abilities use relative two-dimensional co-ordinates, for example, if a Black Mage casts a spell centered on a square three squares north and one square west, the Mime will cast the same spell, targeted three squares north and one square west of the Mime (as opposed to targeting the same tile). Mimes cannot Mimic certain special abilities (specifically, those restricted to character-specific special jobs), cannot engage in impossible actions (such as walking over impassable terrain, using abilities on invalid targets, or engaging in actions prohibited by status ailments), cannot mimic reaction abilities, and cannot mimic other Mimes. Mimics cannot use any equipment. Dissidia Final Fantasy (the hero representing Final Fantasy V, Bartz Klauser, uses the other player's attacks as his own, and his general appearance is based on the Mime job class) Puppet Master[edit] Puppet Masters employ a toy puppet in combat. The puppet itself can have various skills, usually from other jobs, such as Paladin, Black Mage, White Mage and Ranger. Usually these skills are modified to fit with the Puppet Theme. Puppet Master was not a specific class in any games previous to Final Fantasy XI, although some abilities and characters do fit under the basic description of Puppet Master, for example Lulu from Final Fantasy X uses a puppet toy as a weapon, and to assist in her spell casting;
Memorist[edit] The Memorist job was introduced in Final Fantasy Dimensions. Memorists are somewhat similar to Freelancers and Mimes. Memorists have two special abilities: The Memorandom command temporarily allows the Memorist to choose from a randomly selected set of four commands which the character has already unlocked by gaining levels in other jobs, and Recollect is a passive ability which allows the player to assign and distribute the Memorist's attribute points.
Reception[edit] In a review of the Final Fantasy Anthology compilation, IGN praised Final Fantasy V's "incredibly engrossing" job system.[36] The gameplay of Final Fantasy Tactics Advance was lauded for retaining elements from Final Fantasy Tactics while offering freedom to players to develop characters as they wish;[37]
However, some reviewers thought the character jobs in Final Fantasy Tactics Advance are too many and overlap one another, reaching a point where certain abilities are rendered redundant.[38]
References[edit] Jump up ^ Square Electronic Arts, ed. (1997). Final Fantasy Tactics North American instruction manual. Square Electronic Arts. pp. 13, 24. SCUS-94221. ^ Jump up to: a b c d e f g h i j k l m n o p q r s Square Enix Co., ed. (2003). Final Fantasy Origins North American instruction manual. Square Enix Co. p. 5. SLUS-01541. Jump up ^ Square Enix Co., ed. (2003). Final Fantasy Origins North American instruction manual. Square Enix Co. p. 23. SLUS-01541. ^ Jump up to: a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab Final Fantasy III Official Website. Square Enix. Retrieved February 17, 2007. ^ Jump up to: a b Square Enix Co., ed. (1999). Final Fantasy Anthology North American instruction manual. Square Enix Co. pp. 17–18. SLUS-00879GH. ^ Jump up to: a b c d e f g h i j k l m Square Electronic Arts, ed. (2001). Final Fantasy Chronicles North American instruction manual. Square Electronic Arts. pp. 6–9. SLUS-01360. ^ Jump up to: a b Square Enix Co., ed. (1999). Final Fantasy Anthology North American instruction manual. Square Enix Co. pp. 47–48. SLUS-00879GH. ^ Jump up to: a b c Square Electronic Arts, ed. (1997). Final Fantasy VII North American instruction manual. Square Electronic Arts. pp. 32–34. SCUS-94163. ^ Jump up to: a b c Square Electronic Arts, ed. (1999). Final Fantasy VIII North American instruction manual. Square Electronic Arts. pp. 24–35. SLUS-00892GH. ^ Jump up to: a b The Evolution of Final Fantasy. IGN. Retrieved February 11, 2006. Jump up ^ Square Electronic Arts, ed. (2000). Final Fantasy IX North American instruction manual. Square Electronic Arts. pp. 16–19. SLUS-01251. ^ Jump up to: a b c d e f g h i j k l Square Enix Co., ed. (2003). Final Fantasy X-2 North American instruction manual. Square Enix Co. p. 13. ^ Jump up to: a b c d e f g h i Final Fantasy XI Official Site. Playonline.com. Retrieved February 9, 2007. Jump up ^ BradyGAMES, ed. (2006). Final Fantasy XII Official Strategy Guide. DKPublishing. pp. 18–19. ISBN 0-7440-0837-9. Jump up ^ Final Fantasy XII introduces a new way to experience RPGs. CBS News. Retrieved February 11, 2006. ^ Jump up to: a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad Square Electronic Arts, ed. (1997). Final Fantasy Tactics North American instruction manual. Square Electronic Arts. pp. 24–26. SCUS-94221. ^ Jump up to: a b c d e f g h Final Fantasy Tactics Official Website Square-Enix.com. Retrieved February 18, 2007. ^ Jump up to: a b c d e f g h i j k l m Square Enix Co., ed. (1999). Final Fantasy Anthology North American instruction manual. Square Enix Co. p. 19. SLUS-00879GH. Jump up ^ Final Fantasy Origins review. IGN. Retrieved February 11, 2007. ^ Jump up to: a b c d e Square Enix Co., ed. (1999). Final Fantasy Anthology North American instruction manual. Square Enix Co. pp. 44–46. SLUS-00879GH. ^ Jump up to: a b c