=============================================================================== FINAL FANTASY DIMENSIONS Ability Mechanics FAQ by Slartifer (GameFAQs handle: Slartifer) v 2.0 August 24, 2016 =============================================================================== This FAQ compares the skills and abilities available via the Job System in as accurate and informative a manner as possible, including comparisons of damage modifiers, and statistics. v2.0 is a MAJOR UPDATE including more accurate damage formulas, stat info, and listing skill charge times, thanks in large part to research by Dark Holy Elf, as well as some new analysis. =============================================================================== TABLE OF CONTENTS =============================================================================== [0] Quick and Easy Party [1] Damage Formulas [1.1] Physical Attacks [1.2] Magical Attacks [1.3] Special Cases [2] Stats [3] Skills [4] Miscellaneous [4.1] Quick and Easy Party Explanation [4.2] Best Value Skills [4.3] Memorists [4.4] Sidequest List [4.5] Treasure Hunting [5] Help! I Can't Beat This Boss! [6] Acknowledgements & History =============================================================================== [0] QUICK AND EASY PARTY =============================================================================== For those who just want the fruits of this labour -- the strongest no-hassle party that requires little to no grinding beyond required dungeon travels, and will lubricate said travels with its strength and ease of use -- I offer the following plan. The full explanation behind these choices is in section 4.1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SOL AIGIS SARAH DUSK 7875 AP 8325 AP 6640+ AP 6900 AP Monk 20 Warrior 15 Red Mage 20 Warrior 13 Dragoon 6 Dragoon 6 White Mage ... Dragoon 6 Bard 14 Monk 20 Monk 20 Memorist ... Paladin 7 Memorist ... Memorist ... White Wind STR +20% HP +20% STR +20% Final Heaven White Wind Chain Magic White Wind Hastega Mighty Wall (White Magic) Final Heaven (Recollect) Final Heaven (Recollect) (Recollect) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NACHT GLAIVE DIANA ALBA 8645 AP 7080 AP 6795 AP 5210+ AP Red Mage 3 Warrior 13 Warrior 13 Warrior 13 Monk 17 Ranger 20 Ranger 14 Ranger 14 Dancer 20 Ninja ... Dark Knight 14 Ninja ... Ninja ... Ninja ... HP +20% STR +20% STR +20% STR +20% Cure Waltz Quick Shot Quick Shot Quick Shot Dance of Veils Misty Charge Misty Charge Misty Charge Phantom Rush Alchemy Backliner (Dual Wield) (Dual Wield) Spreadshot Last Resort (Dual Wield) (Dual Wield) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== [1] DAMAGE FORMULAS =============================================================================== The formulas given in this section may be completely accurate; if not, they are still very, very close to what the game uses. (It is harder to check on these internal calculations than it is for NES and SNES games.) The updated formulas in this version (which now account for VIT and defensive INT/MND, and have a few other tweaks) are thanks to Dark Holy Elf's research. ------------------------------------------------------------------------------- [1.1] DAMAGE FORMULAS -- PHYSICAL ATTACKS ------------------------------------------------------------------------------- BASE PHYSICAL DAMAGE = ( ( WATK * 1.2 ) - DEF ) * ( ( STR * 3.0 ) + LV ) * ( 256 - VIT ) / 4096 WATK = Attack rating of attacker's weapon, with a random adjustment of +/- 1/32 (3.125%) DEF = Total DEF of defender's armor STR = Attacker's STR LV = Attacker's LV VIT = Defender's VIT As you can see, there are three factors here: (1) weapon minus armor; (2) a strength based multiplier; and (3) a percentile reduction for vitality. The impact of VIT is small but real at greater differences. A max stats Summoner with VIT 37 will reduce incoming damage by 14%, while a max stats Monk with VIT 94 will reduce damage by 37%, before even looking at armor differences. However, at lower levels and lower stats, this effect is very, very tiny. The base damage is further multiplied by any attack-specific multipliers (for elemental weaknesses, special attack multipliers, etc.). ------------------------------------------------------------------------------- [1.2] DAMAGE FORMULAS -- MAGICAL ATTACKS ------------------------------------------------------------------------------- FOR PC ATTACKS, BASE MAGICAL DAMAGE = ( MATK / 5.0 ) * ( ( STAT * 2.0 ) + LV + 10 ) FOR ENEMY ATTACKS, BASE MAGICAL DAMAGE = ( MATK / 5.0 ) * ( ( STAT * 2.0 ) + LV + 10 ) * ( ( 256 - RES ) / 256 ) * ( ( 480 - INT - MND ) / 480 ) MATK = Attack rating of spell/ability being used STAT = Attacker's MND for healing or holy elemental attacks, INT for all others LV = Attacker's experience level RES = Defender's RES INT = Defender's INT MND = Defender's MND As you can see, there are four factors here, but the two defensive factors are ignored when PCs cast spells. (1) base spell damage; (2) a stat based multiplier; and, for enemy attacks only, (3) a percentile reduction for RES, along with (4) a percentile reduction for INT/MND. The impact of RES is very small; the highest possible RES (40, postgame-only) will reduce incoming damage by about 16%. The impact of INT/MND is also small, but real at greater differences. A max stats Monk with combined INT/MND of 23 will reduce incoming damage by 5%, while a max stats Summoner with combined INT/MND of 136 will reduce damage by 28%. However, at lower levels and lower stats, this effect is very, very tiny. Note that the stat based component of this formula is slightly weaker than it is in the physical damage formula, so mages don't benefit from high stats quite as much as fighters do. The base damage is further multiplied by any attack-specific multipliers (for elemental weaknesses, etc.). Technical note: the MATK divisor, listed as 5.0, could be anything, with spell powers adjusted accordingly. It's listed as 5 because that's how it turns out the spell power list I produced four years ago fits with the new formula. My working hypothesis right now is that it's actually 10, which might offer us such clean spell power numbers as 15 for Fire, 100 for Firaga, and 200 for Flare. The existing data is a little sloppier, but it's "close enough" and certainly adequate for ballpark comparisons of spell power. ------------------------------------------------------------------------------- [1.3] DAMAGE FORMULAS -- SPECIAL CASES ------------------------------------------------------------------------------- Shock (F-Ability) produces magic damage, and incorporates both INT and the caster's equipped weapon in the damage formula. I'm not sure of the exact formula used. It's possible it calculates two attacks, one of each type, and combines the damage; or it may run the physical attack formula with INT in place of STR. Phantom Rush (F-Ability) seems to have an additional modifier I haven't been able to figure out, which is probably related to its ability to apply racial and elemental modifiers repeatedly, when dual-wielding. White Draw restores an amount of MP based on 25% of the caster's MND stat. =============================================================================== [2] STATS =============================================================================== HP, MP, and the five basic stats are all determined based on your level and your current job. Base stats are stored for each level. These base stats are the same for all characters and come from an internal table. Then, adjustments are made for your job (these may be positive or negative) and for your job level (+1% to each stat for each job level mastered). Finally, each character receives a unique set of tiny bonuses. Abilities (like HP +20%) and equipment can further boost stats. STR, SPD, VIT, INT and MND are all capped at 255. However, you will not see those stats go above 100 without boosts from equipment or abilities, Recollect in particular. Effects of these five stats are as follows: OFFENSE: Most attacks receive a small bonus from certain stats: Physical attacks ............... STR Most magical attacks ........... INT Holy element magical attacks ... MND Healing abilities .............. MND As this is a percent-style bonus that simply augments attack damage, bonuses and penalties to them have the greatest relative impact when they are low. DEFENSE: Defending against attacks also invokes certain stats: Physical attacks ............... VIT Magical attacks ................ INT, MND The defensive bonus received for VIT is relatively small, and the bonus for INT and MND is even smaller. Additionally, the higher your physical DEF, the less damage will get through for VIT to block, so improving VIT is ironically more useful for magic-users. The reverse applies to RES and mental stats, although RES will never block much damage at all. TURN FREQUENCY: SPD directly determines how often your character gets to act. There is NO padding added to your SPD, so 80 SPD WILL actually act twice as often as 40 SPD. This FAQ previously said otherwise; the people responsible have been sacked. Haste increases your gauge speed by 50%, and Slow reduces it by 50%. This applies to charge time as well as wait time between turns. The Axel Dagger and Longinus Spear reduce charge time, only, by 1/3. All things being equal, you will get the best return out of investing in SPD to boost the frequency of your actions. But 1 SPD is not worth giving up 2 of your primary attack stat; and if your SPD is high but your attack stat is low, 1 SPD may even be worth less to you than 1 STR, INT, or MND. STR, SPD, VIT, INT, MND, have no impact on HP and MP totals. HP and MP totals are determined solely by experience level (base total), job (modifier), and job level (+1% bonus per job level). The following table summarizes stats for each job, when mastered (job level 20), at experience level 99. Stats at earlier job and experience levels are proportional. The second table lists the inherent adjustment each character receives. These adjustments are constant throughout the game and never change. ------------------------------------------------------------------------------- Job HP MP STR SPD VIT INT MND ------------------------------------------------------------------------------- Jobless 4350 425 42 41 40 25 25 Memorist 5220 510 -- -- -- -- -- Monk 8520 258 90 52 94 9 14 Warrior 8280 203 83 42 77 14 9 Paladin 7980 338 80 44 83 20 41 Dark Knight 7680 338 94 49 66 41 20 Dragoon 7500 387 77 62 74 25 22 Ranger 6900 412 76 60 49 30 34 Ninja 6480 461 71 71 54 47 26 Thief 5520 357 52 76 59 34 30 Red Mage 5220 597 47 50 47 60 60 Bard 4620 664 30 59 43 36 44 Dancer 4500 615 43 66 42 44 36 White Mage 4980 874 31 46 45 37 80 Seer 4440 892 26 46 42 35 85 Black Mage 4320 880 28 43 41 80 37 Magus 4080 904 23 43 38 85 35 Summoner 4020 923 26 41 37 68 68 ------------------------------------------------------------------------------- Character HP MP STR SPD VIT INT MND ------------------------------------------------------------------------------- Aigis +10 +10 +3 +0 +3 +1 +1 Glaive +30 +0 +4 +1 +3 +0 +0 Sol +20 +5 +3 +3 +2 +0 +0 Nacht +20 +5 +2 +5 +1 +0 +0 Dusk +6 +12 +0 +0 +0 +3 +5 Diana +4 +13 +0 +2 +0 +2 +4 Sarah +2 +14 +0 +2 +0 +3 +3 Alba +0 +15 +0 +0 +0 +5 +3 =============================================================================== [3] SKILLS =============================================================================== The following tables present information on all skills, spells, and abilities. Damage ratings listed are, in some cases, APPROXIMATE. They were all generated by running a sequence of tests, and they all line up with what I have observed in the course of playing the game. However, some skills may work differently in certain circumstances that I have not encountered; errors are possible. It is my fervent hope that this FAQ will someday be replaced by a Mechanics FAQ that gives more detailed information on how the game processes attacks. For now, however, these tables provide the only broadly comparable estimates of attack power that we have. Feedback and corrections are welcome; reach me at the GameFAQs message board. Job Abbreviations: Magic Abbreviations: Wr = Warrior Dr = Dragoon Rg = Ranger WM = White Magic Bb = Monk Ba = Bard Dk = Dark Knight BM = Black Magic Th = Thief Me = Memorist Dn = Dancer MB = Magic Blade Rm = Red Mage Pa = Paladin Ni = Ninja SM = Summon Magic Wm = White Mage Wz = Seer Bz = Magus Bm = Black Mage Su = Summoner Target abbreviations: ST = Single target MT = Multi-target (automatic; no penalty) VT = Variable target (single by default, can switch to multi at a penalty) RT = Random target for each hit AT = All targets (enemies as well as allies) The DPS column multiplies the total CT of an action, and its power (both explained below) to give an estimate of the damage over time you can get from it. It is not actually damage "per second". CT indicates that the ability has a charge time that must be completed after you have selected the command and before it will execute. Longer CTs will decrease the frequency of your turns. SPD and Haste reduce CTs just like they reduce wait time. Some abilities don't have a CT, but instead cause in delay AFTER the action executes. In these cases, the CT column is still use, but it is prepended by a >. For duration effects like songs, this generally indicates the duration. For physical attacks, damage is listed as a multiplier, where 1.00 is the damage dealt by the regular Attack command. In some cases a different formula may be used, and the multiplier I have listed may vary slightly depending on offensive or defensive factors. For magical attacks, damage is also listed as a multiplier, but as there is no "base" or "default" magical attack, I have had to triangulate on a set of numbers to use for spell power. These are probably not the internal values used by the game, but they should be pretty accurate when used to compare the damage output of different magical attacks in relative terms. For skills with multiple hits, the damage rating listed sums the average total for the entire skill. To find the damage per individual hit, divide by the (average) number of hits. I've listed spells by spell level rather AP because: - In many cases, more than one job can access the spells - In most cases, the spells can be used wtih zero AP invested - However, spell acquisition is tied to storyline progress =============================================================================== PHYSICAL ATTACKS -- SINGLE TARGET =============================================================================== AP Needed Skill MP DPS CT Dmg Tg Effects ------------------------------------------------------------------------------- 400 Wr + 0 Dr Boost Jump 10 0.76 #3.08 2.33 ST In sky (1.33) 65 Wr Bash 5 0.77 >1.10 0.85 ST Confuse 60 Rg Aim: Mouth 4 0.77 >1.10 0.85 ST Silence 200 Rg Aim: Leg 4 0.77 >1.10 0.85 ST Stun 720 Rg Aim: Heart 6 0.77 >1.10 0.85 ST Confuse 3150 Rg Aim: Vitals 16 0.85 1.00 0.85 ST Death 810 Dr* Jump -- 0.89 #2.25 2.00 ST In sky (1.00) 0 Rg + 135 Bb Smash 10 0.90 >2.00 1.80 ST 20 Rg* Precise Shot 3 0.90 >1.10 1.00 ST Can't miss 165 Pa Pommel 15 0.90 >1.10 1.00 ST Paralyze ----- Attack -- 1.00 1.00 1.00 ST 2660 Th Mug -- 1.00 1.00 1.00 ST Steal 65 Wr + 30 Th Nab Gil 6 1.00 1.00 1.00 ST Gain gil (2) MB Putrid Slash 8 1.00 1.00 1.00 ST Poison (2) MB Muted Slash 8 1.00 1.00 1.00 ST Silence (2) MB Drowsy Slash 8 1.00 1.00 1.00 ST Sleep (4) MB Stoning Slash 20 1.00 1.00 1.00 ST Petrify (4) Su + 4125 Dk Iai 12 1.00 1.85 1.85 ST Death 15 Bb + 20 Dn Capoeira 18 ???? 