Abilities
Movement Abilities
Name | Description | JP | Job |
Move +1 | Move up +1 | 200 | Squire |
Treasure Hunter | Find hidden items after moving | 100 | Chemist |
Jump +1 | Jump up +1 | 200 | Archer |
Lifefont | Recover some HP after moving | 300 | Monk |
Teleport | Move anywhere on field. (May fail if you move too far.) | 600 | Time Mage |
Levitate | Causes permanent Float | 540 | Time Mage |
Move +2 | Move up +2 | 520 | Thief |
Jump +2 | Jump up +2 | 480 | Thief |
Ignore Weather | Negates all effects of thunder storms | 200 | Mystic |
Manafont | Recover some MP after moving | 350 | Mystic |
Ignore Terrain | Negates all move penalties cuased by terrain | 220 | Geomancer |
Lavawalking | Can move over and stop on lava | 150 | Geomancer |
Ignore Height | Jump to any height | 150 | Dragoon |
Waterwalking | Can move over and stop on water | 300 | Samurai |
Waterwalking | Negates all move penalties caused by water | 420 | Ninja |
Accrue Exp | Gain 1 EXP per square traveled | 400 | Arithmetician |
Accrue JP | Gain 2 JP per square traveled | 400 | Arithmetician |
Jump +3 | Jump up +3 | 1,000 | Dancer Dark Knight |
Fly | Height becomes inconsequential | 1,200 | Bard Dancer |
Move +3 | Move up +3 | 1,000 | Bard Dark Knight |
Reaction Abilities
Name | Description | JP | Job |
Counter Tackle | Retaliate with a dash attack. | 180 | Squire |
Auto Potion | Use weakest potion when hit. | 400 | Chemist |
Parry | Use your weapon evade. | 200 | Knight |
Adrenaline Rush | Speed Up +1. | 800 | Archer |
Archer's Bane | Negates bow/crossbow attacks. | 450 | Archer |
Critical: Recover HP | Recovers some HP when in critical. | 500 | Monk |
Counter | Retaliate with physical attack. | 300 | Monk |
First Strike | Attack before your enemy hits you. | 1,200 | Monk |
Regenerate | Causes Regen when attacked. | 400 | White Mage |
Magick Counter | Retaliate with identical spell. | 800 | Black mage |
Critical: Quick | Boosts CT to 100. | 700 | Time Mage |
Mana Shield | MP is lost instead of HP. | 400 | Time Mage |
Critical: Recover | Recover some MP when in critical. | 400 | Summoner |
Vigilance | Causes Defend action command. | 200 | Thief |
Gil Snapper | Gain Gil for every HP lost. | 200 | Thief |
Sticky Fingers | Catch and keep thrown items. | 200 | Thief |
Ear Plug | Negates effects of speechcraft. | 300 | Orator |
Absorb MP | Recover as much MP as the enemy used. | 250 | Mystic |
Nature's Wrath | Retaliate with Geomancy. | 300 | Geomancer |
Dragon Heart | Causes Reraise. | 560 | Lancer |
Bonecrusher | Counter with damage = to max. HP. | 200 | Samurai |
Shirahadori | 100% chance of evading physical attacks. | 700 | Samurai |
Vanish | Casts Invisible on self. | 900 | Ninja |
Reflexes | Increases evade. | 400 | Ninja |
Cup of Life | Excess HP is shared with allies. | 200 | Arithmetician |
Soulbind | Enemy takes half the damage given to you. | 300 | Arithmetician |
Fury | Phys. Attack Up +1. | 550 | Dancer |
Bravery Boost | Bravery Up +3. | 500 | Dancer |
Magick Boost | Mag. Attack Up +1. | 450 | Bard |
Faith Boost | Faith Up +3. | 500 | Bard |
Support Abilities
Name | Description | JP | Job |
Equip Axe | Equip an Axe, regardless of Job. | 170 | Squire |
Beastmaster | Nearby allied monsters gain abilities. | 200 | Squire |
Defend | Action command used to lessen damage from attacks. | 50 | Squire |
JP Boost | Gain 50% more JP in battle. | 250 | Squire |
Throw Items | Throw items at a range of 4, regardless of job. | 350 | Chemist |
Safeguard | Equipped items cannot be broken or stolen. | 250 | Chemist |
Reequip | Action command used to change equipment in battle. | 0 | Chemist |
Equip Heavy Armor | Equip heavy armor, regardless of Job. | 500 | Knight |
Equip Shield | Equip a shield, regardless of Job. | 250 | Knight |
Equip Sword | Equip a sword, regardless of Job. | 400 | Knight |
Equip Crossbow | Equip a Crossbow, regardless of job. | 350 | Archer |
Concentration | 100% success rate with Phys. Attacks | 400 | Archer |
Brawler | Increase damage caused by bare fists by 50%. | 200 | Monk |
Arcane Defense | Greater resistance to magick attacks. | 400 | White Mage |
Arcane Strength | Increase magick attack damage by 33%. | 400 | Wizard |
Swiftness | Charge time is shortened. | 800 | Time Mage |
Half MP | Use half the MP when casting magick. | 900 | Summoner |
Poach | Monster is automatically poached when defeated. | 200 | Thief |
Equip Gun | Equip a gun regardless of Job. | 750 | Orator |
Tame | Causes Entice on monsters when critical. | 450 | Orator |
Beast Tongue | Use speechcraft on monsters, regardless of job. | 100 | Orator |
Defense Boost | Receive 33% less damage from physical attacks. | 400 | Mystic |
Attack Boost | Increases effectiveness of physical attack damage. | 400 | Geomancer |
Equip Polearms | Equip a Polearm regardless of job. | 400 | Dragoon |
Equip Katana | Equip a Katana, regardless of job. | 400 | Samurai |
Doublehand | Hold weapon with both hands, doubling damage dealt. | 900 | Samurai |
Dual Wield | Equip two of certain weapons. | 900 | Ninja |
Exp Boost | Gain 50% more Exp in battle. | 350 | Arithmetician |
HP Boost | Raises max. HP 20%. | 2000 | Dark Knight |
Vehemence | Increase damage inflicted and received by 1.5. | 400 | Dark Knight |