d e f g h i j k l Square Enix Co., ed. (1999). Final Fantasy Anthology North American instruction manual. Square Enix Co. p. 20. SLUS-00879GH. ^ Jump up to: a b c d e f g h i j k l Final Fantasy XI Official Website: Job Descriptions. PlayOnline. Retrieved February 10, 2006. Jump up ^ Knight, Sheila (2003). "Tetsuya Nomura 20s". FLAREgamer. Retrieved April 13, 2006. ^ Jump up to: a b Square Electronic Arts, ed. (1997). Final Fantasy VII North American instruction manual. Square Electronic Arts. pp. 7–11. SCUS-94163. ^ Jump up to: a b c d e f g Final Fantasy X Official Site. Square Enix.com. Retrieved February 10, 2006. Jump up ^ Terra: You're Locke, right? Edgar told me about you. Is it true you're a thief? / Locke: That's TREASURE HUNTER! (Final Fantasy VI) Jump up ^ Amarant: Listen to you. I lost to some spineless thief. / Zidane: The sly eagle doesn't kill at whim. (Final Fantasy IX) Jump up ^ BradyGAMES, ed. (2006). Final Fantasy XII Official Strategy Guide. DKPublishing. pp. 284–286. ISBN 0-7440-0837-9. Jump up ^ Square Electronic Arts, ed. (2000). Final Fantasy IX North American instruction manual. Square Electronic Arts. p. 18. SLUS-01251. ^ Jump up to: a b c d e f g h i Square Enix Co., ed. (1999). Final Fantasy Anthology North American instruction manual. Square Enix Co. p. 21. SLUS-00879GH. Jump up ^ Square Electronic Arts, ed. (1999). Final Fantasy VIII North American instruction manual. Square Electronic Arts. p. 25. SLUS-00892GH. Jump up ^ BradyGAMES, ed. (2006). Final Fantasy XII Official Strategy Guide. DKPublishing. p. 44. ISBN 0-7440-0837-9. Jump up ^ "Final Fantasy Jobs: Blue Mage". Ffcompendium.com. Retrieved 2011-12-06. ^ Jump up to: a b Square Electronic Arts, ed. (1999). Final Fantasy VIII North American instruction manual. Square Electronic Arts. p. 21. SLUS-00892GH. ^ Jump up to: a b c d e f g h i Square Enix Co., ed. (1999). Final Fantasy Anthology North American instruction manual. Square Enix Co. p. 22. SLUS-00879GH. Jump up ^ Reyes, Francesca (1999). "Final Fantasy Anthology IGN Review". PSX.IGN.com. Retrieved 27 July 2006. Jump up ^ Kasavin, Greg (2003-09-08). "Final Fantasy Tactics Advance Review". GameSpot.com. Retrieved 2007-07-24. Jump up ^ Metts, Jonathan (2003-10-13). "Final Fantasy Tactics Advance Review". Nintendoworldreport.com. Retrieved 2007-07-24. [hide] v t e Final Fantasy series Main games Final Fantasy II III IV V VI VII VIII IX X XI XII XIII XIV A Realm Reborn XV Related games Crystal Chronicles Mystic Quest Ehrgeiz Dissidia 012 The 4 Heroes of Light Dimensions Airborne Brigade Theatrhythm Artniks All the Bravest Bravely Default Second Related series Chocobo Fortune Street Kingdom Hearts Mana SaGa Tactics Films and animation The Spirits Within Unlimited Advent Children Media video games Character design Gameplay character jobs Music concerts Categories: Character classesFinal Fantasy gameplay Navigation menu Create accountLog inArticleTalkReadEditView history
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IC #3
Jun 9, 2014 19:18:13 GMT -5
Post by Tidus on Jun 9, 2014 19:18:13 GMT -5
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Or Connect Sign up Final Fantasy Wiki On the Wiki Wiki Activity Random page Videos Files Articles Directory Navigation Community Contribute Share Watchlist Random page Recent changes List of Summons Edit Talk73 15,779 PAGES ON THIS WIKI Yuna-EXMode See also: Summoned Monsters and Summon (Command) Summoned Monsters (幻獣, Genjū?, lit. "Phantom Beast") are magical creatures that can be summoned in battle. Known by many names, these creatures are powerful, and have offensive, curative or supportive effects. Summons have been a Final Fantasy series staple since Final Fantasy III.
Explanations about the absence of summons in the first two games have been given in recent games (besides the idea for summons having come after the first two games were released). According to Dissidia 012 Final Fantasy the world of Final Fantasy at one time had summons, but depending on the timeline Garland or Chaos trapped them in the Interdimensional Rift. In the 20th Anniversary edition of Final Fantasy II, Deumion can summon Holy Beasts, one of which the party fights as a Superboss.
Contents[show] List of SummonsEdit Final Fantasy III SummonsEdit
FFIII - ChocoboSummon Main article: List of Final Fantasy III Spells#Summon There are 8 levels of summons, with level 1 being Chocobo, level 2 being Shiva, and so forth down the list. Each summon has three different effects. The effects depend on which job is summoning it.
The following jobs can summon: Evoker, Summoner, and Sage. The Evoker can use the two lesser effects at random, the Summoner can use the greater effect only, and the Sage behaves differently in the different game versions.
Escape (Chocobo) Icen (Shiva) Spark (Ramuh) Heatra (Ifrit) Hyper (Titan) Catastro (Odin) Leviath (Leviathan) Bahamur (Bahamut) Final Fantasy IV EidolonsEdit
FF4PSP Mist Dragon Battle Main article: Eidolon (Final Fantasy IV) Rydia, the Summoner, can summon various monsters known as Eidolons. As a child, she can only summon a Chocobo (and Whyt in the 3D remake). As she grows up, her abilities expand and there are also hidden monsters she can summon.