1.00 1.20 ST Or 0.4x4, or ??? ----- (Berserk) -- 1.20 1.25 1.50 RT 10 Wr / 20 Bm Thunder Slash 9 1.20 1.00 1.20 ST (Thunder) 10 Wr* Strike 4 1.35 >1.10 1.50 ST 30 Pa* Charge 28 1.35 >1.10 1.50 ST 1/3 damage as MT 285 Bb Aurablast 14 1.39 1.15 1.60 ST (Light) 30 Pa + 3150 Wr Valiant Blow 55 1.44+ 1.50 2.33+ ST Dmg+ at low HP 0 Wr + 1620 Rg Id Break 20 1.44 1.25 1.80 ST Silence 3140 Bb Dropkick 29 1.48 1.25 1.85 ST Confuse (1) MB Burning Slash 8 1.50 1.00 1.50 ST (Fire) (1) MB Freezing Slash 8 1.50 1.00 1.50 ST (Ice) (1) MB Arcing Slash 8 1.50 1.00 1.50 ST (Thunder) 3825 Ni + 3640 Bb Sange 6 1.50 1.00 1.50 ST +0.33 per Image 400 Wr + 2300 Rg Misty Charge 10 1.66 1.00 1.66 ST Row swap, no miss 30 Dk* Darkness 1 1.70 1.00 1.70 ST Consumes 1/4 MHP 4790 Wr Double Attack 16 1.74 1.15 2.00 ST 2 hits 5535 Dk Ebony Slash 28 1.79 1.30 2.33 ST (Dark) 5525 Pa Ivory Slash 28 1.79 1.30 2.33 ST (Light) 3140 Bb + 5335 Dn Phantom Rush 34 1.98 1.20 2.37 ST 6 hits (2) Su + 665 Ni Sunder Earth 34 2.00 1.50 3.00 ST Can miss (8) WM + 4790 Bb Final Heaven 35 2.00 1.25 2.50 ST (Light) 4350 Ni + 5450 Rg Midareyuki 36 2.08 1.25 2.60 ST 3 hits 3640 Bb Raging Fist 30 2.17 1.15 2.50 ST 4-6 hits (L) Dn Saber Dance 34 2.20 1.00 2.20 ST 5450 Rg Spreadshot 19 2.70 1.10 3.00 RT 4 hits 1620 Rg Quick Shot 9 3.40 >0.25 0.85 ST =============================================================================== PHYSICAL ATTACKS -- MULTI-TARGET =============================================================================== AP Needed Skill MP DPS CT Dmg Tg Effects ------------------------------------------------------------------------------- 15 Bb* Kick 1 0.50 1.00 1.00 MT Divided 4125 Pa Wide Slash 35 0.80 >1.50 1.20 MT 395 Dk Onyx Wave 1 1.00 1.00 1.00 MT Consumes 1/3 MHP 4790 Bb Earthshatterer 28 1.00 1.50 1.50 MT (Earth) =============================================================================== PHYSICAL ATTACKS -- SPECIAL =============================================================================== AP Needed Skill MP DPS CT Dmg Tg Effects ------------------------------------------------------------------------------- 2160 Dr Lancet 8 0.14 1.40 0.20 ST Drain; Osmose (4) MB Draining Slash 10 0.50 1.00 0.50 ST Drain (5) MB Osmotic Slash 10 ---- 1.00 0.20 ST -MP; Osmose 20% (1) MB Curative Slash 8 1.20 1.00 1.20 ST Heals damage 165 Pa + 2660 Th Life Divider 32 0.20 1.25 0.25 ST -2.50, heal 2.25 3150 Wr Assault 28 ---- 2.50 **** ST Use CHP-1/8 MHP 4125 Dk Final Thrust 16 ---- 2.67 MHP ST Hit = MHP - CHP 5335 Ba Dire Dirge 44 ---- #3.50 **** MT Dmg = MHP - CHP 4125 Pa + 5335 Ba Shock 99 ???? 1.00 ???? MT Phys + magic dmg =============================================================================== MAGICAL ATTACKS -- SINGLE TARGET =============================================================================== AP Needed Skill MP DPS CT Dmg Tg Effects ------------------------------------------------------------------------------- (1) Su Sylph 12 6 1.30 8 ST + MT heal @ 10 (1) BM Fire 5 7 1.10 8 VT (Fire) (1) BM Blizzard 5 7 1.10 8 VT (Ice) (1) BM Thunder 5 7 1.10 8 VT (Thunder) (1) WM + (2) BM Magic Missile 8 7 1.10 10 ST 15 Bb / 30 Su Gale Crescent 7 8 1.00 16 MT (Wind) Divided (1) Su Chocobo 12 14 1.30 18 ST (1) WM + (1) BM Magic Bomb 10 16 1.25 20 ST 285 Bb + 970 Rm Piercing Blast 18 18 1.20 24 ST Pierces reflect (3) BM Fira 10 20 1.25 24 VT (Fire) (3) BM Blizzara 10 20 1.25 24 VT (Ice) (3) BM Thundara 10 20 1.25 24 VT (Thunder) (3) WM + (3) BM Magic Bomb 2 16 20 1.25 25 ST (4) BM Bio 20 22 1.25 28 VT Sap (3) WM + 165 Dk Dark 32 28 1.30 36 VT (Dark) (4) Su Odin 54 34 1.60 54 ST -or- MT Death (6) BM Firaga 32 37 1.45 54 VT (Fire) (6) BM Blizzaga 32 37 1.45 54 VT (Ice) (6) BM Thundaga 32 37 1.45 54 VT (Thunder) 840 Ni + 2280 Bb Tempest 42 38 1.50 58 ST (Wind) 1560 Bm / 1020 Su Deep Freeze 38 50 1.50 75 ST (Ice) Stop (7) BM Comet 40 58 1.50 88 ST 3480 Wm / 2400 Bm Magic Bomb 3 48 65 1.45 94 ST (8) WM Holy 42 70 1.40 98 ST (Light) (8) BM Meteor 58 71 1.80 128 RT 4 hits 20 Bz Flare 45 74 1.45 108 ST =============================================================================== MAGICAL ATTACKS -- MULTI-TARGET =============================================================================== AP Needed Skill MP DPS CT Dmg Tg Effects ------------------------------------------------------------------------------- 30 Dr* Fire Breath 10 16 1.00 16 MT (Fire) 80 Dr Blizzard Br. 10 16 1.00 16 MT (Ice) 240 Dr Thunder Breath 10 16 1.00 16 MT (Thunder) (3) BM + 80 Dr Aqua Breath 22 18 1.20 22 MT (Water) 35 Ni* Flame 18 19 >1.10 21 MT (Fire) 35 Ni* Flood 18 19 >1.10 21 MT (Water) 35 Ni* Blitz 18 19 >1.10 21 MT (Thunder) 665 Ni Tremor 18 19 >1.10 21 MT (Earth) 840 Ni Gale 18 19 >1.10 21 MT (Wind) (4) Su Phoenix 99 17 1.55 27 MT (Fire) (2) Su Ramuh 29 21 1.35 28 MT (Thunder) (3) Su Shiva 34 24 1.40 33 MT (Ice) (3) Su Ifrit 34 24 1.40 33 MT (Fire) (2) Su Titan 39 26 1.45 38 MT (Earth) 2400 Bm / 640 Su Grand Delta 54 28 1.60 44 MT (Thunder) Para 2400 Wm / 1020 Su Meltdown 45 30 1.50 44 MT (Fire) 1/2 to pty (7) BM Quake 40 32 1.50 48 MT (Earth) (5) Su Leviathan 56 35 1.55 54 MT (Water) 4310 Dr Holy Breath 48 50 1.20 60 MT (Light) (6) Su Alexander 64 59 1.70 100 MT (Light) (6) Su Diabolos 64 59 1.70 100 MT (Dark) (7) Su Bahamut 78 64 1.90 122 MT 5780 Bz Ultima 80 67 1.80 120 MT 4930 Su / 4260 Bz Gigaflare 99 73 2.00 145 MT (8) BM + 5535 Dk Dark Star 86 78 1.60 124 MT (Dark) 1835 Ba Runic Requiem 34 120 1.00 120 MT Hurts undead only =============================================================================== MAGICAL ATTACKS -- SPECIAL =============================================================================== AP Needed Skill MP DPS CT Dmg Tg Effects ------------------------------------------------------------------------------- (6) BM + 85 Bb Self-Destruct 88 ---- 2.00 CHP ST Damage = CHP, sac 2280 Bb Vacuum Wave 18 ---- 1.25 ---- ST Reduce HP by 1/2 (6) Su + 2280 Bb Dark Judgement 44 ---- 1.25 ---- MT Reduce HP by 1/4 (5) BM Tornado 50 ---- 1.35 ---- ST Set HP to 2-6 (4) BM Drain 15 16 1.35 21 ST Drain 20 Dn > Drain Samba 20 56 1.00 56 ST Drain (5) BM Osmose 1 ---- 1.25 22 ST Osmose ??? 105 Dn > Osmose Dance 5 ---- 1.00 44 ST Osmose ??? (5) WM + 2160 Dr White Draw 12 ---- 1.80 ?? MT Restore MP 900 Bz* Clarity 0 ---- 1.10 ?? MT Restore MP [75%] =============================================================================== HEALING ABILITIES =============================================================================== AP Needed Skill MP DPS CT Dmg Tg Effects ------------------------------------------------------------------------------- 1570 Bb Chakra 24 49 1.15 56 ST Heal, Basuna 90 Ni Healing Pill 15 ---- >1.10 **** ST Heal 30% MHP 3350 Ni Restorative P. 26 ---- >1.10 **** ST Heal 60% MHP (1) WM Cure 4 11 1.10 12 VT Heal (1) Su Sylph 12 15 1.30 10 MT Heal + ST atk @ 8 900 Wz* Benediction -- 23 1.10 17 MT Heal [75%] (3) WM Cura 14 27 1.25 34 VT Heal 480 Dr + 935 Ba Lively Lied 23 41 1.30 27 AT Heal 480 Dr Healing Breath 18 44 1.00 22 MT Heal (5) WM Curaja 26 57 1.30 74 VT Heal (5) Su Unicorn 42 68 1.35 46 MT Heal, Basuna 0 Dn > Cure Waltz 34 76 1.00 38 MT Heal (7) WM Curaga 36 81 1.35 110 VT Heal (7) Su Argy 56 89 1.40 62 MT Heal, Buff 1570 Bb + 480 Dr White Wind 45 ---- 1.70 **** MT Heal by c. CHP (7) WM + 5450 Dr Full Cure 150 ---- 1.50 **** MT Heal max, Esuna The above abilities are sorted by the power they have when multitargeted. Although healing is not normally a DPS concern, it is sometimes an advantage to have a cure spell peel off more quickly, so they are specifically sorted by DPS as a rough way of accounting for that. (1) WM Poisona 3 ---- 1.10 ---- ST Remove Poison (4) WM Basuna 10 ---- 1.10 ---- ST Basuna 935 Dn Heal Waltz 19 ---- 1.00 ---- ST Basuna (7) WM Esuna 15 ---- 1.25 ---- ST Esuna (7) WM + 3915 Ba Esunaga 82 ---- 1.25 ---- MT