Squire | ||
Special Command | Requirements | |
Basic Skill | Initial Class | |
The Squire is the base fighting class - A building block on the way to physical prowess. The Squire's abilities are pretty much basic, without much flare and specialty. A good class to start out with, and move on from. Nothing too special that you'd want to keep for a real long time. |
Chemist | ||
Special Command | Requirements | |
Item | Initial Class | |
The Chemist is a support/magic sort of character. Used mainly as a healer, the Chemist class lacks slightly in Physical strength. However, the ability to heal allies more than makes up for it. Chemist is a base class for powerful magic. |
Knight | |||
Special Command | Requirements | ||
Battle Skill | Squire | Level 2 | |
The Knight is a powerful offensive class, capable of equiping some of the better armors and weapons. This class' skills are based on breaking enemy equipment and messing up enemy status. A pretty good class, if you're fighting humans. The pure physical ability makes this class good versus monsters, as well. |
Priest | |||
Special Command | Requirements | ||
White Magic | Chemist | Level 2 | |
Priests, or "White Mages", are healers. First and foremost. Without proper healing, your team will be totally doomed. The Priest often works well in cooperation with the Item, or Black Magic skill. Giving a Priest Black Magic makes him far more offensive and useful, but it really takes away from his magical resources. |
Archer | |||
Special Command | Requirements | ||
Charge | Squire | Level 2 | |
Archers excel at using long range weapons. They have rather poor defenses, however, due to their inability to equip many good bits of armor. This class is a great class for the beginning of the game, when long range is key, but it gradually loses it's worth. In addition, the Charge abilities take too long to even be of a lot of use. The lower level Charges, however, can be useful at the beginning of the game. |
Wizard | |||
Special Command | Requirements | ||
Black Magic | Chemist | Level 2 | |
Wizards, or "Black Mages", use Black Magic to destroy most everything in their path. Although they have poor attack and defense ratings, Black Mages can attack from afar with their magic. Also, if things get real sticky, Black mages work great with White Magic or Item abilities, if anyone needs emergency healing. However, like the Priest, using both magics cuts down on how much MP the Wizard can devout to his real purpose - Destroying stuff. |
Thief | |||
Special Command | Requirements | ||
Steal | Archer | Level 2 | |
Thieves are like under-equipped Knights. With a cool side. Stealing. One of the funnest challenges in Final Fantasy Tactics is to see what you can pilfer from your idiot foes. Thieves really aren't great as fighters or magicians, but they make up for it with their ability to steal and disarm their enemies. It's like a Knight's skill, but you're actually keeping the stuff you nick. Cool, huh? |
Time Mage | |||
Special Command | Requirements | ||
Time Magic | Wizard | Level 2 | |
Simply put, Time Mages mess with Time and Space. They speed you up, slow baddies down, and... stuff. Not at all much of an attacker, Time Mages are more for support only. They only have one offensive spell, after all, and that thing takes ages to get. Let alone cast. Anyway, a Time Mage's true worth lies in his "Short Charge" ability. That thing rules. It cuts Charging time quite a bit. Very useful. All and all, only use these guys to get Short Charge, learn few spells, and then move on to better things. The skills you learn from these guys can be used well by any class, since you don't really need magical power. |
Monk | |||
Special Command | Requirements | ||
Punch Art | Knight | Level 2 | |
Monks are physical fighters, that's all there is to it. Their magical abilities really are not good at all. However, these guys are strong. They can do as much damage with their fists than Ramza can with a sword. Pretty strong. And the Punch Arts they learn are great. Long range, short range, healing, killing. Everything. |
Oracle | |||
Special Command | Requirements | ||
Yin Yang Magic | Priest | Level 2 | |