In all versions preceding the Nintendo DS remake, summons were simply referred to as "Summons", and some names were different due to space constraints.
Asura - "Asura's Boon" Bahamut - "Megaflare" Bomb - "Self-Destruct", "Responsible Bomb Use" (DS) Chocobo - "Chocobo Kick" Cockatrice - "Petrifying Beak" (Note: This summon was dummied out of the US Super NES release and called Dummy). Goblin (Imp) - "Goblin Punch" Ifrit (Jinn) - "Hellfire" Leviathan (Leviatan) - "Tidal Wave" Mindflayer (Mage) - "Mind Blast" Dragon (Mist) - "Radiant Breath" Odin - "Zantetsuken" Ramuh (Indra) - "Judgment Bolt" Shiva - "Diamond Dust" Sylph - "Whispering Wind" Titan - "Gaia's Wrath" Whyt (DS only) Final Fantasy IV -Interlude-Edit All Eidolons makes a return appearance, except for Mindflayer and Whyt from the 3D remake version.
Final Fantasy IV: The After YearsEdit
FF4PSP Asura Battle With the exception of Whyt from the remake version, all of the Eidolons and their attacks are the same as in the original release. In the Gathering Tale during Planet Eater, the player must find them all again. This does not include the Chocobo or the monsters that drop their summon ability, such as the Cockatrice.
Asura - "Asura's Boon" Bahamut - "Megaflare" Bomb - "Self-Destruct" Cockatrice - "Petrifying Beak" Chocobo - "Chocobo Kick" Goblin - "Goblin Punch" Ifrit - "Hellfire" Leviathan - "Tidal Wave" Mindflayer - "Mind Blast" Dragon - "Radiant Breath" Odin - "Zantetsuken" Ramuh - "Judgment Bolt" Shiva - "Diamond Dust" Sylph - "Whispering Wind" Titan - "Gaia's Wrath" Final Fantasy V SummonsEdit
FFV Ifrit The Final Fantasy V summons are used by the Summoner job class.
There are five levels of summons:
Level 1 Summons Chocobo - "Chocobo Kick", "Fat Chocobo" Remora - "Constrict" Sylph - "Whispering Wind" Level 2 Summons Ifrit - "Hellfire" Ramuh - "Judgment Bolt" Shiva* - "Diamond Dust" Level 3 Summons Catoblepas* (Shoat) - "Demon Eye" Golem - "Earthen Wall" Titan - "Gaia's Wrath" Level 4 Summons Carbuncle* - "Ruby Light" Odin - "Zantetsuken" Syldra - "Thunderstorm" Level 5 Summons Bahamut - "Mega Flare" Leviathan - "Tsunami" Phoenix - "Flames of Rebirth" In the Advance version of the Japanese game, Eggman is a secret summon associated with the Magic Lamp. When summoned, it will use the "Egg Chop" attack.
Final Fantasy VI EspersEdit
OdinFF6 Main article: Esper (Final Fantasy VI)#List of Espers The Final Fantasy VI summons, called espers, are obtained through magicite. In the original SNES version, some names were different either due to space constraints of eight characters or Ted Woolsey's creative translations, which are in parentheses below, after the Game Boy Advance names.
Alexander (Alexandr) - "Divine Judgment" Bahamut - "Mega Flare" Bismarck (Bismark) - "Breach Blast" Cait Sith (Stray) - "Cat Rain" Carbuncle (Carbunkl) - "Ruby Light" Catoblepas (Shoat) - "Demon Eye" Crusader - "Cleansing" Fenrir - "Howling Moon" Golem - "Earth Wall" Ifrit - "Hellfire" Kirin - "Holy Aura" Lakshmi (Starlet) - "Alluring Embrace" Maduin - "Chaos Wave" Midgardsormr (Terrato) - "Abyssal Maw" Odin - "Zantetsuken" Phantom - "Ghostly Veil" Phoenix - "Flames of Rebirth" Quetzalli (Palidor) - "Sonic Dive" Ragnarok - "Metamorphose" Raiden - "Shin-Zantetsuken" Ramuh - "Judgment Bolt" Seraph (Sraphim) - "Angel Feathers" Siren - "Lunatic Voice" Shiva - "Diamond Dust" Unicorn - "Healing Horn" Valigarmanda (Tritoch) - "Tri-Disaster" Zona Seeker (ZoneSeek) - "Magic Shield" The following are espers exclusive to the Game Boy Advance port:
Cactuar - "1000 Needles" and "10000 Needles" Diabolos - "Dark Messenger" Gilgamesh - "Enkidu", "Masamune", "Excalibur" and "Excalipoor" Leviathan - "Tidal Wave" Final Fantasy VII SummonsEdit
Bahamut ff7 Main article: Summon (Final Fantasy VII) Summons are obtained by equipping Summon Materia and can only be used a limited number of times per battle, based on the Materia's level.
The Master Summon Materia allows its user to cast every summon in the game with no limit on multiple uses. Summon abilities can also be called via Cait Sith's Summon Limit Break in Slots whereupon the Summon is called MP-free and the ability name will be the Summon's name, with exception to Fat-Chocobo and Gunge Lance.
