Tuesday, February 5, 2008

FF XII: US Version Zodiac Job System Guide 1.1

US Version Zodiac Job System Guide 1.1

By Skoobouy 

Compiled and useful
for Final Fantasy XII


*** Introduction

This guide details how to build characters in the "standard" version of Final 
Fantasy XII so that they resemble, as closely as possible, the job classes of 
IZJS. This is not a "challenge FAQ" unless you wish to read it that way. You 
might say that I sought a way to put a Japanese exclusive feature "back in the 
hands of man," as it were.

Some naming conventions: henceforth, I refer to the older version of Final 
Fantasy XII as "Standard" or FFXII-S. The newer version is FFXII-IZJS or 
simply IZJS for short.


*** Revision History

1.1, February 5th, '08 - Corrected some typos; added information about
differences between armor licenses between versions; added information about
blocking Esper licenses; added linking licenses to charts.

1.0, January 20th, '08 - The first draft! Covers all the basics.


*** Other resources (and their contributions)

FAQ/Walkthough v1.1 by SOng:
Information on the initial licenses of the characters.

FAQ/Walkthrough (IZJS) v1.5 by Kouli:
Conveniently lists the licenses available to each of the IZJS jobs.

Ability FAQ (IZJS) by sephirosuy v0.1:
Information on precisely which abilities (magick, weapons) are contained in 
each license--important for "translating" the characters accurately.

License Board(s) (IZJS) by sephirosuy:
This guy is a titan. These graphics provide meticulous and well-ordered 
information on the IZJS license boards.


*** Table of Contents

CHAPTER I: LIMITATIONS
    A. Linking Licenses
    B. License Changes
    C. "Blocked" Licenses
    D. Numerical Differences

CHAPTER II: JOBS
    A. Knight
    B. Uhlan (Lancer)
    C. Shikari (Assassin)
    D. Monk
    E. Breaker (Berserker)
    F. Samurai
    G. Archer
    H. Machinist (Engineer)
    I. White Mage
    J. Black Mage
    K. Red Mage
    L. Time Mage

CONCLUSION


///////////////////////////////////////////////////////////////////////////////


I. LIMITATIONS

What we are doing is unnatural. Which is not to say that it's illegal in Texas,
but rather that a seamless "backporting" of the IZJS jobs to FFXII-S is 
impossible.


A. Linking Licenses

It is impossible to build "pure" jobs of any kind in FFXII-S. Typically, the 
board forces you to buy licenses that are outside of your planned character 
motif. I call these nuisances "linking licenses", since they are necessary to 
link you to the licenses that you want. Sometimes a solution is to use a 
Quickening license as a link. Whatever you choose to do, I will not tell you 
whether you should avoid using them--that is, of course, up to you. However, I 
do suggest which linking licenses to get simply by including them in the 
charts, represented as lower-case letters.


B. License Changes

IZJS made many changes to the licenses themselves, especially magick and 
equipment. Several equips have shifted from their previous levels, so that 
"Mystic Armor 11" may have different equipment in IZJS and FFXII-S. Several 
spells changed color as well. For documentation of IZJS's licenses, I refer 
you to Sephirosuy's "Ability FAQ":

http://db.gamefaqs.com/console/ps2/file/final_fantasy_xii_izjs_ability.txt

Sephirosuy did not include armor in his lists, so here are the armor licenses 
that have changed between the two versions:

Light Armor          FFXII-S          IZJS
----------------------------------------------------
Chaperon             Light Armor 10   Light Armor 10
Minerva Bustier      Light Armor 10   Light Armor 10
Crown of Laurels     Light Armor 10   Light Armor 11
Rubber Suit          Light Armor 10   Light Armor 11
Renewing Morion      Light Armor 11   Light Armor 12
Mirage Vest          Light Armor 11   Light Armor 12
Dueling Mask         Light Armor 12   Light Armor 13
Brave Suit           Light Armor 12   Light Armor 13