Oracles, like Time Mages, are entirely status-oriented Mages. These guys specialize more in Paralzying and Brave Dropping, rather than Haste and Slow. Also, these guys actually make pretty nice fighters. For mages, anyway. This is thanks to their ability to equip poles and rods. |
Geomancer | |||
Special Command | Requirements | ||
Elemental | Monk | Level 3 | |
Geomancers use the life of the planet against their foes. Meaning, depending on where you are, the spells your Geomancers will use varies. Geomancers are also pretty good fights, with the ability to use swords and knifes. All in all, an okay class. |
Mediator | |||
Special Command | Requirements | ||
Talk Skill | Oracle | Level 2 | |
Mediators are talkers, negotiators. Yet, at the same time, they can kick mega butt when they want to. Outfitted with the ability to use Guns, and the chance to learn the "Equip Gun" ability, Mediators are great people to have around. They can shoot from long range, as well as invite non-human enemies to your party. |
Lancer | |||
Special Command | Requirements | ||
Jump | Thief | Level 3 | |
Lancers are Dragon Knights who are excellent Spear-handlers. They jump long distances to give their foes the old run-through with their weapons. Like Knights, Lancers have awesome HP, as well as good-armor equipability. When learning Jump moves, just get the longest jumps you can - Don't worry about picking up the shorter jumps. |
Summoner | |||
Special Command | Requirements | ||
Summon Magic | Time Mage | Level 2 | |
Summoners are Mages that call on Magical Beasts from other worlds. These are potentially the most powerful magic spells, yet take quite a while to summon. However, the best thing about Summons is that they will not hurt members of the Summoner's team, and they span over a pretty long distance. Summoners are pretty weak defensively, though. |
Bard | |||
Special Command | Requirements | ||
Sing | Mediator | Level 4 | |
Summoner | Level 4 | ||
Character must be male | |||
Bards are magical characters who use Music to assist the party. These guys aren't too useful beyond that. The Sing ability is an excellent (and quite easy) ability to master and equip on more powerful class, since it's quite useful in many cases. The "Last Song" ability is simply class. |
Dancer | |||
Special Command | Requirements | ||
Dance | Lancer | Level 4 | |
Geomancer | Level 4 | ||
Character must be female | |||
Dancers are like female offensive Bards. Instead of assisting the party, they cause havoc within the enemy lines. Basically, they're Bards with reversed abilities. Like with the Bard, master Dance and stick it on a better class. |
Samurai | |||
Special Command | Requirements | ||
Draw Out | Monk | Level 4 | |
Lancer | Level 2 | ||
Knight | Level 3 | ||
Samurai's are comparible to magical knights. This class uses Katana, a form of sword. Samurai's draw magical power out of Katanas, using the spirit of the sword against the enemy. Unfortunately, sometimes this results in the destruction of the Katana. |
Ninja | |||
Special Command | Requirements | ||
Throw | Archer | Level 3 | |
Thief | Level 4 | ||
Geomancer | Level 2 | ||
Ninja's are possibly the Ultimate physical class availible. This class can equip Two Swords. That means double damage. Also, if you can't reach an enemy in one turn, you could huck a huge shuriken or magic ball at them just as easily with the Throw command. However, this class itself has many drawbacks. Such as low HP and poor defense. A good idea would be to master the Throw abilities, and get the Two Sword ability. Then, when used on more Knight-like classes, you can have two Knight Swords. Mwa ha ha. =) |
Calculator | |||
Special Command | Requirements | ||
Math Skill | Priest | Level 4 | |
Wizard | Level 4 | ||
Oracle | Level 3 | ||
Time Mage | Level 3 | ||
Calculator Mages are possibly the best class in Final Fantasy Tactics. They can take a spell, and send it flying throughout the entire playing field. Using math. O_o The only disadvantage is that your own players can get hit by the magic, if you're not that great of a Calculator. But hey, it happens. |
Mime | |||
Special Command | Requirements | ||
N/A | Squire | Level 8 | |
Chemist | Level 8 | ||
Geomancer | Level 4 | ||
Lancer | Level 4 | ||
Summoner | Level 4 | ||
Mediator | Level 4 | ||
Mime's are.... Mimes. They mimic everything other people do. A lot of work for something so simple, huh? Oh well. |