Alexander - "Judgement" Bahamut - "Mega Flare" Bahamut ZERO - "Tera Flare" Neo Bahamut - "Giga Flare" Choco/Mog - "Deathblow!!" and "Fat-Chocobo" Hades - "Black Cauldron" Ifrit - "Hellfire" Leviathan - "Tidal Wave" Knights of the Round - "Ultimate End" Kjata - "Tetra-Disaster" Odin - "Steel Bladed Sword" and "Gunge Lance" Phoenix - "Phoenix Flame" Ramuh - "Judgment Bolt" Shiva - "Diamond Dust" Titan - "Anger of the Land" Typhoon - "Disintegration" Before Crisis -Final Fantasy VII-Edit
Hades-bcffvii Hades summoned. Summons require the player to use Materia Assistance and ask for three of the same element materia from three other Turks, with the fourth being the player's own. If successful, the four materia will perform a summon.
Bahamut Hades Ifrit Leviathan Kjata Odin Ramuh Shiva Titan Typhon
Crisis Core -Final Fantasy VII-Edit
Bahamut-Fury-CCFFVII Main article: Digital Mind Wave#Summon Mode Summons are obtained by finding items, usually through missions, that unlock them in the Digital Mind Wave. There are two summon modes: Summon Mode and Chocobo Mode.
During Modulating Phase while the center reel spins, a blue star symbol will randomly fill the screen activating Summon Mode, where the portraits in the DMW change to summon portraits and the reels spin again. If three portraits match a summon will be called. All summons are non-elemental. There is a 12.5% base chance of activating the Summon Mode during a Modulating Phase as long as Zack has obtained at least one summon. Equipping Summon DMW Materia boosts the chance further.
The other summon mode is the Chocobo Mode. During Modulating Phase while the center reel spins, Chocobo Mode will have a chance of activating as long as Zack has obtained at least one creature in the reel. The two outer portraits change to one of the below characters, while the center reel continues spinning. If three portraits match a summon will be called. In certain special battles (like against Sephiroth or the final boss) the Chocobo Mode will never activate, but otherwise its base activation rate is 9.4%, which can be boosted via DMW Materia.
Just entering Summon or Chocobo Mode doesn't yet guarantee a summon will be performed. The chances depend on the emotion gauge.
Summon Reels: Ifrit - "Hellfire" Odin - "Zantetsuken" Bahamut - "Megaflare" Bahamut Fury - "Exaflare" Phoenix - "Rebirth Flame" Chocobo Mode: Cactuar - "1000 Needles" Cait Sith - "Courage Boost!" Moogle - "Moogle Power" Magic Pot - "Item Mugger" Tonberry - "Murderous Thrust" Chocobo - "Chocobo Stomp" Final Fantasy VIII Guardian ForcesEdit
FFVIII-Phoenix Main article: Guardian Force#List of GF Guardian Forces are used by junctioning them to a character. By doing so, one is also able to junction magic to a stat to enhance it, or give it elemental or status changing attributes.
It is stated in-game that long-term junctioning of Guardian Forces causes memory loss due to junctioning being controlled by the same part of the brain that controls memory.
Junctionable: Alexander - "Holy Judgment" Bahamut - "Mega Flare" Brothers - "Brotherly Love" Cactuar - "1000 Needles" Carbuncle - "Ruby Light" Cerberus - "Counter Rockets" Diablos - "Dark Messenger" Doomtrain - "Runaway Train" Eden - "Eternal Breath" Ifrit - "Hellfire" Leviathan - "Tsunami" Quezacotl - "Thunder Storm" Shiva - "Diamond Dust" Siren - "Silent Voice" Pandemona - "Tornado Zone" Tonberry - "Chef's Knife" Non-junctionable: Angelo - "Angelo Rush", "Angelo Cannon", "Angelo Strike", "Angelo Recover", "Invincible Moon", "Angelo Reverse", "Angelo Search", "Wishing Star" Although technically Angelo is not a Guardian Force, she does have a GF card. She is actually part of Rinoa's Limit Break. Odin - "Zantetsuken" Gilgamesh - "Zantetsuken", "Masamune", "Excalibur", "Excalipoor" Phoenix - "Rebirth Flame" Boko - "ChocoFire", "ChocoFlare", "ChocoMeteor", "ChocoBocle" Mini Mog - "Moogle Dance" Moomba - "MoombaMoomba" Additionally, Griever is a hostile Guardian Force, and Tiamat is a former Guardian Force corrupted by Ultimecia's power.
Final Fantasy IX EidolonsEdit
FFIX Fenrir Main article: Eidolon (Final Fantasy IX)#List of Summonable Eidolons In Final Fantasy IX summons are referred to as eidolons whom only Dagger and Eiko are able to summon, because they are members of a tribe of summoners from Madain Sari. They learn summons by equipping jewels and mastering the skill of summoning that eidolon.
Eidolons have both short and long summon sequences, the latter being more powerful. Eiko can equip Add-ons to change the properties of her eidolons' summon attacks, and Dagger's Trance changes her Summon command to the Eidolon command, that has a random chance to re-summon a short version of the eidolon attack during the battle for zero MP cost and the summon will reappear in intervals to repeatedly damage the enemy until a new eidolon is summoned, or until Dagger exits Trance.
Dagger's Summons: Ramuh - "Judgement Bolt" Ifrit - "Flames of Hell" Shiva - "Diamond Dust" Atomos - "G-Force 199" Odin - "Zantetsuken" Leviathan - "Tsunami" Bahamut - "Mega Flare" Ark - "Eternal Darkness" Eiko's Summons: Fenrir & Titan - "Terrestrial Rage" and "Millennial Decay" Phoenix - "Rebirth Flame" Carbuncle - "Ruby Light", "Diamond Light", "Emerald Light" and "Pearl Light" Madeen - "Terra Homing" Alexander also makes an appearance in an FMV, but cannot be summoned in-game.