Heavy Armor          FFXII-S          IZJS
----------------------------------------------------
Diamond Helm         Heavy Armor 6    Heavy Armor 6
Diamond Armor        Heavy Armor 6    Heavy Armor 6
Steel Mask           Heavy Armor 6    Heavy Armor 7
Mirror Mail          Heavy Armor 6    Heavy Armor 7
Platinum Helm        Heavy Armor 7    Heavy Armor 8
Platinum Armor       Heavy Armor 7    Heavy Armor 8
Giant's Helmet       Heavy Armor 7    Heavy Armor 9
Carabineer Mail      Heavy Armor 7    Heavy Armor 9
Dargon Helm          Heavy Armor 8    Heavy Armor 10
Dragon Mail          Heavy Armor 8    Heavy Armor 10
Magepower Shishak    Heavy Armor 9    Heavy Armor 11
Maximillian          Heavy Armor 9    Heavy Armor 11
Grand Helm           Heavy Armor 10   Heavy Armor 12
Grand Armor          Heavy Armor 10   Heavy Armor 12

Mystic Armor         FFXII-S          IZJS
-----------------------------------------------------
Black Mask           Mystic Armor 10  Mystic Armor 10
Black Robes          Mystic Armor 10  Mystic Armor 10
White Mask           Mystic Armor 10  Mystic Armor 11
White Robes          Mystic Armor 10  Mystic Armor 11
Golden Skullcap      Mystic Armor 11  Mystic Armor 12
Glimmering Robes     Mystic Armor 11  Mystic Armor 12
Circlet              Mystic Armor 12  Mystic Armor 13
Lordly Robes         Mystic Armor 12  Mystic Armor 13

What this means for you is that your "backported" characters will need to buy 
different licenses to get the same list of spells and equipment. Also, because 
spells and equipment are packaged in twos and threes, your character will wind 
up with a handful of spells and equipment that the IZJS version would not 
have. I will list what those are for each character.


C. "Blocked" Licenses

The IZJS boards incorporate an element of tough decision-making. On each IZJS 
board, several of the best licenses are inaccessible until that character buys 
an Esper license or a Quickening; however, doing so will remove said Esper 
from the boards of other characters. This would make it effectively impossible 
for all of your characters to obtain all of their licenses.

For those that wish to incorporate this element into their gameplay, I have 
listed which licenses are blocked by which Espers and/or Quickenings. However, 
in the case of HP, Magick, or Battle bonuses, I denote them with "(IZJS)" 
because such bonuses are handled very differently by the two games. See "D" 
below.


D. Numerical Differences

IZJS handles HP, Magick Power, and Battle Power growth differently than 
FFXII-S. License boards in IZJS may have as many as 16 Battle Lore or Magick 
Lore bonuses (as opposed to the standard version's 5), and as much as 3,035 HP 
spread across twelve licenses (as opposed to the standard version's 1,000 
available in five licenses).

To "translate" these bonuses to the standard license board, I merely 
multiplied the IZJS values by the difference ratio (5/16 for Battle and 
Magick; 1000/3035 for HP) and rounded to the nearest possible value.

Keep in mind (especially if you are playing with "Blocked Licenses") that this 
means that one IZJS bonus is symbolically worth much less than the same bonus 
in the standard version.


///////////////////////////////////////////////////////////////////////////////


II. JOBS

A. Knight

The mainstay of Final Fantasy melee-oriented classes, the Knight is the very 
definition of "tank" (durable, mighty, and slow). With access to the strongest 
weapons and armor in the game, and the traditional smattering of mid-level 
White Magick, the Knight takes a licking and keeps on, uh, killing.

HP:       +50 HP; +150 HP; +500 HP

Status:   Battle Lore x4; Swiftness x1; Shield Block x3

Items:    Potion Lore x2

Misc:     Adrenaline; Headsman; Last Stand; Martyr; Spellbound; Inquisitor; 
          Focus

Technick: First Aid; Souleater; Infuse; Revive; Sight Unseeing; Telekinesis

Magick:   White Magick 4-6; Arcane Magick 2; Green Magick 6

Armor:    Heavy Armor 1-10; Genji Armor; Shields 1-6; Shell Shield; 
          Ensanguined Shield; Zodiac Escutcheon

