Post by Frederic Bourgault-Christie on Dec 4, 2005 16:06:55 GMT -5
The following for the moment is taken from a FFT FAQ.
C H E M I S T
*********************
"The only Job that handles recovery items."
While the other starter Job Class (Squire) is useless for 99% of the time,
the Chemist Job Class is useful 99% of the time. The Chemist Job Class is the
starting point of the Mage path (i.e. a magical based character). The
Chemist however has worse stat growth and multipliers then the Squire. But,
Chemist's have an innate Throw Item Support Ability, which is helpful, since
it is the only class that can use items (as their Primary Ability). They can
also use guns, which increases their usefulness two fold. The most essential
item to learn to use in this class would be Phoenix Down and it only costs
90 JP!! Apart from that you should definitely learn to use all the Potions,
Soft and Remedy. Auto Potion is a good reaction ability, but in order to make
it worth while you'll have to at the least sell all your Potions and buy lots
of Hi-Potions or X-Potions. Throw Item is essential if you want to make
"Item" a Secondary ability. Move-Find Item is needed to find some of the best
stuff in this game. Equip Change and Maintenance are only useful in a handful
of battles.
FB Note: Every character class can use potions and recovery items. However, many potions' full skill, such as Megaelixirs curing the whole team, require alchemical skill to use. Chemists can also use the following abilities to spontaneously mix those items or their equivalents from things they have on hand. And when a Chemist uses the items they are more effective as long as they have that learned ability.
No Prerequisites
ITEM | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Potion | 30 | 0 | 0 | 1-4/1 | Use Potion.
Hi-Potion | 200 | 0 | 0 | 1-4/1 | Use Hi-Potion.
X-Potion | 300 | 0 | 0 | 1-4/1 | Use X-Potion.
Ether | 300 | 0 | 0 | 1-4/1 | Use Ether.
Hi-Ether | 400 | 0 | 0 | 1-4/1 | Use Hi-Ether.
Elixer | 900 | 0 | 0 | 1-4/1 | Use Elixer.
Antidote | 70 | 0 | 0 | 1-4/1 | Use Antidote.
Eye Drop | 80 | 0 | 0 | 1-4/1 | Use Eye Drop.
Echo Grass | 120 | 0 | 0 | 1-4/1 | Use Echo Grass.
Maiden's Kiss | 200 | 0 | 0 | 1-4/1 | Use Maiden's Kiss.
Soft | 250 | 0 | 0 | 1-4/1 | Use Soft.
Holy Water | 400 | 0 | 0 | 1-4/1 | Use Holy Water.
Remedy | 700 | 0 | 0 | 1-4/1 | Use Remedy
Phoenix Down | 90 | 0 | 0 | 1-4/1 | Use Phoenix Down
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Auto Potion | 400 | HP Dmg. | A/1 | Use weakest available Potion.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Throw Item | 350 | Throw Items at a range of 4, regardless of Job.
Maintenance | 250 | Equipped Items cannot be Broken or Stolen.
Equip Change | 0 | Action Command used to change Equipment in Battle.
---------------+------+------------------ - - -
MOVE | JP | Effect
---------------+------+------------------ - - -
Move-Find Item | 100 | Find hidden Items after moving.
---------------+------+------------------ - - -
K N I G H T
*********************
"A master swordsman who can destroy enemies' armor."
A Knight is the next step up from a Squire in the Warrior path. This Job Class
is the perfect mix of raw power and weakening abilities. A Knight is best used
to charge in and weaken strong enemies so other units can kill (or steal
from) them easier. All of the Battle Skill abilities are useful, but ones that
stand out would be Weapon Break, Speed Break and Mind Break. The Weapon Guard
Reaction Ability is great for units that have low Brave (Item Finders), as
unlike other Reaction Abilities it's based on the equipped weapons Evade not
on the units Brave. It's also good for exposed units... Dancer... cloths all
have 50% evade... hint hint...
Prerequisite(s): Squire Lvl 2
BATTLE SKILL | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Head Break | 300 | 0 | 0 | W/1 | Destroys Helmet.
Armor Break | 400 | 0 | 0 | W/1 | Destroys Armor.
Shield Break | 300 | 0 | 0 | W/1 | Destroys Shield.
Weapon Break | 400 | 0 | 0 | W/1 | Destroys Weapon.
Magic Break | 250 | 0 | 0 | W/1 | Lowers target's MP.
Speed Break | 250 | 0 | 0 | W/1 | Lowers target's Speed.
Power Break | 250 | 0 | 0 | W/1 | Lowers target's PA.
Mind Break | 250 | 0 | 0 | W/1 | Lowers target's MA.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Weapon Guard | 200 | Weapon | NA | Use your Weapon Evade.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Equip Armor | 500 | Equip Armor regardless of Job.
Equip Shield | 250 | Equip a Shield regardless of Job.
Equip Sword | 400 | Equip a Sword regardless of Job.
---------------+------+------------------ - - -
A R C H E R
*********************
"The only Job that can handle bows and crossbows."
In my honest opinion Archers are a pretty crappy class. The Charge abilities
of an Archer are useless unless the target is extremely slow or incapacitated.
The good points of the Archer Job Class would be the fact the range of a Bow
increases with height, unlike a Gun. Also the best Bow doesn't petrify you,
unlike the best physical attacking Gun Speed Save is a great Reaction
Ability for Thieves. Concentration is a awesome Support Ability, it makes
stealing and killing so much easier.
Prerequisite(s): Squire Lvl 2
CHARGE | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Charge+1 | 100 | 0 | 0 | W/1 | Charge power of attack by +1.