Final Fantasy X AeonsEdit
Ff10-shiva Main article: Aeon (Final Fantasy X)#List of Aeons Aeons help summoners perform their pilgrimage. Unlike in previous installments, aeons can be controlled as a character in combat. The summoned aeon replaces the party members until defeated or dismissed. Yuna is the only playable character with the ability to summon aeons. Five of the game's aeons are obtained during the game's story and the other three are optional.
Valefor - "Sonic Wings", "Energy Ray" and "Energy Blast" Ifrit - "Meteor Strike" and "Hellfire" Ixion - "Aerospark" and "Thor's Hammer" Shiva - "Heavenly Strike" and "Diamond Dust" Bahamut - "Impulse" and "Mega Flare" Yojimbo - "Daigoro", "Kozuka", "Wakizashi" and "Zanmato" Anima - "Pain" and "Oblivion" The Magus Sisters - "Passado", "Camisade", "Razzia" and "Delta Attack" Additionally, Braska's Final Aeon is fought as part of the endgame. Final Fantasy XI AvatarsEdit
Titan (FFXI) See also: Avatar Only Summoners and players with Summoner as a support job can summon avatars. There are three distinct types of summonable avatar: Terrestrial Avatars, Celestial Avatars, and Elemental Spirits. When summoned, avatars will stay and fight by the Summoner's side until released, but the Summoner must consume a steady flow of MP to perpetuate the avatar. Avatars are weak melee attackers, but can use powerful Blood Pact abilities on a shared timer.
Alexander and Odin have become available as avatars while under the effect of Astral Flow. To obtain Alexander and Odin, the full Treasures of Aht Urhgan mission line must be completed, and the player must complete a quest for each avatar. Odin produces an instant death or a % of health to a boss; Alexander boosts defense and magic defense. While the rest of the avatars are capable of meleeing in battle as the Summoner's minion, Alexander and Odin are typically only available for one effect every hour.
Terrestrial Avatars: Carbuncle Fenrir Diabolos Phoenix1 Bahamut1 Celestial Avatars: Ifrit Titan Leviathan Garuda Shiva Ramuh Alexander Odin 1These Avatars cannot be summoned by player characters.
Elemental SpiritsEdit Commonly known as spirits or elementals, these are summonable versions of the elementals commonly found throughout Vana'diel. The only in-game reference to them as a group is on the Summoner relic armor, where they are referred to as Elemental Avatars. There is a spirit for each of the eight elements in Final Fantasy XI.
Unlike the other avatars, spirits do not have Blood Pact abilities. Instead, a spirit will cast spells based on its element with a frequency dependent on the Summoner's summoning magic skill and the elements of the day and weather. E.g., Fire Spirit will cast spells more frequently on Firesday or during a hot spell, but less frequently on Watersday or in the rain.
Starting at level 50, Summoners can absorb MP from their summoned spirit using Elemental Siphon; the effectiveness depends on the current day and weather.
Air Spirit Dark Spirit Earth Spirit Fire Spirit Ice Spirit Light Spirit Thunder Spirit Water Spirit Final Fantasy XII EspersEdit
Ffxii espers ultima See also: Esper (Final Fantasy XII) In Final Fantasy XII, summons are known as Espers, also referred to as "Scions" in the in-game mythology. All of them, bar Shemhazai, reference enemies and summons from a previous Final Fantasy game, and each of them represents a sign of the Zodiac.
There are thirteen available Espers. Five are obtained in the main story and the other eight, represented in italics, are found through sidequests. Espers require Mist Charges equal to their level to summon.
Level One EspersEdit Belias, the Gigas (Tomb of Raithwall). Mateus, the Corrupt (Stilshrine of Miriam). Adrammelech, the Wroth (Zertinan Caverns, in Athroza Quicksands, closest from Ozmone Plain). Zalera, the Death Seraph (Barheim Passage, obtain the Barheim Key in the Dalmasca Estersand). Level Two EspersEdit Shemhazai, the Whisperer (Giruvegan). Hashmal, Bringer of Order (Pharos at Ridorana). Cúchulainn, the Impure (Garamsythe Waterway, complete "Lost in the Pudding" and use the key to reach Cúchulainn). Zeromus, the Condemner (Stilshrine of Miriam, obtain the Stone of the Condemner from the Acolyte on Mt. Bur-Omisace after defeating Judge Magister Bergan). Exodus, the Judge-Sal (Mosphoran Highwaste, after the Salika Gate is fixed, solve the floatweed puzzle). Level Three EspersEdit Famfrit, the Darkening Cloud (Pharos at Ridorana, fought alongside Doctor Cid). Chaos, Walker of the Wheel (Necrohol of Nabudis, must defeat Fury and Humbaba Mistant). Ultima, the High Seraph (Giruvegan, Great Crystal). Zodiark, Keeper of Precepts (Henne Mines, command at least ten other Espers, finish all Jahara based hunts and speak to Geomancer Yugelu in Jahara). Final Fantasy XII: Revenant Wings EspersEdit
Leviathan RW See also: Esper (Revenant Wings) In Final Fantasy XII: Revenant Wings, a total of 51 Espers are available on the Ring of Pacts, which is the most summons any game in the series has had. There are four main elements, one in each corner of the ring, with additional areas for non-elemental and holy-elemental Espers arranged between the four sections. Each element, bar holy, has melee, ranged and flying summons. Each of these areas has three ranks, with rank I being the weakest and rank III being the strongest. While the ranks are a hierarchy of strength, they do not form a sequence, i.e. rank II and III Espers can be acquired regardless of whether "related" lower rank Espers are owned or not.