Weapons:  Swords 1-7; Blood Sword; Great Swords 1-3; Excalibur; Tournesol

License Board (Lowercase letters = possible linking licenses):
--------------------------------------------------------------
                       E - - - - Q           C C
                       - - - - - - - E C C Q C C
                       - - - - - - - Q C C C C E
                     Q - M m M - - - C C C C C
                         - m - - - - C C C Q
                         M M M - - - C C C
                   - - - - a - A A A t - E
                   A - - - A - - A A T - -
                 Q a - A A A A A A A t T T - E
                 - a - - - A A - - A - t - - -
                 - A - A a A A A A A - T t t - Q
 - - - Q       E - A A A A - A - A -       T t -
 - - - - -         E   E   E       Q       Q t T
 - - - - -     - - - - - - - - R
 Q - - - - E   - - - - - - R r R Q
   - - - - - - - - - - R - R R
       - - - - R - R R R R R R
       - - - - R R R R   R R R
     E - - - W W W W W   Q
 Q   - - - - - - - - W W W W
 - - - - - - - - - - w - - W
 - - - Q   E - - - - w - - -
 - - E       - - - - W w - -
 Q             Q     Q W W W

Spells      Licenses         Extraneous Spells
----------------------------------------------
Curaga      White Magick 5   Dispel
Regen       White Magick 4    
Cleanse     White Magick 5
Esuna       White Magick 4
Confuse     Arcane Magick 2  Gravity
Faith       Green Magick 6    
Bravery     Green Magick 6
Curaja      White Magick 6   Arise, Dispelga

Blocked License     Blocked by
--------------------------------------------------
Potion Lore 1       Belias
White Magick 4      Mateus
White Magick 5      "
Potion Lore 2       Shemhazai
White Magick 6      Hashmal
Green Magick 6      "
Arcane Magick 2     "
Battle Lore (IZJS)  Cuchulainn
HP +350 (IZJS)      Exodus
Telekinesis         Ultima
Battle Lore (IZJS)  "
HP +390 (IZJS)      Chaos OR Zodiark OR Quickening
Revive              "
Excalibur           "


B. Uhlan (Lancer)

What Kain was to Cecil, the Lancer is to the Knight: a little more evil (a bit 
of Black Magick), a little more powerful (the Zodiac Spear), and a little less 
durable. The Lancer is less "tank" and more "damage-per-second" than the 
Knight, and probably your melee class of choice if your strategy revolves 
around the Zodiac Spear (which is to say, if you care little about strategy).

HP:       +50 HP; +500 HP

Status:   Battle Lore x4; Magick Lore x2; Swiftness x2

Items:    Potion Lore x3; Remedy Lore x2; Phoenix Lore x2

Misc:     Adrenaline; Headsman; Last Stand; Martyr; Spellbound; Inquisitor; 
          Focus

Technick: First Aid; Poach; Souleater; Shades of Black; Infuse; Revive; Charm; 
          Expose; Achilles; Bonecrusher; Wither

Magick:   Black Magick 3-4; Green Magick 2, 5

Armor:    Heavy Armor 1-10

Weapons:  Spears 1-5, Dragon Whisker, Zodiac Spear

License Board (Lowercase letters = possible linking licenses):
--------------------------------------------------------------
                       E - - - - Q           C C
                       - - - - - - M E C C Q C C
                       - - - - - - M Q C C C C E
                     Q - - M m m m m C C C C C
                         - - - M - - C C C Q
                         - - - - - - C C C
                   - - - - A - A A A t - E
                   A - - - A - A A A T - -
                 Q a - A - A A A A A T T T - E
                 - a - A A A A A A - - - T t T
                 - A - A - - A A A A T T - - t Q
 - - - Q       E - A A a A A A A A -       - T T
 - - - - -         E   E   E       Q       Q T -
 - - - - -     - - - - - - - r R
 Q - - - - E   - - - - - - R r - Q
   - - - - - - - - - - R - R R
       - - - - - - R R r R r -
       - - - - R R r -   - - -
     E - - - - w - - -   Q
 Q   - - - - - W W W w - - -
 - - - - - - - - - - W W W -
 - - - Q   E - - - - - - w W
 - - E       - - - - - - - -
 Q             Q     Q - - -

Spells      Licenses         Extraneous Spells
----------------------------------------------
Fira        Black Magick 3
Poison      Green Magick 2   Shell
Thundera    Black Magick 3
Blizzara    Black Magick 3
Bio         Black Magick 4
Blindga     Green Magick 5
Aeroga      Black Magick 4
Silencega   Green Magick 5

Blocked License     Blocked by
--------------------------------------------------
Black Magick 3      Quickening
Green Magick 2      "
Battle Lore (IZJS)  Adrammelech
Magick Lore (IZJS)  Mateus
Magick Lore (IZJS)  "
Bonecrusher         Hashmal
Wither              Chuchulainn
Potion Lore 3       Famfrit
Expose              Ultima
Black Magick 4      Chaos
Green Magick 5      "


C. Shikari (Assassin)

"Shikari" is an Indian word for "hunter," but, as Wikipedia assures me, it is 
related to the Latin word "sicarius" which means "assassin"; we ain't hunting 
wabbits. While verifiably not a "Thief" archetype--it lacks the "Steal" 
Technick--the Assassin revels in everything speed. The overriding goal of this 
class is to lower the 'S' variable in the "DPS" equation.