Charge+2 | 150 | 0 | 0 | W/1 | Charge power of attack by +2.
Charge+3 | 200 | 0 | 0 | W/1 | Charge power of attack by +3.
Charge+4 | 250 | 0 | 0 | W/1 | Charge power of attack by +4.
Charge+5 | 300 | 0 | 0 | W/1 | Charge power of attack by +5.
Charge+7 | 400 | 0 | 0 | W/1 | Charge power of attack by +7.
Charge+10 | 600 | 0 | 0 | W/1 | Charge power of attack by +10.
Charge+20 | 1000 | 0 | 0 | W/1 | Charge power of attack by +20.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Speed Save | 800 | HP Dmg. | A/1 | Speed Up +1.
Arrow Guard | 450 | Arrow | NA | Negates Bow/Crossbow attacks.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Equip Crossbow | 350 | Equip a Crossbow regardless of Job.
Concentrate | 400 | 100% success rate with Phys. Attacks.
---------------+------+------------------ - - -
MOVE | JP | Effect
---------------+------+------------------ - - -
Jump+1 | 200 | Jump Up +1
---------------+------+------------------ - - -
M O N K
*********************
"Skilled fighters that use their bodies as weapons."
The Monk Job Class has to be one of the best in the game. Its innate Martial
Arts Support Ability makes bare-handed brawling possible and its stat growth
and multipliers are great. Monks can beat the enemy into pulp, while at the
same time healing and bringing allies back from the dead with the Chakra and
Revive abilities respectively. These reasons make having a Monk in your party
almost a necessity. Counter is probably THE Reaction Ability to have if you are
unsure on what to equip, or if you believe in eye for an eye And Hamedo,
what can I say? It basically turns an enemy turn in to your turn, bellisimo!
The Martial Arts support ability is generally useless since the only time you
would want to use fists is with a Monk, and with Monks it's built in anyway.
It's best use would be to counteract Reis' fear of equipping weapons.
Prerequisite(s): Knight Lvl 2
PUNCH ART | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Spin Fist | 150 | 0 | 0 | A/2v0 | Attack that strikes nearby units.
Repeating Fist | 300 | 0 | 0 | 1v1/1 | Random repeated attack.
Wave Fist | 300 | 0 | 0 | 3v3/1 | Projectile attack.
Earth Slash | 600 | 0 | 0 | D/8v2 | Linear Earth element attack.
Secret Fist | 300 | 0 | 0 | 1v0/1 | Causes Death Sentence on target.
Stigma Magic | 200 | 0 | 0 | A/2v0 | Purges most status ailments.
Chakra | 350 | 0 | 0 | A/2v0 | Recover some HP and MP.
Revive | 500 | 0 | 0 | 1v0/1 | Revive downed unit.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
HP Restore | 500 | Critic. | A/1 | Recover HP when made Critical.
Counter | 300 | Phys. | W/1 | Retaliate with a Phys. Attack.
Hamedo | 1200 | Phys. | W/1 | Attack before your enemy hits you.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Martial Arts | 200 | Increase damage caused by Bare Hands by 50%.
---------------+------+------------------ - - -
MOVE | JP | Effect
---------------+------+------------------ - - -
Move-HP Up | 300 | Recover some HP after moving.
---------------+------+------------------ - - -
P R I E S T
*********************
"Also known as a White Mage, a master of White (recovery) magic."
The Priest Job Class is pretty well... hmm... err... let's just say it's not
the best Job Class, but it's definitely not the worst. The Priest Job Class
could be seen as an alternative to the Chemist Job Class. It's cheaper to have
a Priest as you don't have to constantly stock recovery items. But it's easier
to use a Chemist because their actions need no charging, so you don't have to
plan things out. The worst thing about Priest's would be casting Cure 2 on a
weak unit, only for them to be killed before it's charged. All of the Priest
Job Classes spells are pretty useful with the exception of Protect, Shell and
Wall, which are hard to utilise. Priests have above average stat growth and
multipliers, especially in the HP and MP departments.
Prerequisite(s): Chemist Lvl 2
WHITE MAGIC | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Cure | 50 | 6 | 25 | 4/2v1 | Recover a little HP.
Cure 2 | 180 | 10 | 20 | 4/2v1 | Recover some HP.
Cure 3 | 400 | 16 | 15 | 4/2v2 | Recover a lot of HP.
Cure 4 | 700 | 20 | 10 | 4/2v3 | Recover heaps of HP.
Raise | 180 | 10 | 25 | 4/1 | Revive downed unit.
Raise 2 | 500 | 20 | 10 | 4/1 | Revive downed unit with full HP.
Reraise | 850 | 16 | 15 | 3/1 | Causes Reraise.
Regen | 300 | 8 | 25 | 3/2v0 | Causes Regen.
Protect | 70 | 6 | 25 | 3/2v0 | Causes Protect.
Protect 2 | 500 | 24 | 15 | 3/2v3 | Causes Protect.
Shell | 70 | 6 | 25 | 3/2v0 | Causes Shell.
Shell 2 | 500 | 20 | 15 | 3/2v3 | Causes Shell.
Wall | 380 | 24 | 25 | 3/1 | Causes Protect and Shell.
Esuna | 280 | 18 | 34 | 3/2v2 | Purges most common status ailments.
Holy | 600 | 56 | 17 | 5/1 | Holy elemental magic attack.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Regenerator | 400 | HP Dmg. | A/1 | Causes Regen.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Magic DefendUP | 400 | Greater resistance against Magic Attacks.
---------------+------+------------------ - - -
W I Z A R D
*********************
"Also known as a Black Mage, casts Black (attack) magic spells."
