Knight - Cover
Master - Chance to counter-attack
Ninja - Bonus gil after fights
White Wiz - Bonus healing with 'used' equipment and items
Black Wiz - Bonus damage with 'used' equipment
Red Wiz - Chance to counter-spell
Knight - Cover
Master - Chance to counter-attack
Ninja - Bonus gil after fights
White Wiz - Bonus healing with 'used' equipment and items
Black Wiz - Bonus damage with 'used' equipment
Red Wiz - Chance to counter-spell
Nice thread. I think I will copy it for the FF3 forum.
Fighter - Heart: Dispel negative status on self if another party member becomes afflicted with the same status
Knight - Cover
Thief - Smoke Bomb: escape from battle w/ 100% success
Ninja - Ninja Vanish: chance to evade increases with % of your life an attack would take off
Monk - Counter
Black Belt - Combination: When an attack deals over 200% of an enemy's remaining life the Black Belt will perform a second attack against another enemy.
Red Mage - Tactician: chance to not use charge on spell cast
Red Wizard - Jack of All Trades: using a physical attack increases effectiveness of next spell cast, and vice versa.
White Mage - Healing touch: Healing effects increased by 50% on targets in critical condition
White Wizard - Phoenix: Revives and restores all party members when KOed.
Black Mage - Drain Energy: killing an enemy without using a spell restores a spell charge (random level)
Black Wizard - Magic Mastery: Cast Level 3 and lower spells for free
>>Am willing to change opinions based on data<<
Yes, in the original it does nothing.
>>Am willing to change opinions based on data<<
Doesn't the Thief start with higher luck than other classes in the original?
Lots of characters start with lots of stats. Due to poor programing only a handful of them are actually relevant to the games mechanics.
>>Am willing to change opinions based on data<<
In the case of running, however, the luck stat does function properly, and is combined with the status of the character two slots below the person trying to run. So, if you put your thief in slot 1 or 2, maybe he does have a better run chance.
NES Version Only usable in combat.
Fighter~ Charge. Take a turn then the next deal 3x damage. (Any less in games always makes if feel like it's nto worth it to me.)
Knight~ Heal. Cures everyone a little bit without using a magic charge.
Monk~ Counter-attack
Master~ Combo. Attacks two enemies doing 75% of the master's damage to each.
Theif~ Mug. Steals items while attacking.
Ninja~ Evade. Increasing parties evasion for two turns.
Red Mage~ Swap. Lowers either magic or attack power to raise the other for the fight.
Red Wizard~ Tact: chance to not use charge on spell cast
White Mage~ Cleanse. Cures a status effect.
White Wizard~ Clarity. Next healing spell cast is 2x
Black Mage~ Weak. Enemy takes more physical damage.
Black Wizard~ Focus. Next spell cast is 2x.
...
Black Mage: ability to also be a Fighter.
White Mage: ability to also be a Fighter.
Red Mage: ability to also be a Fighter.
Black Belt: ability to also be a Fighter.
Thief: ability to also be a Fighter.
Fighter: heck yeah, Fighter.