HP:       +50 HP; +100 HP; +200 HP; +500 HP

Status:   Battle Lore x2; Magick Lore x2; Swiftness x3; Shield Block x2

Items:    Potion Lore x3; Remedy Lore x3; Phoenix Lore x2

Misc:     Headsman; Last Stand; Martyr; Spellbound; Inquisitor; Focus; Brawler

Technick: First Aid; Libra; Traveler; Shades of Black; Revive; 1000 Needles; 
          Gil Toss; Stamp; Bonecrusher; Telekinesis

Magick:   Green Magick 7

Armor:    Light Armor 1-12; Shields 2-6

Weapons:  Daggers 1-5; Danjuro; Ninja Swords 1-2; Yagyu Darkblade; Guns 4-6

License Board (Lowercase letters = possible linking licenses):
--------------------------------------------------------------
                       E - - - - Q           C C
                       - - - - - - - E C C Q C C
                       M m m - - - - Q C C C C E
                     Q - - m - - - - C C C C C
                         - m - - - - C C C Q
                         - m - - - - C C C
                   - - - - A - A A A - T E
                   A - - - A - A A A T t -
                 Q a - A - A A A A A - T t T E
                 - A A A A A A A A A T - t -
                 - A A A - A A A - A T - T t T Q
 - W W Q       E A A - - - A A A A A       - t -
 W - - W W         E   E   E       Q       Q T T
 w W W w w     - - - - - R R - -
 Q w - - W E   - - - - R R r R - Q
   W - - w W - - R R R - R - -
       - - W R r R - r R r R -
       - - W R - - R R   - R -
     E - - - - - - - -   Q
 Q   - - - - - - - - - - - -
 - - - - - - - - - - - - - -
 - - - Q   E - - - - - - - -
 - - E       - - - - - - - -
 Q             Q     Q - - -


Spells      Licenses         Extraneous Spells
----------------------------------------------
Protectga   Green Magick 7   Sleepga
Shellga     Green Magick 7      

Blocked License     Blocked by
--------------------------------------------------
Ninja Swords 1      Quickening
Ninja Swords 2      Quickening AND Quickening (both needed)
Yagu Darkblade      Quickening
Shades of Black     Addramelech
Gil Toss            Mateus
Guns 4              Shemhazai
Guns 5              "
Guns 6              "
Green Magick 7      Chuchulainn
Stamp               Exodus
Phoenix Lore        Ultima
Phoenix Lore        "

NOTE: In IZJS, because the Shikari's licenses are blocked by Quickenings, it 
is impossible to unlock all of the Ninja Sword licenses; you must choose one 
to leave alone. 


D. Monk

What other franchise has exploited the Shaolin warrior-monk stereotype more 
than Final Fantasy? The Monk is the only class that has access to every HP 
bonus and every Battle Lore bonus. Throw in some powerful White Magick, great 
speed, and a stick, and you have a lightning-fast, muscle-bound deliverer of 
whoopass... with a stick.

HP:       +50 HP; +100 HP; +150 HP; +200 HP; +500 HP

Status:   Battle Lore x5; Swiftness x3

Items:    Potion Lore x3; Phoenix Lore x2

Misc:     Adrenaline; Headsman; Last Stand; Martyr; Spellbound; Inquisitor; 
          Focus; Brawler

Technick: First Aid; Libra; Traveler; Souleater; Shades of Black; Revive; 
          Numerology; Expose; Sight Unseeing; Achilles; Bonecrusher; Wither