Wizard's are a great addition to your party. Even though Attack Magic is less
useful in Final Fantasy Tactics compared to the mainstream Final Fantasies, if
utilised well Wizards can cream the opposition, especially Monsters who
generally have a elemental weakness. All of the Wizards spells are worth while,
with exception of the Lvl. 4 elemental magic spells, which are not MP
efficient and take far too long to charge. Counter Magic is an above average
Reaction Ability, but basically ends up acting like a targeted Reflect. Magic
Attack up is a great Support Ability for all Magi.
Prerequisite(s): Chemist Lvl 2
BLACK MAGIC | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Fire | 50 | 6 | 25 | 4/2v1 | Fire elemental magic attack.
Fire 2 | 200 | 12 | 20 | 4/2v2 | Fire elemental magic attack.
Fire 3 | 480 | 24 | 15 | 4/2v3 | Fire elemental magic attack.
Fire 4 | 850 | 48 | 10 | 4/3v3 | Fire elemental magic attack.
Bolt | 50 | 6 | 25 | 4/2v1 | Lightning elemental magic attack.
Bolt 2 | 200 | 10 | 20 | 4/2v2 | Lightning elemental magic attack.
Bolt 3 | 480 | 24 | 15 | 4/2v3 | Lightning elemental magic attack.
Bolt 4 | 850 | 48 | 10 | 4/3v3 | Lightning elemental magic attack.
Ice | 50 | 6 | 25 | 4/2v1 | Ice elemental magic attack.
Ice 2 | 200 | 12 | 20 | 4/2v2 | Ice elemental magic attack.
Ice 3 | 480 | 24 | 15 | 4/2v3 | Ice elemental magic attack.
Ice 4 | 850 | 48 | 10 | 4/3v3 | Ice elemental magic attack.
Poison | 150 | 6 | 34 | 4/2v2 | Causes Poison.
Frog | 500 | 12 | 20 | 3/1 | Causes Frog.
Death | 600 | 24 | 10 | 4/1 | Causes Dead.
Flare | 900 | 60 | 15 | 5/1 | Magic attack.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Counter Magic | 800 | Magic | S/S | Retaliate with identical spell.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Magic AttackUP | 400 | Increase damage caused by Magic Attacks by 33%.
---------------+------+------------------ - - -
T I M E M A G E
*********************
"A user of Time magic, which controls time and space."
The Time Mage Job Class is one of the better classes, but it is probably close
to being the best when equipped as a Secondary Ability. The best spells in its
arsenal would have to be Stop and Don't Move, which basically turn abilities
with high charge times from useless to useful. The Haste and Slow spells can
make or break a battle, think of it this way: The faster you are and the
slower they are, the more turns you'll get! The Critical Quick Reaction Ability
is best used on a unit with healing abilities (Chemists, Monks, Priests and
Samurai) so they can prevent certain doom. MP Switch is great for MP heavy
units such as Summoners and other Magi. Short Charge is also great for Magi,
but sadly doesn't work on Archers, Lancers, Bards and Dancers Teleport is a
risky Move Ability, but can pay off if you are lucky and not too greedy. I
myself would prefer to equip Move+3, Fly or Ignore Height to increase movement.
Prerequisite(s): Wizard Lvl 2
TIME MAGIC | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Haste | 100 | 8 | 50 | 3/2v0 | Causes Haste.
Haste 2 | 550 | 30 | 15 | 3/2v3 | Causes Haste.
Slow | 80 | 8 | 50 | 3/2v0 | Causes Slow.
Slow 2 | 520 | 30 | 15 | 3/2v3 | Causes Slow.
Stop | 330 | 14 | 15 | 3/2v0 | Causes Stop.
Don't Move | 100 | 10 | 34 | 3/2v1 | Causes Don't Move.
Float | 200 | 8 | 50 | 4/2v1 | Causes Float.
Reflect | 300 | 12 | 50 | 4/1 | Causes Reflect.
Quick | 800 | 24 | 25 | 4/1 | Boost effected unit's CT to 100.
Demi | 250 | 24 | 17 | 4/2v1 | Damage equal to 1/4 target's Max HP.
Demi 2 | 550 | 50 | 12 | 4/2v3 | Damage equal to 1/2 target's Max HP.
Meteor | 1500 | 70 | 8 | 4/4v3 | Strong magic attack.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Critical Quick | 700 | Critic. | A/1 | Boost unit's CT to 100.
MP Switch | 400 | HP Dmg. | NA | MP is lost instead of HP.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Short Charge | 800 | Charge Time is shortened.
---------------+------+------------------ - - -
MOVE | JP | Effect
---------------+------+------------------ - - -
Teleport | 600 | Move anywhere, may fail if you move too far.
Float | 540 | Causes permanent Float.
---------------+------+------------------ - - -
S U M M O N E R
*********************
"Calls forth powerful monsters to attack enemies."
The Summoner Job Class is a step up from a Wizard (Black Mage) or a Priest
(White Mage). Its spells are stronger, have a wider range and cannot hurt your
units or heal your enemies. However these spells are generally more MP
draining and charge heavy. But this is offset by the Class' high MP stat growth
and multiplier, and the Half of MP Support Ability which is probably essential
for Summoners. Also the wide range of the Summons makes the Charge time less of
a problem. A Summoner is basically the games only Red Mage with a variety
of heal, support and attack spells. If you want a Mage in your party, this is
probably the one to have... or a Calculator.
Prerequisite(s): Time Mage Lvl 2
SUMMON MAGIC | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Moogle | 110 | 8 | 50 | 4/3v2 | Recover some HP (allies).
Shiva | 200 | 24 | 25 | 4/3v2 | Ice elemental damage (foes).