Esuna (3) WM Raise 22 ---- 1.10 ---- ST Revive to ??? (4) Su Phoenix 99 ---- 1.55 ---- MT Revive to ? + dmg (7) Su + 5780 Wz Mega Raise 99 ---- 1.25 ---- MT Revive to 50% HP 5780 Wz Araise 54 ---- 1.35 ---- ST Revive to 100% HP 5450 Dr Dragon Soul >64 ---- 1.25 ---- MT Sac for MT Araise =============================================================================== BUFFS -- STATUS CONDITIONS =============================================================================== AP Needed Skill MP DPS CT Dmg Tg Effects ------------------------------------------------------------------------------- 20 Wz Dispel 16 ---- 1.45 ---- ST Dispel (8) WM / (6) Su Dispelga 57 ---- 1.40 ---- MT Dispel (6) WM Regen 12 ---- 1.10 ---- ST Regen 400 Wr Enrage 5 ---- 1.00 ---- ST Atk+, Def- Self 2310 Wr War Cry 24 ---- >1.10 ---- MT Atk+ (3) WM Protect 8 ---- 1.25 ---- VT Protect (5) WM Shell 10 ---- 1.25 ---- VT Shell 745 Pa Mighty Guard 48 ---- 2.00 ---- MT Protect, Shell (3) WM + 265 Ba Aura 16 ---- 1.25 ---- ST Atk+, Protect 745 Pa + 2310 Wr Mighty Wall 96 ---- 2.00 ---- MT Atk+, Prot, Shell (6) WM Haste 16 ---- 1.35 ---- ST Haste (6) WM + 2605 Ba Hastega 64 ---- 1.80 ---- MT Haste 0 Wz + ??? Pa Alabaster Veil 55 ---- 1.30 ---- ST Hst/Rgn/Prt/Shl (6) WM Berserk 14 ---- 1.35 ---- ST Berserk (7) WM Reflect 22 ---- 1.35 ---- ST Reflect 3825 Ni Image 6 ---- >1.10 ---- ST Image x2 (caster) (5) WM Blink 7 ---- 1.30 ---- ST Image x2 (E) Dn Dance of Veils 36 ---- 1.50 ---- MT Image x1 60 Wz Barfire 24 ---- 1.00 ---- MT 120 Wz Barblizzard 24 ---- 1.00 ---- MT 200 Wz Barthunder 24 ---- 1.00 ---- MT 300 Wz Baraero 24 ---- 1.00 ---- MT 560 Wz Barstone 24 ---- 1.00 ---- MT 1570 Wz Barwater 24 ---- 1.00 ---- MT 2200 Wz Barlight 28 ---- 1.00 ---- MT 3070 Wz Bardark 28 ---- 1.00 ---- MT 60 Bz Enfire 18 ---- 1.00 ---- MT 120 Bz Enblizzard 18 ---- 1.00 ---- MT 200 Bz Enthunder 18 ---- 1.00 ---- MT 300 Bz Enaero 18 ---- 1.00 ---- MT 560 Bz Enstone 18 ---- 1.00 ---- MT 1570 Bz Enwater 18 ---- 1.00 ---- MT 2200 Bz Enlight 22 ---- 1.00 ---- MT 3070 Bz Endark 22 ---- 1.00 ---- MT =============================================================================== DEBUFFS -- STATUS CONDITIONS =============================================================================== AP Needed Skill MP DPS CT Dmg Tg Effects ------------------------------------------------------------------------------- (2) BM Poison 2 ---- 1.10 ---- ST Poison (2) WM Silence 5 ---- 1.10 ---- ST Silence (2) WM Mini 6 ---- 1.20 ---- ST Toggle Mini (2) BM Toad 8 ---- 1.25 ---- ST Toggle Frog (2) WM Slow 7 ---- 1.10 ---- ST Slow 165 Dk Curse 15 ---- 1.25 ---- ST Curse, Sap (2) BM Sleep 7 ---- 1.25 ---- ST Sleep (5) BM Stop 11 ---- 1.25 ---- ST Paralyze 2520 Ni Stunner 19 ---- >1.10 ---- ST Paralyze (4) WM Confuse 7 ---- 1.10 ---- ST Confuse 135 Bb Lotus Strike 8 ---- 1.00 ---- ST Slp/Par/Slo/Dth (4) BM Break 18 ---- 1.50 ---- ST Petrify (7) BM Death 39 ---- 1.40 ---- ST Death 4350 Ni Assassinate 36 ---- >2.00 ---- ST Death 2520 Ni + 3465 Dn Malediction 18 ---- 1.50 ---- ST Status Transfer 260 Ni Noxious Gas 12 ---- >1.10 ---- MT Poison/Toxin 375 Ni Flash 23 ---- >1.10 ---- MT Blind 0 Ba > Lovely Lullaby 16 ---- 1.00 ---- MT Sleep 935 Ba Restful Refr. 28 ---- 2.00 ---- MT Paralyze 0 Th + 720 Rg Steal Hearts 23 ---- 1.00 ---- MT Confuse/C Berserk 3465 Dn Wonder Step 44 ---- 1.00 ---- MT Slp/Par/Slo/Dth =============================================================================== BUFFS AND DEBUFFS -- STAT MODIFIERS =============================================================================== AP Needed Skill MP DPS CT Dmg Tg Effects ------------------------------------------------------------------------------- 5335 Dn Trance >10 x0.90 1.00 x1.66 ST <50% I/M/S/S {3} 105 Ba > Magic Madrigal 22 x0.96 >3.00 x1.20 MT +33% INT/MND 265 Ba > Brave Ballad 22 x1.00 >3.00 x1.25 MT +33% STR 2605 Ba Swift Shanty 22 x1.06 >4.00 x1.33 MT +33% SPD (L) Ba Heroic Hymn 55 x1.33 >4.00 x1.66 MT +33% I/M/S/S 2865 Dk Last Resort 10 x1.50 1.25 x1.75 ST x2 stats, Doom 265 Dn > Frailty Polka 26 ---- >4.00 ---- MT -33% STR ??? 2205 Dn Slow Minuet 28 ---- >4.00 ---- MT -33% SPD ??? 265 Dn + 3960 Su Moogle Dance 40 ---- 1.10 ---- MT Def-, MDef- =============================================================================== OTHER DURATION-BASED COMMANDS =============================================================================== AP Needed Skill MP DPS CT Dmg Tg Effects ------------------------------------------------------------------------------- 85 Bb Focus -- **** >0.50 ---- +30%; max 90% 970 Rm Attune Blade -- ---- 1.00 ---- Abs. next 'spell' 2300 Rg Backup -- ---- >2.00 0.50 ST On ally "Attack" 1050 Bb Riposte -- ---- >2.00 0.50 ST May parry/riposte 0 Dk + 1050 Bb Bonecrusher 1 ---- >2.00 1.00 ST May parry/riposte 1215 Pa Guard 10 ---- >1.33 ---- Block damage 1215 Dk* Draw Attacks 0 ---- 1.00 ---- MT Draw attacks 65 Wr + 1215 Dk Taunt 16 ---- 1.50 ---- MT Berserk + above 20 Ba > Aiding Anthem 22 ---- >3.00 ---- MT Regen 3915 Ba Angelic Aria 54 ---- >4.00 ---- MT HP/MP Regen =============================================================================== MISCELLANEOUS COMMANDS =============================================================================== AP Needed Skill MP DPS CT Dmg Tg Effects ------------------------------------------------------------------------------- 4200 Rg Alchemy -- x2.00 1.00 ---- Use 2 items 120 Th + 20 Ba Battle Orders 6 ---- 1.00 ---- MT Row change 3960 Su Call -- ~33 1.70 ~56 MT Random summon 1280 Me* Memorandom -- ---- ---- ---- 1545 Ni* Throw -- **** 1.00 **** ST 3330 Dr Roar 19 ---- 1.25 ---- MT Stun 30 Th Pilfer -- ---- 1.00 ---- ST Gain gold 600 Th* Steal -- ---- 1.00 ---- ST Steal item 120 Th Flee -- ---- 1.00 ---- 100% rate run 2165 Ni Smoke Bomb 10 ---- 1.00 ---- 100% rate run (4) WM Teleport 15 ---- 1.25 ---- 100% rate run (1) WM Libra 1 ---- 1.00 ---- ST Display info =============================================================================== PASSIVE ABILITIES =============================================================================== AP Needed Skill MP DPS CT Dmg Tg Effects ------------------------------------------------------------------------------- 170 Rm HP +20% ---- ---- ---- 350 Su MP +20% ---- ---- ---- 1630 Wr STR +20% x1.15 ---- x1.15 1930 Th SPD +10% x1.10 ---- x1.10 510 Bb VIT +20% ---- ---- ---- 300 Bm INT +20% x1.12 ---- x1.12 300 Wm MND +20% x1.12 ---- x1.12 5550 Me* Recollect x3.40 x2.00 x1.70 5540 Rm Chain Magic x1.88 x1.88 ---- 4350 Bm Magic Font x1.50 ---- x1.50 4350 Wm Mental Discipline ---- ---- ---- 2865 Pa Doublehand x1.50 ---- x1.50 5550 Ni* Dual Wield x1.50 ---- x1.50 745 Dk Backliner ---- ---- ---- 190 Wr* Counter ---- ---- 0.50 ST 395 Pa Cover ---- ---- ---- 1795 Dk Absorb HP ---- ---- 0.10 ST Drain 1795 Pa "Damage > HP" ---- ---- 0.10 ST Restore MP ? 