Magick:   White Magick 3, 6-8; Green Magick 6-7

Armor:    Light Armor 1-12

Weapons:  Poles 1-5; Whale Whisker

License Board (Lowercase letters = possible linking licenses):
--------------------------------------------------------------
                       E - - - - Q           C C
                       - - - - - - - E C C Q C C
                       M - - - - - - Q C C C C E
                     Q M M - - - - - C C C C C
                         M - - - - - C C C Q
                         M m m M - - C C C
                   - - - - - - A A A - T E
                   A - - - A - - A A T t -
                 Q a - A A A A A A A - T - - E
                 - A - A A A A A - - T - - - T
                 A A A A A - A A A A T T t T t Q
 W w - Q       E A A A - A - A - A A       T T T
 - w W w -         E   E   E       Q       Q T -
 - - - W -     - - - - - R R - -
 Q - - W - E   - - - - R R r R - Q
   - - W - - - - R R R r R - -
       w W w R r R - - - - - -
       - - - R - - - -   - - -
     E - - - - - - - -   Q
 Q   - - - - - - - - - - - -
 - - - - - - - - - - - - - -
 - - - Q   E - - - - - - - -
 - - E       - - - - - - - -
 Q             Q     Q - - -

Spells      Licenses         Extraneous Spells
----------------------------------------------
Cura        White Magick 3   Stona
Raise       White Magick 3
Bravery     Green Magick 6   Faith
Curaja      White Magick 6
Dispelga    White Magick 6
Arise       White Magick 6
Holy        White Magick 7
Esunaga     White Magick 7
Protectga   Green Magick 7   Sleepga
Shellga     Green Magick 7
Renew       White Magick 8

Blocked License     Blocked by
--------------------------------------------------
Green Magick 6      Quickening
Traveler            Zalera
Potion Lore 3       Shemhazai
White Magick 3      Hashmal
Souleater           Exodus
Sight Unseeing      Zeromus
White Magick 6      Famfrit
Swiftness           Ultima
Swiftness           "
White Magick 7      Chaos
Green Magick 7      "
White Magick 8      Zodiark


E. Breaker (Berserker)

Two words summarize the nature of the Berserker class: LEEERROOOYY JEENKIINNS! 
In the spirit of the Berserker class of yore, the Breaker combines heightened 
damage potential with heightened unpredictability. Consider that the Breaker 
class can buy two Magick Lore bonuses, which have no use but to fuel Shades of 
Black. Discipline and planning are for wusses.

HP:       +50 HP; +150 HP; +500 HP

Status:   Battle Lore x4; Magick Lore x2; Swiftness x3; Shield Block x3

Items:    None

Misc:     Adrenaline; Headsman; Last Stand; Martyr; Spellbound; Inquisitor; 
          Focus

Technick: Traveler; Horology; Shades of Black; Shear; Infuse; Addle; Expose; 
          Sight Unseeing; Wither

Magick:   None

Armor:    Heavy Armor 1-10; Genji Armor; Shields 1-6; Shell Shield; 
          Ensanguined Shield; Zodiac Escutcheon

Weapons:  Axes and Hammers 1-7; Hand-Bombs 1-3

License Board (Lowercase letters = possible linking licenses):
--------------------------------------------------------------
                       E - - - - Q           C C
                       - - - - - - - E C C Q C C
                       - - - - - - - Q C C C C E
                     Q - - - - - - - C C C C C
                         - - - - - - C C C Q
                         - - - - - - C C C
                   - - - - - - A A A t - E
                   A - - - A - A A - - - T
                 Q A - A A A A A A A - - T - E
                 - a - A - A - - - A T T t T T
                 - A - A - A A A A A T - - - t Q
 - - - Q       E A A A A A - A - A -       T t T
 - - - - -         E   E   E       Q       Q - -
 W - - - -     - - - - - - - - R
 Q W w w - E   - - - - - - R r R Q
   - - w - - - - - - - R - R R
       W w w r R - R R R R R R
       - - - r R R R R   R R R
     E - - - w - - - -   Q
 Q   - - - - w - - - - - - -
 - - - - - - w - - - - - - -
 - - - Q   E W - - w W W - -
 - - E       W W W W - - - -
 Q             Q     Q - - -


Blocked License     Blocked by
--------------------------------------------------
Battle Lore (IZJS)  Quickening
HP +390 (IZJS)      Quickening
Horology            Belias
Traveler            Zalera
Battle Lore (IZJS)  Adrammelech
Swiftness           Hashmal
Shades of Black     Chuchulainn
Magick Lore (IZJS)  Exodus OR Zeromus
Magick Lore (IZJS)  "
Magick Lore (IZJS)  "
Magick Lore (IZJS)  "
Magick Lore (IZJS)  Famfrit
Swiftness           Ultima


F. Samurai

The Samurai is a magick-powered melee class, mostly eschewing muscle in 
exchange for enchanted swordy goodness. In fact, everything about this class 
revolves around the special properties of katanas, from the plentiful Magick 
Lore bonuses and Mystic Armor to the ample HP meant to keep your soft, fleshy 
hide alive.