Ramuh | 200 | 24 | 25 | 4/3v2 | Lightning elemental damage (foes).
Ifrit | 200 | 24 | 25 | 4/3v2 | Fire elemental damage (foes).
Titan | 220 | 30 | 20 | 4/3v2 | Earth elemental damage (foes).
Golem | 500 | 40 | 34 | Blue | Absorbs some Phys. Damage (allies).
Carbunkle | 350 | 30 | 25 | 4/3v2 | Causes Reflect (allies).
Bahamut | 1200 | 60 | 10 | 4/4v3 | Strong magic attack (foes).
Odin | 900 | 50 | 12 | 4/4v3 | Strong magic attack (foes).
Leviathan | 850 | 48 | 12 | 4/4v3 | Water elemental damage (foes).
Salamander | 820 | 48 | 12 | 4/3v2 | Fire elemental damage (foes).
Silf | 400 | 26 | 20 | 4/3v2 | Causes Silence (foes).
Fairy | 400 | 28 | 25 | 4/3v2 | Recover a lot of HP (allies).
Lich | 600 | 40 | 12 | 4/3v2 | Darkness elemental damage (foes).
Cyclops | 1000 | 62 | 12 | 4/3v2 | Strong magic attack (foes).
Zodiac | Lore | 99 | 10 | 4/4v3 | Very strong magic attack (foes).
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
MP Restore | 400 | Critic. | A/1 | Recover MP when made Critical.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Half of MP | 900 | Use half the MP when casting Magic.
---------------+------+------------------ - - -
T H I E F
*********************
"This crafty character can steal money and items from the enemy."
Thieves are an essential addition to your battle party. They basically are
fast knights that instead of destroying, take from the rich and give to the
poor! Their speed and movement are only matched by Ninjas and Mimes, while the
rest of their stat growth and multipliers are pretty mediocre. Because of that,
and the fact Stealing is based on speed, Ninjas are better Thieves then Thieves
are. And once supported by a Time Mage, they are unmatched in their
pick-pocketing skillz. All of their abilities are worth while learning, with
the exception of Caution. Steal Heart is great, as Charm is a far less erratic
Confuse type status ailment. Catch and Secret Hunt are your tickets to getting
lots of rare items, but you have to battle High Level Ninjas and Monsters
respectively to make them work.
Prerequisite(s): Archer Lvl 2
STEAL | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Gil Taking | 10 | 0 | 0 | 1v1/1 | Steal Gil from enemy.
Steal Heart | 150 | 0 | 0 | 3/1 | Causes Charm.
Steal Helmet | 350 | 0 | 0 | 1v1/1 | Steal a Helmet from an enemy.
Steal Armor | 450 | 0 | 0 | 1v1/1 | Steal Armor from an enemy.
Steal Shield | 350 | 0 | 0 | 1v1/1 | Steal a Shield from an enemy.
Steal Weapon | 600 | 0 | 0 | 1v1/1 | Steal a Weapon from an enemy.
Steal Accessry | 500 | 0 | 0 | 1v1/1 | Steal an Accessory from an enemy.
Steal Exp | 250 | 0 | 0 | 1v1/1 | Steal Exp. from a unit.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Caution | 200 | HP Dmg. | A/1 | Causes Defend action command.
Gilgame Heart | 200 | HP Dmg. | A/1 | Gain as much Gil as you lost HP.
Catch | 200 | Throw | NA | Catch a thrown item and keep it.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Secret Hunt | 200 | When you kill a Monster, you will Poach it.
---------------+------+------------------ - - -
MOVEMENT | JP | Effect
---------------+------+------------------ - - -
Move+2 | 520 | Move Up +2
Jump+2 | 480 | Jump Up +2
---------------+------+------------------ - - -
M E D I A T O R
*********************
"A mysterious warrior who can charm enemies into changing sides."
I personally think Mediators are great, but you only need one at the most. They
have an innate Monster Talk Support Ability, but are so weak you would probably
only want to equip Talk Skill as a Secondary Ability. All of their abilities
are generally useful but erratic. Finger Guard is useless, as there aren't
enough enemy Mediators in the game to make it worth while. Equip Gun is great,
especially for Magi with a magical Gun.
Prerequisite(s): Oracle Lvl 2
TALK SKILL | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Invitation | 100 | 0 | 0 | 3v3/1 | Causes Invitation on enemies.
Persuade | 100 | 0 | 0 | 3v3/1 | Drops enemy unit's CT to 0.
Praise | 200 | 0 | 0 | 3v3/1 | Boost Brave up by +4.
Threaten | 200 | 0 | 0 | 3v3/1 | Drops Brave down by -20.
Preach | 200 | 0 | 0 | 3v3/1 | Boost Faith up by +4.
Solution | 200 | 0 | 0 | 3v3/1 | Drops Faith down by -20.
Death Sentence | 500 | 0 | 0 | 3v3/1 | Causes Death Sentence.
Negotiate | 100 | 0 | 0 | 3v3/1 | Talk the enemy into giving you Gil.
Insult | 300 | 0 | 0 | 3v3/1 | Causes Beserk.
Mimic Daravon | 300 | 0 | 0 | 3v3/1 | Causes Sleep.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Finger Guard | 300 | Word S. | NA | Negate Word Skill actions.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Equip Gun | 750 | Equip a Gun regardless of Job.
Train | 450 | Causes Invitation on enemies when they are Critical.
Monster Talk | 100 | Use Word Skill on Monsters regardless of Job.
---------------+------+------------------ - - -
C H E M I S T
*********************
"The only Job that handles recovery items."