Melee Espers are strong against ranged ones, ranged against flying, and flying against melee. Some Espers, mainly the Scions from Final Fantasy XII, must be defeated in battle before becoming available on the Ring of Pacts save the rank II Scion Cúchulainn. The Espers of Revenant Wings act as party members in battle, and multiple instances of each can exist on the battlefield at any given time, bar rank III Espers.
While almost all of the thirteen Scions from the original game return as Espers in Revenant Wings, Adrammelech and Zeromus are absent. The Ring of Pacts is almost symmetrical, but lacks a Rank III thunder-elemental Esper to mirror Famfrit's position in the water section, and as the thunder-elemental scion in Final Fantasy XII, Adrammelech would have been ideal for that position.
Non-Elemental SummonsEdit Non-Elemental summons have no weakness or resistance. They also tend to have no special attacks either. They are best used when you are fighting a group of enemies with different weaknesses. However, the game's most powerful summons are also non-elemental.
Melee Summons
Rank 1 Alraune Chocobo Rank 2 Tonberry Rank 3 Odin Gilgamesh Ranged Summons
Rank 1 Sylph Rank 3 Zalera Zodiark Flying Summons
Rank 1 Garchimacera Rank 2 Diabolos Rank 3 Bahamut Fire SummonsEdit Fire summons are weak against water summons. They are strong against earth summons, and some water summons.
Melee Summons
Rank 1 Djinn Rank 2 Balasa Rank 3 Ifrit Ranged Summons
Rank 1 Salamander Rank 2 Lamia Rank 3 Belias Flying Summons
Rank 1 Bomb Rank 2 Wyvern Rank 3 Chaos Water SummonsEdit Water summons are mainly weak against thunder summons, while some are weak against fire. They are strong against fire summons, and some thunder summons.
Melee Summons
Rank 1 Sahagin Rank 2 Cúchulainn Rank 3 Leviathan Ranged Summons
Rank 1 Shivan Rank 2 Shivar Rank 3 Shiva Famfrit Flying Summons
Rank 1 Aquarius Rank 2 Siren Rank 3 Mateus Thunder SummonsEdit Thunder summons are mainly weak against earth summons, while some are weak against water. They are strong against water summons.
Melee Summons
Rank 1 Remora Rank 2 Ixion Rank 3 Shemhazai Ranged Summons
Rank 1 Quetzalcoatl Rank 2 Sagittarius Rank 3 Tiamat Flying Summons
Rank 1 Ramih Rank 2 Raiden Rank 3 Ramuh Earth SummonsEdit Earth summons are weak against fire summons. They are strong against thunder summons.
Melee Summons
Rank 1 Goblin Rank 2 Golem Rank 3 Titan Ranged Summons
Rank 1 Cactoid Rank 2 Cu Sith Rank 3 Hashmal Flying Summons
Rank 1 Gnoam Rank 2 Atomos Rank 3 Exodus Holy SummonsEdit Holy summons generally have no offensive capabilities. Instead, they can only heal your party members with their attacks. Ultima's special attack, though, does damage to the enemies.
Ranged Summons
Rank 1 White Hare Rank 2 Carbuncle Rank 3 Ultima Final Fantasy XIII EidolonsEdit
Ff13-summon-hopealexander “The summoned. The salvation of the ill-fated l'Cie.” —Game Trailer Main article: Eidolon (Final Fantasy XIII)#List of Eidolons Eidolons are are a unique embodiment of what lies inside each l'Cie's heart and can transform during their Gestalt Mode. Eidolons are sent by the Goddess Etro when a l'Cie falters on their conviction, and the l'Cie must best the Eidolon in battle to gain the ability to summon it. L'Cie draw the power to summon their Eidolon from their eidolith. Eidolons are summoned in battle via expending Technical Points and after the summon is over, the party will have been restored to full health.
Odin, a horned warrior who can transform into a horse; summoned by Lightning. Shiva, twin sisters identified as Nix and Stiria who can combine into a motorcycle; summoned by Snow. Hecatoncheir, a many-armed creature who can transform into a mech; summoned by Vanille. Brynhildr, a fiery Valkyrie who can transform into a sports car; summoned by Sazh. Alexander, an armored king who can transform into an immobile fortress; summoned by Hope. Bahamut, a bipedal dragonoid who can transform into a flying dragon; summoned by Fang. In the event of Pompa Sancta appear representations of Eidolons of Pulse and Cocoon: Pulse Eidolons:
Ifrit Ragnarok Cocoon Eidolons:
Siren Ramuh Valefor
Final Fantasy XIV PrimalsEdit
FFXIV Summoner Artwork Main article: Primal Recurring summons of the series appear as primals, and play an important role on the game's plot. Each one is linked to a certain Beastman race, and each one has its own plans with them. The summoning process uses a massive amount of Crystals and Shards of the same kind used by crafters. The summoning of primals is not available to players.