420 Rg* Recover ---- ---- ---- 1350 Th* Vigilance ---- ---- ---- 265 Th* Item Finder ---- ---- ---- 4480 Th Treasure Hunter ---- ---- ---- =============================================================================== COMMAND ENABLING ABILITIES =============================================================================== AP Needed Skill MP DPS CT Dmg Tg Effects ------------------------------------------------------------------------------- 35 Rm* Rm 1 ---- ---- ---- 400 Rm* Rm 2 ---- ---- ---- 1800 Rm* Rm 3 ---- ---- ---- 2490 Rm* Rm 4 ---- ---- ---- 3690 Rm Magic Blade ---- ---- ---- 20 Wm* WM 1 ---- ---- ---- 120 Wm* WM 2 ---- ---- ---- 560 Wm* WM 3 ---- ---- ---- 900 Wm* WM 4 ---- ---- ---- 1560 Wm* WM 5 ---- ---- ---- 2400 Wm* WM 6 ---- ---- ---- 3480 Wm* WM 7 ---- ---- ---- 20 Bm* BM 1 ---- ---- ---- 120 Bm* BM 2 ---- ---- ---- 560 Bm* BM 3 ---- ---- ---- 900 Bm* BM 4 ---- ---- ---- 1560 Bm* BM 5 ---- ---- ---- 2400 Bm* BM 6 ---- ---- ---- 3480 Bm* BM 7 ---- ---- ---- 30 Su* Su 1 ---- ---- ---- 640 Su* Su 2 ---- ---- ---- 1020 Su* Su 3 ---- ---- ---- 1760 Su* Su 4 ---- ---- ---- 2730 Su* Su 5 ---- ---- ---- 3520 Su* Su 6 ---- ---- ---- 4930 Su* Su 7 ---- ---- ---- 535 Ba* Sing ---- ---- ---- 535 Dn* Dance ---- ---- ---- 4260 Wz* WM 8 ---- ---- ---- 4260 Bz* BM 8 ---- ---- ---- =============================================================================== [4] MISCELLANEOUS =============================================================================== ------------------------------------------------------------------------------- [4.1] MISCELLANEOUS -- QUICK AND EASY PARTY EXPLANATION ------------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SOL AIGIS SARAH DUSK 7875 AP 8325 AP 6640+ AP 6900 AP Monk 20 Warrior 15 Red Mage 20 Warrior 13 Dragoon 6 Dragoon 6 White Mage ... Dragoon 6 Bard 14 Monk 20 Monk 20 Memorist ... Paladin 7 Memorist ... Memorist ... White Wind STR +20% HP +20% STR +20% Final Heaven White Wind Chain Magic White Wind Hastega Mighty Wall (White Magic) Final Heaven (Recollect) Final Heaven (Recollect) (Recollect) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - LIGHT WARRIORS: The ultimate goal here is to produce one doublecasting white magic user, and three strong, recollecting fighters, while picking up the best buffs and support abilities available. Initially, Monk and Warrior offer good damage output, while Red Mage offers good enough healing. Sarah and Dusk have wiggle room to learn Flee and Item Finder from Thief, if you wish. Around the time you hit Chapter 4 (Mysidia), Recollect starts producing by far the best damage output in the game. Memorists gain full advantage of Recollect at level 0, but as using regular abilities as a Memorist is annoying, they have extra incentive to make use of Final Heaven (a great ability anyway). This combo provides strong characters for the endgame, and is ready for use against the superbosses, too. Given the time in Monk, it's a short dip into Dragoon to pick up White Wind. Aigis dips into Paladin and Warrior for Mighty Wall, while Sol dips into Bard for Hastega. If you make him a Bard right away, while Sarah is still a Red Mage, this lets him use Brave Ballad on three melee attackers, which is a good contribution to offense and keeps his Bard time from being as painful as it looks. Once he learns the superior song of Swift Shanty, you have the other option of having him master Bard in order to learn Heroic Hymn later on. Sarah is the only mage in either party, because you really only need one healer, and offensive magic, unfortunately, doesn't measure up in FFD. I put her in White Mage instead of Seer because White Mage gets about 400-500 more HP. I prefer that to Araise, which is the only serious benefit of time in Seer (and which requires almost 6000 AP to get, anyway). You could swap Sol and Sarah if you wanted; I prefer Sarah's slightly better magic defense and casting ability to Sol's 1 additional SPD. Going further: After mastering Memorist, the fighters can go in other classes: likely either Dragoon to learn Dragon Spirit and Full Cure, Monk to gain in-battle access to Raging Fist (as a way around the damage cap), or Bard for late-game Heroic Hymn. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NACHT GLAIVE DIANA ALBA 8645 AP 7080 AP 6795 AP 5210+ AP Red Mage 3 Warrior 13 Warrior 13 Warrior 13 Monk 17 Ranger 20 Ranger 14 Ranger 14 Dancer 20 Ninja ... Dark Knight 14 Ninja ... Ninja ... Ninja ... HP +20% STR +20% STR +20% STR +20% Cure Waltz Quick Shot Quick Shot Quick Shot Dance of Veils Misty Charge Misty Charge Misty Charge Phantom Rush Alchemy Backliner (Dual Wield) (Dual Wield) Spreadshot Last Resort (Dual Wield) (Dual Wield) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - DARK WARRIORS: Given the strength of Recollect, as well as the superiority of light side white magic users (who have access to Holy), it's likely that at least two of these PCs won't be used in the final party. For that reason, the goal here is slightly different: to produce one strong character who can take full advantage of Phantom Rush; one utility Ranger with Alchemy plus a strong attack; and for the other two, simply to grease the rails as much as possible. Nacht's our Phantom Rusher, who therefore masters Monk and Dancer, the longest requirement considered in this "little to no grinding" recipe. His time in Dancer conveniently provides the party with a decent healer. Up until that point, I suggest simply using Cure spells outside of battle, and making Alba a White Mage for boss fights. To make up for the Dancer's low HP, Nacht does want to pick up HP +20%. The other three all pick up STR +20% from Warrior, and then head to Ranger. Glaive is our utility Ranger character, but the others do this too simply because STR +20% and Misty Charge offer superb, no-hassle offense boosts. Ninja, like Memorist, provides a superb damage boost available as soon as you switch to the class. For that reason, I have Alba switch over right away. Diana could too; here, I have her in Dark Knight first, for some variety. Of course, as there are no mages, everyone will want to end up in Ninja eventually. If you do want two casters for some reason, Diana is the obvious choice for a second one. Red Mage, then Summoner will allow her to spam Phoenix/Argy -- in concert with Sarah, if you wish. I don't recommend it, but YMMV. Going further: Conspicuously missing from this team is Enlight. It's a good ability, but I find Magus to be painful, like Summoner, due to its low SPD and lower HP. If you do want to use Enlight, it'll fit on Glaive (who will just have to use Midareyuki instead of Spreadshot). If you go this route, his AP requirement will clock in a little higher than Nacht's. ------------------------------------------------------------------------------- [4.2] MISCELLANEOUS -- BEST VALUE SKILLS ------------------------------------------------------------------------------- Many skills can be useful. The following skills represent the best values, in my opinion, taking into account both the power of the ability, and whether or not you need to detour from strong job choices, or do a whole bunch of grinding, in order to acquire it. HP +20% In the early game, this relatively easily obtainable ability will make your life easier. Especially nice for mages. (170 AP -- Red Mage) STRIKE 4 MP for a better attack. Get this for everyone when you first get jobs, and use it with auto-battle to make random battles go faster and more smoothly. (10 AP -- Warrior) QUICK SHOT If everything runs on autobattle, Quick Shot is actually the best DPS skill in the game (outside of weakness-intensive Phantom Rush scenarios). It's expensive (36 MP per "turn" of commands) and the flurry of command windows is hard to manage if you aren't on autobattle. Nonetheless, this is a high DPS damage option, and it's available remarkably early. (1620 AP -- Ranger) MISTY CHARGE Misty Charge is unique and great. It changes the user's row, and it also ignores row. It has a fairly good damage multiplier, and it apparently never misses. This means you can get back row damage reduction half the time, but front row offensive ability all the time; and you can use strong weapons like axes without fear of missing. A real mainstay ability for the Dark Warriors for much of the game. (Fusion -- 400 AP Warrior + 2300 AP Ranger) SPREADSHOT Despite all the hype Final Heaven and Phantom Rush have received, Spreadshot is a more damaging physical ability, in typical, generic circumstances. The targeting is less reliable in random battles with
      multiple enemies.  However, Spreadshot only costs 19 MP, compared to
      28-36 MP for the other top tier physical attacks.  It's less chaotic
      than Quick Shot in delicate battles, too.  (5450 AP -- Ranger)