While the other starter Job Class (Squire) is useless for 99% of the time,
the Chemist Job Class is useful 99% of the time. The Chemist Job Class is the
starting point of the Mage path (i.e. a magical based character). The
Chemist however has worse stat growth and multipliers then the Squire. But,
Chemist's have an innate Throw Item Support Ability, which is helpful, since
it is the only class that can use items (as their Primary Ability). They can
also use guns, which increases their usefulness two fold. The most essential
item to learn to use in this class would be Phoenix Down and it only costs
90 JP!! Apart from that you should definitely learn to use all the Potions,
Soft and Remedy. Auto Potion is a good reaction ability, but in order to make
it worth while you'll have to at the least sell all your Potions and buy lots
of Hi-Potions or X-Potions. Throw Item is essential if you want to make
"Item" a Secondary ability. Move-Find Item is needed to find some of the best
stuff in this game. Equip Change and Maintenance are only useful in a handful
of battles.
FB Note: Every character class can use potions and recovery items. However, many potions' full skill, such as Megaelixirs curing the whole team, require alchemical skill to use. Chemists can also use the following abilities to spontaneously mix those items or their equivalents from things they have on hand. And when a Chemist uses the items they are more effective as long as they have that learned ability.
No Prerequisites
ITEM | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Potion | 30 | 0 | 0 | 1-4/1 | Use Potion.
Hi-Potion | 200 | 0 | 0 | 1-4/1 | Use Hi-Potion.
X-Potion | 300 | 0 | 0 | 1-4/1 | Use X-Potion.
Ether | 300 | 0 | 0 | 1-4/1 | Use Ether.
Hi-Ether | 400 | 0 | 0 | 1-4/1 | Use Hi-Ether.
Elixer | 900 | 0 | 0 | 1-4/1 | Use Elixer.
Antidote | 70 | 0 | 0 | 1-4/1 | Use Antidote.
Eye Drop | 80 | 0 | 0 | 1-4/1 | Use Eye Drop.
Echo Grass | 120 | 0 | 0 | 1-4/1 | Use Echo Grass.
Maiden's Kiss | 200 | 0 | 0 | 1-4/1 | Use Maiden's Kiss.
Soft | 250 | 0 | 0 | 1-4/1 | Use Soft.
Holy Water | 400 | 0 | 0 | 1-4/1 | Use Holy Water.
Remedy | 700 | 0 | 0 | 1-4/1 | Use Remedy
Phoenix Down | 90 | 0 | 0 | 1-4/1 | Use Phoenix Down
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Auto Potion | 400 | HP Dmg. | A/1 | Use weakest available Potion.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Throw Item | 350 | Throw Items at a range of 4, regardless of Job.
Maintenance | 250 | Equipped Items cannot be Broken or Stolen.
Equip Change | 0 | Action Command used to change Equipment in Battle.
---------------+------+------------------ - - -
MOVE | JP | Effect
---------------+------+------------------ - - -
Move-Find Item | 100 | Find hidden Items after moving.
---------------+------+------------------ - - -
K N I G H T
*********************
"A master swordsman who can destroy enemies' armor."
A Knight is the next step up from a Squire in the Warrior path. This Job Class
is the perfect mix of raw power and weakening abilities. A Knight is best used
to charge in and weaken strong enemies so other units can kill (or steal
from) them easier. All of the Battle Skill abilities are useful, but ones that
stand out would be Weapon Break, Speed Break and Mind Break. The Weapon Guard
Reaction Ability is great for units that have low Brave (Item Finders), as
unlike other Reaction Abilities it's based on the equipped weapons Evade not
on the units Brave. It's also good for exposed units... Dancer... cloths all
have 50% evade... hint hint...
Prerequisite(s): Squire Lvl 2
BATTLE SKILL | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Head Break | 300 | 0 | 0 | W/1 | Destroys Helmet.
Armor Break | 400 | 0 | 0 | W/1 | Destroys Armor.
Shield Break | 300 | 0 | 0 | W/1 | Destroys Shield.
Weapon Break | 400 | 0 | 0 | W/1 | Destroys Weapon.
Magic Break | 250 | 0 | 0 | W/1 | Lowers target's MP.
Speed Break | 250 | 0 | 0 | W/1 | Lowers target's Speed.
Power Break | 250 | 0 | 0 | W/1 | Lowers target's PA.
Mind Break | 250 | 0 | 0 | W/1 | Lowers target's MA.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Weapon Guard | 200 | Weapon | NA | Use your Weapon Evade.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Equip Armor | 500 | Equip Armor regardless of Job.
Equip Shield | 250 | Equip a Shield regardless of Job.
Equip Sword | 400 | Equip a Sword regardless of Job.
---------------+------+------------------ - - -
A R C H E R
*********************
"The only Job that can handle bows and crossbows."
In my honest opinion Archers are a pretty crappy class. The Charge abilities
of an Archer are useless unless the target is extremely slow or incapacitated.
The good points of the Archer Job Class would be the fact the range of a Bow
increases with height, unlike a Gun. Also the best Bow doesn't petrify you,
unlike the best physical attacking Gun Speed Save is a great Reaction
Ability for Thieves. Concentration is a awesome Support Ability, it makes
stealing and killing so much easier.
Prerequisite(s): Squire Lvl 2
CHARGE | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Charge+1 | 100 | 0 | 0 | W/1 | Charge power of attack by +1.
Charge+2 | 150 | 0 | 0 | W/1 | Charge power of attack by +2.
Charge+3 | 200 | 0 | 0 | W/1 | Charge power of attack by +3.
Charge+4 | 250 | 0 | 0 | W/1 | Charge power of attack by +4.