Primals currently in the game (and their associated beast tribes) include:
Ifrit (Amalj'aa) Titan (Kobolds) Garuda (Ixal) Leviathan (Sahagin) Odin (no affiliation) Ramuh (primal of the Sylphs) is also part of the game's lore, but cannot yet be encountered by players. A dragon that has been confirmed to be Midgardsormr appears during the opening CG. Many other Final Fantasy summons, including Diabolos, can be encountered as bosses in various dungeons and trials.
Main article: Arcanist (Final Fantasy XIV) The Arcanist job can summon their pets to battle. The summon abilities are altered depending on what Soul Crystal, if any, the player has equipped. By default, Summon summons Emerald Carbuncle. As a Summoner, it summons Garuda-Egi after a certain quest has been completed. As a Scholar, it summons the faerie Eos. By default, Summon II summons Topaz Carbuncle. As a Summoner, it summons Titan-Egi after a certain quest has been completed. As a Scholar, it summons the faerie Selene. Exclusive to Summoners, Summon III summons Ifrit-Egi.
Though not classified a traditional summon, an Adventurer's Chocobo can be summoned to fight along side them, regardless of the Adventurer's class, and controlled in a manner akin to an Arcanist's summons. Final Fantasy XVEdit Summons will be featured in this title, but will have to be defeated to be used. The 2011 trailer confirms the command "Summon", but any further details are unknown as far as what summons will be included. Higher rank summons are stated to be larger in size. The E3 2013 trailer showed the main character fighting Leviathan.
Final Fantasy Tactics SummonsEdit
FFT Ramuh Main article: Summoner (Tactics)#Summon Magic/Summon Only Summoners and units equipped with the Summon command can summon. Summons are bought by using acquired Job Points, except for Zodiark, which has to be cast on the Summoner to learn it.
Moogle - "Moogle Charm" Shiva - "Glacial Shards" Ramuh - "Judgment Bolt" Ifrit - "Infernal Blaze" Titan - "Gaia's Wrath" Golem - "Earthen Wall" Carbuncle - "Ruby Light" Bahamut - "Megaflare" Odin - "Obliteration" Leviathan - "Tidal Wave" Salamander - "Wyrmfire" Sylph - "Whispering Wind" Faerie - "Fey Light" Lich - "Descending Darkness" Cyclops - "Climactic Fear" Zodiark - "Darkening Cloud" Additionally, the boss Elidibus can summon Midgardsormr.
Final Fantasy Tactics Advance Summons and TotemaEdit
Carbuncle Main article: Summoner (Tactics Advance)#Summon Magic There are two different types of summons: The viera Summoners, who can summon a creature to deal damage, and the Totema, whom everyone can summon.
Viera summoners can summon the following summon creatures:
Unicorn Ifrit Ramuh Shiva Kirin Carbuncle Phoenix Madeen Moogle Animists can randomly summon one of the eight viera Summoner creatures using the Friend ability. Because the summon is random, the targets may be damaged or healed depending on who is called.
See also: Totema All characters are able to summon a Totema once they have acquired 10 Judge Points. Unlike Illusionists' Phantasm Skills, Totema attacks never miss their target. To summon a Totema, Marche Radiuju and his clan must defeat the different Totemas in the storyline.
Each race has its own Totema to summon:
Famfrit, the Totema of the Moogles. Ultima, the Totema of the Nu Mou. Adrammelech, the Totema of the Bangaa. Exodus, the Totema of the Viera. Mateus, the Totema of the Humans. Final Fantasy Tactics A2: Grimoire of the Rift Summons and ScionsEdit
TA2Belias Main article: Summoner (Tactics A2)#Summoning Magick Again, there are two types of summons: the viera Summoners, who can summon some of the recurring summon creatures of the series to deal damage, heal or grant buffs in an area, or the Scions, whom anyone can summon upon equipping the Scion's corresponding accessory.
Viera can summon the following summon creatures:
Unicorn Ifrit Ramuh Shiva Kirin Carbuncle Phoenix Maduin Moogle Animists can randomly summon one of the eight viera Summoner creatures using the ability Friend. Because the summon is random, the spell can either damage or heal targets on either team.
Main article: Scion#List of Scions Characters can summon the Espers from Final Fantasy XII, now named Scions, using their Smash Gauge. They must equip the Scion's correspondent accessory to summon him, and each Scion can only be summoned once per battle. Scions have the widest range of effects, from dealing elemental damage or status ailments to the enemy, to healing the party, or even to attempt to defeat both sides.
Belias Chaos Zalera Zeromus Hashmal Ultima Exodus Cúchulainn Shemhazai Adrammelech Famfrit Mateus Zodiark Crystal Defenders EspersEdit
Crystalguardians screen wiiware Ifrit summoned into battle in the WiiWare version. Once per wave, players have the option of using crystals to summon a powerful Esper who can aid a party by dealing damage to monsters, or granting units with beneficial effects. Espers cannot be summoned if a party does not possess at least six crystals, or three in the case of W3.
W1 EspersEdit Phoenix: Summon the spirit beast Phoenix for the cost of five crystals to double the party's attack power and range for the duration of one wave. Ramuh: Summon the gigas Ramuh for the cost of five crystals to deal damage to all monsters and lower their speed for the duration of one wave. W2 EspersEdit Ifrit: Summon the gigas Ifrit for the cost of five crystals to deal damage to all monsters in an area. Carbuncle: Summon the sprite Carbuncle for the cost of five crystals to nullify resistances of all monsters in an area. W3 EspersEdit Chocobo: Summon a herd of Chocobos for the cost of two crystals to deal damage to all monsters in the area. The damage caused is low. Unicorn: Summon the spirit beast Unicorn for the cost of five crystals to double your party's attack power and speed for the duration of one wave. Final Fantasy Type-0 EidolonsEdit
Type-0Diablos See also: Eidolon (Type-0) Summons in Final Fantasy Type-0 are known as Eidolons and are categorized by six primary classes, and in each class are stronger incarnations of that Eidolon.