FINAL HEAVEN
      This skill gets a lot of hype.  It IS the best melee skill for the light
      warriors, but it's expensive (35 MP) and not as good as dark warrior
      options, like Spreadshot.  Nonetheless an excellent skill for any light
      warriors who will be in melee jobs, especially melee Memorist, once the
      parties have combined.  (Fusion -- 4790 AP Monk + White Magic Lv 8)

PHANTOM RUSH
       A top tier damage-dealing skill if you make use of racial/elemental
       weapon properties, which it multiplies.  It takes a very long time
       to build up the prerequisites, but at least Bard isn't involved.
       (Fusion -- 3140 AP Monk + 5335 AP Dancer)

DEEP FREEZE
      This F-Ability, first available in the Memorist chapter, is the strongest
      magic attack available to the light warriors in the Memorist and Paladin
      chapters, as well as the first part of the Seer chapter.  At 38 MP it's
      not cheap, but it is powerful for its MP cost, much like Comet.  The
      chance of setting Stop status is an added bonus.  It is better than the
      -aga spells -- and unlike those spells, a Red Mage can use it.  (Fusion
      -- 1560 AP Black Mage or 1020 AP Summoner)

COMET
      Like Deep Freeze, but slightly stronger; non-elemental; and it can be
      used with Chain Magic.  The animation is particularly short and pleasant,
      making this spell great for auto-battle even once you've learned level 8
      magic.  (Black Magic Lv 7)