Charge+5 | 300 | 0 | 0 | W/1 | Charge power of attack by +5.
Charge+7 | 400 | 0 | 0 | W/1 | Charge power of attack by +7.
Charge+10 | 600 | 0 | 0 | W/1 | Charge power of attack by +10.
Charge+20 | 1000 | 0 | 0 | W/1 | Charge power of attack by +20.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Speed Save | 800 | HP Dmg. | A/1 | Speed Up +1.
Arrow Guard | 450 | Arrow | NA | Negates Bow/Crossbow attacks.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Equip Crossbow | 350 | Equip a Crossbow regardless of Job.
Concentrate | 400 | 100% success rate with Phys. Attacks.
---------------+------+------------------ - - -
MOVE | JP | Effect
---------------+------+------------------ - - -
Jump+1 | 200 | Jump Up +1
---------------+------+------------------ - - -
M O N K
*********************
"Skilled fighters that use their bodies as weapons."
The Monk Job Class has to be one of the best in the game. Its innate Martial
Arts Support Ability makes bare-handed brawling possible and its stat growth
and multipliers are great. Monks can beat the enemy into pulp, while at the
same time healing and bringing allies back from the dead with the Chakra and
Revive abilities respectively. These reasons make having a Monk in your party
almost a necessity. Counter is probably THE Reaction Ability to have if you are
unsure on what to equip, or if you believe in eye for an eye And Hamedo,
what can I say? It basically turns an enemy turn in to your turn, bellisimo!
The Martial Arts support ability is generally useless since the only time you
would want to use fists is with a Monk, and with Monks it's built in anyway.
It's best use would be to counteract Reis' fear of equipping weapons.
Prerequisite(s): Knight Lvl 2
PUNCH ART | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Spin Fist | 150 | 0 | 0 | A/2v0 | Attack that strikes nearby units.
Repeating Fist | 300 | 0 | 0 | 1v1/1 | Random repeated attack.
Wave Fist | 300 | 0 | 0 | 3v3/1 | Projectile attack.
Earth Slash | 600 | 0 | 0 | D/8v2 | Linear Earth element attack.
Secret Fist | 300 | 0 | 0 | 1v0/1 | Causes Death Sentence on target.
Stigma Magic | 200 | 0 | 0 | A/2v0 | Purges most status ailments.
Chakra | 350 | 0 | 0 | A/2v0 | Recover some HP and MP.
Revive | 500 | 0 | 0 | 1v0/1 | Revive downed unit.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
HP Restore | 500 | Critic. | A/1 | Recover HP when made Critical.
Counter | 300 | Phys. | W/1 | Retaliate with a Phys. Attack.
Hamedo | 1200 | Phys. | W/1 | Attack before your enemy hits you.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Martial Arts | 200 | Increase damage caused by Bare Hands by 50%.
---------------+------+------------------ - - -
MOVE | JP | Effect
---------------+------+------------------ - - -
Move-HP Up | 300 | Recover some HP after moving.
---------------+------+------------------ - - -
P R I E S T
*********************
"Also known as a White Mage, a master of White (recovery) magic."
The Priest Job Class is pretty well... hmm... err... let's just say it's not
the best Job Class, but it's definitely not the worst. The Priest Job Class
could be seen as an alternative to the Chemist Job Class. It's cheaper to have
a Priest as you don't have to constantly stock recovery items. But it's easier
to use a Chemist because their actions need no charging, so you don't have to
plan things out. The worst thing about Priest's would be casting Cure 2 on a
weak unit, only for them to be killed before it's charged. All of the Priest
Job Classes spells are pretty useful with the exception of Protect, Shell and
Wall, which are hard to utilise. Priests have above average stat growth and
multipliers, especially in the HP and MP departments.
Prerequisite(s): Chemist Lvl 2
WHITE MAGIC | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Cure | 50 | 6 | 25 | 4/2v1 | Recover a little HP.
Cure 2 | 180 | 10 | 20 | 4/2v1 | Recover some HP.
Cure 3 | 400 | 16 | 15 | 4/2v2 | Recover a lot of HP.
Cure 4 | 700 | 20 | 10 | 4/2v3 | Recover heaps of HP.
Raise | 180 | 10 | 25 | 4/1 | Revive downed unit.
Raise 2 | 500 | 20 | 10 | 4/1 | Revive downed unit with full HP.
Reraise | 850 | 16 | 15 | 3/1 | Causes Reraise.
Regen | 300 | 8 | 25 | 3/2v0 | Causes Regen.
Protect | 70 | 6 | 25 | 3/2v0 | Causes Protect.
Protect 2 | 500 | 24 | 15 | 3/2v3 | Causes Protect.
Shell | 70 | 6 | 25 | 3/2v0 | Causes Shell.
Shell 2 | 500 | 20 | 15 | 3/2v3 | Causes Shell.
Wall | 380 | 24 | 25 | 3/1 | Causes Protect and Shell.
Esuna | 280 | 18 | 34 | 3/2v2 | Purges most common status ailments.
Holy | 600 | 56 | 17 | 5/1 | Holy elemental magic attack.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Regenerator | 400 | HP Dmg. | A/1 | Causes Regen.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Magic DefendUP | 400 | Greater resistance against Magic Attacks.
---------------+------+------------------ - - -
W I Z A R D
*********************
"Also known as a Black Mage, casts Black (attack) magic spells."
Wizard's are a great addition to your party. Even though Attack Magic is less
useful in Final Fantasy Tactics compared to the mainstream Final Fantasies, if
utilised well Wizards can cream the opposition, especially Monsters who
generally have a elemental weakness. All of the Wizards spells are worth while,
with exception of the Lvl. 4 elemental magic spells, which are not MP
efficient and take far too long to charge. Counter Magic is an above average
Reaction Ability, but basically ends up acting like a targeted Reflect. Magic
Attack up is a great Support Ability for all Magi.