Ifrit Class Ifrit Firebrand Rubicante Vulcan Calamity Ignis Golem Class Golem Gigas Troll Ogre Titan M-Golem Shiva Class Shiva Shankara M-Shiva Odin Class Odin Grimnir Diabolos Class Diabolos Balberith Astaroth Bahamut Class Bahamut Bahamut-K Bahamut-0 There are also immensely powerful Eidolons known as Grand Eidolons (秘匿大軍神, Hitoku Dai Kunshin?, lit. "Confidential War Gods") mentioned in the story.
Alexander Ramuh Leviathan Knights of the Round Final Fantasy Crystal Chronicles: My Life as a Darklord MonstersEdit
Little Pirate (My Life as a Darklord) Main article: List of Final Fantasy Crystal Chronicles: My Life as a Darklord Summons For her attempt at world conquest, Mira has taken up the art of Summoning, calling monsters and apparitions resembling certain heroes of Final Fantasy IV: The After Years and Final Fantasy Crystal Chronicles: My Life as a King to defend her tower.
Abaddon Ahriman Behemoth Bomb Chimera Coeurl Death Knight Gigas Goblin Kain Little Pirate Minion Mu Ochu Palom Shade Scorpion Sphere Tentacle Bravely Default SummonsEdit
Main article: Summons (Bravely Default) Summons can be used by the Summoner and Conjurer job classes, and through their respective skillsets Summoning and Invocation. Summoners casts unblockable offensive magic of a specific element, while Conjurers can use summons to increase their stats in battle.
Girtablulu Hresvelgr Ziusudra's Sin Promethean Fire Deus Ex Susano-o Final Fantasy Dimensions SummonsEdit
Main article: Eidolon (Dimensions)#List of Eidolons Eidolons can be summoned by Summoners and by characters equipped with "Summon LV" ability. The Eidolons are divided in different levels, and the summoner can only summon Eidolons up to the level they have learned. The player initially starts with only one summon, but more can be found during progress.
Level 1
Sylph Chocobo Level 2
Ramuh Titan Level 3
Shiva Ifrit Level 4
Phoenix Odin Level 5
Unicorn Leviathan Level 6
Alexander Diabolos Level 7
Argy Bahamut Dissidia Final Fantasy SummonstonesEdit
DFFMagicPot2 Magic Pot summoned. Main article: Summon (Dissidia)#Summons List Forty summons appear in Dissidia Final Fantasy. Summons can be equipped prior to fighting and are represented by red orbs over the player's health bar. Some summons have two appearances: one for their "Auto" version, and one for their normal version.
The "Auto" version acts on a condition, usually a Brave Break or HP Attack, while normal versions must be triggered by pressing Dissidia Circle Button and Dissidia R Button. The normal version is more powerful than the "Auto" one when numerical values are at stake.
Ifrit Shiva Ramuh Carbuncle Magic Pot Demon Wall Magus Sisters Odin Phoenix Alexander Leviathan Bahamut Chocobo Moogle Mandragora Bomb Asura Titan Atomos Iron Giant Cactuar Tonberry Malboro Ultros Typhoon Deathgaze Behemoth PuPu Lich Marilith Kraken Tiamat Scarmiglione Cagnazzo Barbariccia Rubicante Gilgamesh Ultima Weapon Omega Shinryu Dissidia 012 Final Fantasy SummonstonesEdit
Dissidia 12 Lunar Ray Giant Of Babil Giant of Babil summoned. Main article: Summon (Dissidia 012)#Summons List All forty summons return in Dissidia 012 Final Fantasy, and eight new summons are added.
Brynhildr Calcabrina Syldra Ultima Land Worm Hecatoncheir Giant of Babil Zalera
Final Fantasy Airborne Brigade Summon StonesEdit
Odin Brigade Main article: List of Final Fantasy Airborne Brigade Summon Stones The summons are divided between Espers and Legends. Espers are recurring Summoned Monsters from the Final Fantasy series, and Legends are characters from the series, using their signature attacks when summoned to battle. Final Fantasy All the Bravest SummonsEdit The summons in Final Fantasy All the Bravest are character specific.
Bahamut (Summoner) Mist Dragon (Rydia) Titan (Krile) Odin (Krile) Madeen (Eiko) Valefor (Yuna) Final Fantasy: Unlimited SummonsEdit
Gun Dragon Gun Dragon. Main article: Magun#Unlimited Summons By using the power of the Magun and loading the appropriate soil, the main character Kaze can summon a whole host of summons. With his partner, Moogle, he can even upgrade some summons.
Atomos Bismarck Gun Dragon Ifrit Ixion (also Ixion Type-ZERO) Meteor Master Moogle Odin Phoenix (also Giga-Phoenix) Shiva Titan Typhoon Summons by other characters in Unlimited include:
SwordDragon, summoned by Makenshi and Madoushi. KigenDragon summoned by Lisa Pacifist. Unlimited: After SummonsEdit Main article: Magun#Unlimited: After Summons Alexander Anima Hades Knights of the Round Raiden Tri-Disaster [show]v · e · d Summons [show]v · e · d Magic Categories: Summons Lists Add category
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