HOLY
      Much like Comet, this spell single-handedly makes using the White Mage
      (or Seer) in random battles a reasonable proposition. (White Magic Lv 8)

CHAIN MAGIC
      Arguably the strongest ability not named Recollect, Chain Magic nearly
      doubles a spellcaster's damage output, but even better, it dramatically
      expands their flexibility.  Buff and heal in the same turn, heal and
      attack, buff twice, attack twice, even spam Phoenix + Argy against the
      superbosses on auto-fight.  Basically required if you want spellcaster 
      damage output to even approach melee damage output late game.  Amazing.
      But Red Mages are not amazing jobs in the second half of the game, so
      start on this one early.  (5540 AP -- Red Mage)

DUAL WIELD
      Increases your total damage output by 50% -- and is an innate ability on
      Ninjas, who also have the best melee-relevant stats of ANY class
      (outside of Recollect).  Not since the original version of FF3 have
      Ninjas been so much better than other melee classes.  (5550 AP or Innate
      -- Ninja)

BACKLINER
      Deal front row damage with great weapons like hammers or swords, while
      sitting in the back row and taking half damage from melee attacks?  All
      for just 1 slot?  And at a reasonable AP cost?  Yes, please!  (745 AP --
      Dark Knight)

RECOLLECT
      Takes up three slots, but sets your stats to be a Memorist's.  Can
      potentially multiply your DPS quite a bit.  Makes a fair replacement
      (with some trade-offs) for a Chain Magic Magic Font magic-user, or for
      a Dual Wield melee fighter.  The best melee option the light warriors
      have, and potentially the best in the game.  (5550 AP -- Memorist)

HASTEGA
       Originally, I did not recommend this skill due to the fact that you
       can achieve the same effect with a few rounds of dualcast White
       Magic.  However, looking at charge times, it turns out that it will
       take about 2.8 turns to doublecast 4 Haste spells, compared to 1.8
       turns for Hastega.  (The fifth Haste will be less efficient, of
       course, pushing it to 4.2 turns.)  However, you actually save more
       than the 1-2 turns above, since most of the party gets hasted
       earlier: altogether, Hastega effectively gives you the gift of 3-4
       "extra" actions at the beginning of tough battles, compared to
       just using Haste!  That's pretty great.  I regret the error.
       (Fusion -- 2605 AP Bard + White Magic Lv 6)

MIGHTY WALL
       Mighty Wall does not have the same kind of bonus as Hastega: you
       can duplicate its entire defensive effect faster with one turn of
       dualcasting.  However, the Atk+ buff is very nice and there aren't
       many ways to consistently get it on the whole party.  War Cry is
       the only other one, and it requires using two slots for Battle Arts.
       (Fusion -- 2310 AP Warrior + 745 AP Paladin)

There are a few skills that I have left off the list despite being popular,
or being previously recommended by this FAQ.  Here's why:

SMASH and BOOST JUMP
      In the original version of this FAQ, I recommended these skills.  I
      regret the error.  Once you look at Boost Jump's charge time and
      Smash's delay in recovery time, you discover that both skills offer
      *worse* DPS than the Fight command!  Smash might still be useful in
      one-round random battles, and Boost Jump if you need to jump, and
      don't have a slot to spare for Jump; but in general, avoid these.

METEOR
      While this spell is still impressive, it turns out that Flare's shorter
      casting time actually gives it a slightly better DPS rating than Meteor
      achieves.  Who knew?

MAGIC FONT
      Like a Dual Wield or Doublehand for magic-users, this adds 50% to spell
      damage/healing output.  Should be superb; unfortunately, magic just
      isn't the best source of damage by the end of the game.  Also, not as
      good as Chain Magic, and you can only equip both when at level 19 or 20
      of a job, so this is worth it only for certain builds.

DOUBLEHAND
      Doublehand is an awesome ability.  Unfortunately, it comes up short
      against both other high-powered melee boosters: Recollect will produce
      stronger, faster damage output, while a dark warrior with Dual Wield has
      the advantage of superior stats, better special attack moves, and
      potentially more slots (since Ninjas, unlike Paladins, get it as innate).


-------------------------------------------------------------------------------
[4.3] MISCELLANEOUS -- MEMORISTS
-------------------------------------------------------------------------------

Memorists are potentially very powerful, but difficult to use.

* The class can use all equipment except for Holy and Dark Swords.

* The class has NO slots to set other learned abilities in.  Instead, it has
  access to Memorandom and Recollect.  Memorists do retain access to Fight,
  F-Abilities, Item, Defend, and Change.

* Recollect is very powerful.  It sets your base stats, except for HP and MP,
  to 10, but allows you to augment them with memories.  Augmentation may be
  reset late in the game.  If you collect all the memories, Recollect will
  allow you to have key stats (SPD and one of STR, INT or MND) dramatically
  higher than other characters.  120 SPD and 100 MND, say, is not out of the
  question, allowing you to run laps around other characters and outperform
  them at the same time.

* When you use Memorandom, your regular battle options are replaced (for that
  turn only) with 4 random action abilities you have learned from other jobs.
  It is possible to "seed" Memorandom by being very picky about what jobs to
  train in before Memorist.  However, Memorandom has some major drawbacks.
  One is that it won't work with auto-fight at all -- you just fight instead.
  Two is that since Memorandom doesn't bring up a new window, it doesn't
  activate Wait mode -- and since abilities appear in random spots, you are
  likely to waste some time assessing your options, finding the right one and
  clicking on it.  Since the biggest single benefit of using Memorists is being
  able to buff your SPD, this is a huge drawback -- as that finger fumble time
  may be wasted time for your other characters, too, and the faster they are,
  the more likely this is.  Not being able to auto-fight efficiently can be a
  real pain for random battles, too.

* Mastering Memorist allows you to set Recollect with other classes.  However,
  it takes up 3 slots, so you can't use it with Doublehand, Chain Magic, OR
  Magic Font.  Chain Magic + Magic Font makes mages nearly as powerful as
  Recollect does, and doesn't take much longer to master, considering the delay
  in Memorist becoming available.  Doublehand, on the other hand, isn't even
  available until late in the game, and only half as good as CM + MF.  So
  Memorist may make a bit more sense for melee characters.

* Unfortunately, using Memorist as a class is tough, given Memorandom's
  drawbacks.  F-Abilities can help, but the light warriors have a lack of great
  melee F-Abilities until late in the game, when they can get Final Heaven.
  This is actually the one circumstance where Berserk status is useful; it's a
  small damage output boost, but it's better than nothing, and a Memorist with
  this stat set isn't going to do much besides attack, anyway.

* For a magic-oriented Memorist, Deep Freeze and Magic Bomb 3 are your most
  reliable attacks early on.  They consume a LOT of MP, however.

There are 46 memories, providing a total of +235 stat points to play with.
You MUST have a Memorist in the active party to find memories.  They are found
in the following locations:

Dragoon Chapter (4)
- Highwind Tower
- Deist
- Dragon Grass Clearing
- Dragon Valley

Bard Chapter (3)
- Rusalka Sewers
- Pirate Island
- Feymarch

Memorist Chapter (8)
- Fabrica (3)
- Phoenix Forest (2)
- Ashmont Forest (2)
- Airship Cave

Paladin Chapter (7)
- Berth (2)
- Mt. Wells (2)
- Mt. Burtgang
- Burtgang Castle
- Unicorn Forest

Twilight Chapter (6)
- Mysidia (3)
- Mysidia Cavern
- Airship (2)

Final Chapter, First Part (10)
- Liene Castle
- Liene Town
- Lux Town (3)
- Harmonia (3)
- Lufenia
- Crystal Temple

Final Chapter, Second Part (8)
- Lux Castle (2)
- Elfheim
- Fargabaad
- Burtgang
- Gate Area
- Forest Area
- Castle Area

Check out Gothann's Memory Location FAQ for exact locations, with screenshots,
of all memories.