Prerequisite(s): Chemist Lvl 2
BLACK MAGIC | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Fire | 50 | 6 | 25 | 4/2v1 | Fire elemental magic attack.
Fire 2 | 200 | 12 | 20 | 4/2v2 | Fire elemental magic attack.
Fire 3 | 480 | 24 | 15 | 4/2v3 | Fire elemental magic attack.
Fire 4 | 850 | 48 | 10 | 4/3v3 | Fire elemental magic attack.
Bolt | 50 | 6 | 25 | 4/2v1 | Lightning elemental magic attack.
Bolt 2 | 200 | 10 | 20 | 4/2v2 | Lightning elemental magic attack.
Bolt 3 | 480 | 24 | 15 | 4/2v3 | Lightning elemental magic attack.
Bolt 4 | 850 | 48 | 10 | 4/3v3 | Lightning elemental magic attack.
Ice | 50 | 6 | 25 | 4/2v1 | Ice elemental magic attack.
Ice 2 | 200 | 12 | 20 | 4/2v2 | Ice elemental magic attack.
Ice 3 | 480 | 24 | 15 | 4/2v3 | Ice elemental magic attack.
Ice 4 | 850 | 48 | 10 | 4/3v3 | Ice elemental magic attack.
Poison | 150 | 6 | 34 | 4/2v2 | Causes Poison.
Frog | 500 | 12 | 20 | 3/1 | Causes Frog.
Death | 600 | 24 | 10 | 4/1 | Causes Dead.
Flare | 900 | 60 | 15 | 5/1 | Magic attack.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Counter Magic | 800 | Magic | S/S | Retaliate with identical spell.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Magic AttackUP | 400 | Increase damage caused by Magic Attacks by 33%.
---------------+------+------------------ - - -
T I M E M A G E
*********************
"A user of Time magic, which controls time and space."
The Time Mage Job Class is one of the better classes, but it is probably close
to being the best when equipped as a Secondary Ability. The best spells in its
arsenal would have to be Stop and Don't Move, which basically turn abilities
with high charge times from useless to useful. The Haste and Slow spells can
make or break a battle, think of it this way: The faster you are and the
slower they are, the more turns you'll get! The Critical Quick Reaction Ability
is best used on a unit with healing abilities (Chemists, Monks, Priests and
Samurai) so they can prevent certain doom. MP Switch is great for MP heavy
units such as Summoners and other Magi. Short Charge is also great for Magi,
but sadly doesn't work on Archers, Lancers, Bards and Dancers Teleport is a
risky Move Ability, but can pay off if you are lucky and not too greedy. I
myself would prefer to equip Move+3, Fly or Ignore Height to increase movement.
Prerequisite(s): Wizard Lvl 2
TIME MAGIC | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Haste | 100 | 8 | 50 | 3/2v0 | Causes Haste.
Haste 2 | 550 | 30 | 15 | 3/2v3 | Causes Haste.
Slow | 80 | 8 | 50 | 3/2v0 | Causes Slow.
Slow 2 | 520 | 30 | 15 | 3/2v3 | Causes Slow.
Stop | 330 | 14 | 15 | 3/2v0 | Causes Stop.
Don't Move | 100 | 10 | 34 | 3/2v1 | Causes Don't Move.
Float | 200 | 8 | 50 | 4/2v1 | Causes Float.
Reflect | 300 | 12 | 50 | 4/1 | Causes Reflect.
Quick | 800 | 24 | 25 | 4/1 | Boost effected unit's CT to 100.
Demi | 250 | 24 | 17 | 4/2v1 | Damage equal to 1/4 target's Max HP.
Demi 2 | 550 | 50 | 12 | 4/2v3 | Damage equal to 1/2 target's Max HP.
Meteor | 1500 | 70 | 8 | 4/4v3 | Strong magic attack.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Critical Quick | 700 | Critic. | A/1 | Boost unit's CT to 100.
MP Switch | 400 | HP Dmg. | NA | MP is lost instead of HP.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Short Charge | 800 | Charge Time is shortened.
---------------+------+------------------ - - -
MOVE | JP | Effect
---------------+------+------------------ - - -
Teleport | 600 | Move anywhere, may fail if you move too far.
Float | 540 | Causes permanent Float.
---------------+------+------------------ - - -
S U M M O N E R
*********************
"Calls forth powerful monsters to attack enemies."
The Summoner Job Class is a step up from a Wizard (Black Mage) or a Priest
(White Mage). Its spells are stronger, have a wider range and cannot hurt your
units or heal your enemies. However these spells are generally more MP
draining and charge heavy. But this is offset by the Class' high MP stat growth
and multiplier, and the Half of MP Support Ability which is probably essential
for Summoners. Also the wide range of the Summons makes the Charge time less of
a problem. A Summoner is basically the games only Red Mage with a variety
of heal, support and attack spells. If you want a Mage in your party, this is
probably the one to have... or a Calculator.
Prerequisite(s): Time Mage Lvl 2
SUMMON MAGIC | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Moogle | 110 | 8 | 50 | 4/3v2 | Recover some HP (allies).
Shiva | 200 | 24 | 25 | 4/3v2 | Ice elemental damage (foes).
Ramuh | 200 | 24 | 25 | 4/3v2 | Lightning elemental damage (foes).
Ifrit | 200 | 24 | 25 | 4/3v2 | Fire elemental damage (foes).
Titan | 220 | 30 | 20 | 4/3v2 | Earth elemental damage (foes).
Golem | 500 | 40 | 34 | Blue | Absorbs some Phys. Damage (allies).
Carbunkle | 350 | 30 | 25 | 4/3v2 | Causes Reflect (allies).
Bahamut | 1200 | 60 | 10 | 4/4v3 | Strong magic attack (foes).
Odin | 900 | 50 | 12 | 4/4v3 | Strong magic attack (foes).
Leviathan | 850 | 48 | 12 | 4/4v3 | Water elemental damage (foes).
Salamander | 820 | 48 | 12 | 4/3v2 | Fire elemental damage (foes).
Silf | 400 | 26 | 20 | 4/3v2 | Causes Silence (foes).
Fairy | 400 | 28 | 25 | 4/3v2 | Recover a lot of HP (allies).
Lich | 600 | 40 | 12 | 4/3v2 | Darkness elemental damage (foes).
Cyclops | 1000 | 62 | 12 | 4/3v2 | Strong magic attack (foes).
Zodiac | Lore | 99 | 10 | 4/4v3 | Very strong magic attack (foes).
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
MP Restore | 400 | Critic. | A/1 | Recover MP when made Critical.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Half of MP | 900 | Use half the MP when casting Magic.
---------------+------+------------------ - - -
T H I E F
*********************
"This crafty character can steal money and items from the enemy."
Thieves are an essential addition to your battle party. They basically are
fast knights that instead of destroying, take from the rich and give to the
poor! Their speed and movement are only matched by Ninjas and Mimes, while the
rest of their stat growth and multipliers are pretty mediocre. Because of that,
and the fact Stealing is based on speed, Ninjas are better Thieves then Thieves
are. And once supported by a Time Mage, they are unmatched in their
pick-pocketing skillz. All of their abilities are worth while learning, with
the exception of Caution. Steal Heart is great, as Charm is a far less erratic
Confuse type status ailment. Catch and Secret Hunt are your tickets to getting
lots of rare items, but you have to battle High Level Ninjas and Monsters
respectively to make them work.
Prerequisite(s): Archer Lvl 2
STEAL | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Gil Taking | 10 | 0 | 0 | 1v1/1 | Steal Gil from enemy.
Steal Heart | 150 | 0 | 0 | 3/1 | Causes Charm.
Steal Helmet | 350 | 0 | 0 | 1v1/1 | Steal a Helmet from an enemy.
Steal Armor | 450 | 0 | 0 | 1v1/1 | Steal Armor from an enemy.
Steal Shield | 350 | 0 | 0 | 1v1/1 | Steal a Shield from an enemy.
Steal Weapon | 600 | 0 | 0 | 1v1/1 | Steal a Weapon from an enemy.
Steal Accessry | 500 | 0 | 0 | 1v1/1 | Steal an Accessory from an enemy.
Steal Exp | 250 | 0 | 0 | 1v1/1 | Steal Exp. from a unit.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Caution | 200 | HP Dmg. | A/1 | Causes Defend action command.
Gilgame Heart | 200 | HP Dmg. | A/1 | Gain as much Gil as you lost HP.
Catch | 200 | Throw | NA | Catch a thrown item and keep it.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Secret Hunt | 200 | When you kill a Monster, you will Poach it.
---------------+------+------------------ - - -
MOVEMENT | JP | Effect
---------------+------+------------------ - - -
Move+2 | 520 | Move Up +2
Jump+2 | 480 | Jump Up +2
---------------+------+------------------ - - -
M E D I A T O R
*********************
"A mysterious warrior who can charm enemies into changing sides."
I personally think Mediators are great, but you only need one at the most. They
have an innate Monster Talk Support Ability, but are so weak you would probably
only want to equip Talk Skill as a Secondary Ability. All of their abilities
are generally useful but erratic. Finger Guard is useless, as there aren't
enough enemy Mediators in the game to make it worth while. Equip Gun is great,
especially for Magi with a magical Gun.
Prerequisite(s): Oracle Lvl 2
TALK SKILL | JP | MP | Sp | Range | Effect
---------------+------+----+----+-------+ - - -
Invitation | 100 | 0 | 0 | 3v3/1 | Causes Invitation on enemies.
Persuade | 100 | 0 | 0 | 3v3/1 | Drops enemy unit's CT to 0.
Praise | 200 | 0 | 0 | 3v3/1 | Boost Brave up by +4.
Threaten | 200 | 0 | 0 | 3v3/1 | Drops Brave down by -20.
Preach | 200 | 0 | 0 | 3v3/1 | Boost Faith up by +4.
Solution | 200 | 0 | 0 | 3v3/1 | Drops Faith down by -20.
Death Sentence | 500 | 0 | 0 | 3v3/1 | Causes Death Sentence.
Negotiate | 100 | 0 | 0 | 3v3/1 | Talk the enemy into giving you Gil.
Insult | 300 | 0 | 0 | 3v3/1 | Causes Beserk.
Mimic Daravon | 300 | 0 | 0 | 3v3/1 | Causes Sleep.
---------------+------+----+----+-------+ - - -
REACTION | JP | Trigger | Range | Effect
---------------+------+---------+-------+ - - -
Finger Guard | 300 | Word S. | NA | Negate Word Skill actions.
---------------+------+---------+-------+ - - -
SUPPORT | JP | Effect
---------------+------+------------------ - - -
Equip Gun | 750 | Equip a Gun regardless of Job.
Train | 450 | Causes Invitation on enemies when they are Critical.
Monster Talk | 100 | Use Word Skill on Monsters regardless of Job.
---------------+------+------------------ - - -