-------------------------------------------------------------------------------
[4.4] MISCELLANEOUS -- SIDEQUEST LIST
-------------------------------------------------------------------------------

Dragoon Chapter
- Ramuh
- Deist Cave / Protect Bangle

Ranger Chapter
- Titan
- Skull Eater / Elven Bangle

Bard Chapter
- Shiva
- Merchant Chests

Dark Knight Chapter
- Ifrit
- Ore

Memorist Chapter
- Phoenix

Dancer Chapter
- Odin
- Casino
- Damascus Ore

Paladin Chapter
- Memories (ongoing)
- Unicorn

Ninja Chapter
- Dance of Veils
- Leviathan

Twilight Chapter
- Diabolos
- Alexander

Final Chapter, First Part
- Argy
- Talos / Reflect Bangle
- Earth Eater / Moogle Charm
- Elder Dragon / Regen Ring
- Coliseum
- Fang/Tail Farming/Trading

Final Chapter, Second Part
- Bahamut
- Saber Dance
- Heroic Hymn
- Soul Eater / Miracle Shoes
- Graham's Will
- Excalibur

Post-Game
- Development Office
- Superbosses


-------------------------------------------------------------------------------
[4.5] MISCELLANEOUS -- TREASURE HUNTING
-------------------------------------------------------------------------------

All enemies have two drops: a common drop and a rare drop.  We don't know exact
drop rates, but they are very low without intervention from abilities,
especially the rare drop rate.

Available evidence suggests (but does not prove) that abilities and items that
increase the drop rate all stack, including multiple copies, multiple abilities
on one character, etc.  Those abilities and items are:

Common Drops:
- Item Finder (Thief Innate / 265 AP)
- Bauble Band (trade casino coins or fangs for it)

Rare Drops:
- Treasure Hunter (Thief 4480 AP)
- Treasure Band (trade fangs for it)

Precise Impact Unclear:
- Ruffian Knife (find in chests)

Equipping even 1 or 2 of these things will have a visible impact on the drop
rate... but rare drops will still be pretty rare.

Most rare items aren't really useful enough to justify the massive investment
of time spent grinding for them, grinding for fangs for treasure rings,
levelling up thieves, etc.  But here are the most interesting drops:

Giant Gauntlet
- Statues in Liene Castle
- Ogre in Dragon Valley, Ramuh's Cave, Titan's Cave, near Kurgis
- Ogre Chief in Mt. Fargabaad
- ??? in Water Rift

Giant Helm
- Fire Giant in Gurgu Volcano
- High Ogre in Phoenix Forest
- Giant Soldier in Lufenia Ruins
- ??? Giant in Nil

Giant Armor
- ??? Ogre in Tower of Training
- Iron Giant in Nil

Giant Shield
- ??? in Mysidia Cave, Lufenia Ruins
- ??? Giant in Nil

Giant Axe
- Ogre King in Final Chapter (Coliseum for sure, maybe Void: Earth)

Aqua Rod
- Oceanus in Sea Shrine
- Undine in Water Rift

Earth Staff
- Baba Yaga in ???
- Gnome in Earth Rift

Hurricane Staff
- Gale Hound near Berth
- Eale under Castle Lux

Power Sash
- Kurohabaki in Tower of Trials

Athena's Mirror
- Medusa in Rosetta Tower

Small Fang
- Radon in Rosetta Tower

Fang
- Pantera in Barrier Grove

Giant Fangs
- ??? in Rosetta Tower
- Gorchimera in Mysidia Cave
- Earth Dragon in Final Chapter Overworld
- Hydra under Lux
- Blue Dragon in Nil
- Red Dragon in Nil

Large Fangs
- Vampire in Lufenia Ruins
- Behemoth in Second Mysidia Cave
- Jormungand in Nil

Valkyrie Coat
- Lamia Queen in Lufenia Ruins

Vishnu Vest
- Slagworm in Burtgang Town

Stone Blade
- Black Lizard in Mysidia Cave, Lufenia Ruins

Red Tail (trade for Blood Lance)
- Chimera in Cave to Deist, near Deist in Final Chapter

Green Tail (trade for Auto Crossbow)
- Torosaurus in Mazewood, near Alfheim in Final Chapter

Blue Tail (trade for Mermaid's Harp)
- Shell enemy in Sea Shrine, near Rusalka/Capo in Final Chapter

Gray Tail (trade for Valhalla Dark Sword)
- Gorging Rabbit in forest NW of Fargabaad, near Fargabaad/Kurgis in Final Ch.

Gold Tail (trade for Ultima Blade Holy Sword)
- Gold Dragon in Castle Burtgang, near Burtgang in Final Chapter

Silver Tail (trade for Yoto-Muramasa Ninja Sword)
- Silver Dragon in Akame Valley, near Hagakure in Final Chapter

Yellow Tail (trade for Rocket Punch Claw)
- Great Avian near Fabrica in Final Chapter

Pink Tail (trade for Axel Dagger)
- Flan Princess on island NW of Gardenia in Final Chapter


===============================================================================
                                     [5]

                         HELP! I CAN'T BEAT THIS BOSS!
===============================================================================

There are few bosses in this game that require unique tactics.  The following
general tips should help you overcome most regular bosses:

* If you don't have a White Mage or Seer, make one.  If you have one and you
  still need more healing, make a second one.  This is very reasonable late
  in the game, especially if you don't have Chain Magic.

* Cast buffs, especially Protect, Shell, and Haste, at the start of the battle.
  If damage comes in quickly enough that you White Mage must always heal and
  doesn't have time to buff, this is a sign that you may want a second healer.
  The Dancer's Dance of Veils is also a superb buff.

* Make sure you have top-notch weapons and armor equipped.  If not, buy some.
  Weapon attack rating, and armor DEF, make a huge difference in this game.

* If the boss abuses status effects (like Confusion), equip gear that prevents
  those status effects.

* Every character who is not on healing duty should have access to a strong
  attack.  Give melee characters Strike (in Battle Arts) at the very least.

* Use auto-battle as much as possible -- sometimes I will leave it on for most
  of my characters, then toggle it off when my healer is about to have a move.
  This avoids wasted time where you characters are waiting for you to input a
  command, which can seriously cut into your damage output.

* Go to the Config menu and set the battle speed to 6 (the slowest) so you
  have more time to choose your moves.  Also, set battle mode to Wait.


Tips for specific battles:

* Skull Eater: Frog a fast character and attack for a guaranteed 1 damage.

* Green Defender #3: Do not cast Slow; Green Defender auto-responds to Slow
  with Haste and other spells.

* Matoya/Asmodeus battle: Have Matoya use Third Eye constantly, unless
  Asmodeus is visible and you need a Cure Waltz.

* Sword Dancer: Focus on your strongest attacks.  This battle will be easy if
  you use strong offensive abilities like Dual Wield + Spreadshot and Chain
  Magic + Meteor.  With those, you can beat the dancer with time to spare on
  the doom clock.  If you don't have many good offensive abilities, you may
  need to do some grinding or switch around your character roster.


===============================================================================
                                     [6]

                          ACKNOWLEDGEMENTS & HISTORY
===============================================================================

Acknowledgements:

Big thanks to Holy Dark Elf for figuring out more accurate damage formulas,
and doing most of the legwork on non-F ability charge times.

Thanks to Varylor for extra item drop info.

Thanks to the contributers of the wiki.livedoor.jp wiki who provided a helpful
starting point for my own testing.

Thanks also to the other users on the GameFAQs FFD board who discussed stats
and abilities with me, including GoodluckBuck, locutus442, saberchan2, and
zyraquis.

History:
2.0 - August 2016 - Major corrections to damage formulas, stats section, and
                    addition of ability charge times and "DPS".
                  - Revised recommended abilities.
                  - Added quick and easy party plan section.
                  - Some new item drops & other small additions/clarifications.
1.0.1 - October 2012 - Minor additions & clarifications
1.0 - October 2012 - Initial release - Some details ignored in favor of
                     getting most of this information out more quickly