HP:       +50 HP; +100 HP; +150 HP; +200 HP; +500 HP

Status:   Battle Lore x3; Magick Lore x4; Swiftness x3; Shield Block x1

Items:    Remedy Lore x2

Misc:     Spellbreaker; Headsman; Last Stand; Martyr; Spellbound; Inquisitor; 
          Serenity; Brawler

Technick: Libra; Souleater; Shades of Black; Infuse; 1000 Needles; Gil Toss; 
          Sight Unseeing; Stamp; Bonecrusher

Magick:   None

Armor:    Mystic Armor 1-12; Heavy Armor 7-9; Genji Armor

Weapons:  Katanas 1-4; Blood Sword; Masamune 

License Board (Lowercase letters = possible linking licenses):
--------------------------------------------------------------
                       E - - - - Q           C C
                       - - - - - - - E C C Q C C
                       - - - - - - - Q C C C C E
                     Q - - - - - - - C C C C C
                         - - - - - - C C C Q
                         - - - - - - C C C
                   A - - - A - A A A t T E
                   A A - - A A A A A - t -
                 Q A a A A A A A A A - T T T E
                 - A - A - A - - A - - - t - -
                 - A A - - - A A a A T - T t T Q
 - - - Q       E A A - - A A A - A A       T - -
 - - - - -         E   E   E       Q       Q T -
 - - - - -     R R R R R r r R r
 Q - - - - E   R R R R - - R - R Q
   - - - - - R R - - - - - R R
       - - - - r - - - - - - -
       - - - - r - - -   - - -
     E - - - - w w - -   Q
 Q   - - - - - - w - W - - -
 - - - - - - - - w - w - - -
 - - - Q   E - - W W w - - -
 - - E       - - - - w W W W
 Q             Q     Q - - -

Blocked License     Blocked by
--------------------------------------------------
Battle Lore (IZJS)  Quickening
HP +350 (IZJS)      "
Battle Lore (IZJS)  Quickening
HP +390 (IZJS)      "
Libra               Belias
Blood Sword         Zalera
Souleater           Adrammelech
Shield Block        Shemhazai
Stamp               Chuchulainn OR Ultima
HP +500 (IZJS)      Exodus
Magick Lore (IZJS)  Zeromus
Magick Lore (IZJS)  "
Brawler             Chaos
Heavy Armor 7       Zodiark
Heavy Armor 8       "
Heavy Armor 9       "


G. Archer

Zee Archer, he sczhoots ze arrows! The Archer is also king of the hill where
items and Technicks are concerned, but there's really not much else to say. 
Don't expect much damage from this class.

HP:       +50 HP; +150 HP; +500 HP

Status:   Battle Lore x1; Magick Lore x1; Swiftness x3

Items:    Potion Lore x3; Remedy Lore x3; Phoenix Lore x3

Misc:     Headsman; Last Stand; Martyr; Spellbound; Inquisitor; Focus

Technick: Steal; First Aid; Libra; Poach; Traveler; Shades of Black; Shear; 
          Infuse; Revive; Charm; 1000 Needles; Gil Toss; Addle; Achilles

Magick:   White Magick 3

Armor:    Light Armor 1-12; Heavy Armor 8-10

Weapons:  Bows 1-6, Sagittarius

License Board (Lowercase letters = possible linking licenses):
--------------------------------------------------------------
                       E - - - - Q           C C
                       - - - - - - - E C C Q C C
                       - - - - - - - Q C C C C E
                     Q - - - - - - - C C C C C
                         - - - - - - C C C Q
                         - - - M - - C C C
                   - - - - A - A A A T T E
                   A - - - A - A A A T - -
                 Q a - A A A A A A A T - T T E
                 - a A A A A A A A - T T T T t
                 - A - A A - A A - - T T T - t Q
 - - - Q       E A A - - - A A A A -       - T -
 - - - - -         E   E   E       Q       Q - -
 - - - - -     - - - - - R R - R
 Q - - - - E   - - - - R R R R - Q
   - - - - - - - R R R - R - R
       - - - R r R - - - - - -
       - - - R - - - -   - - -
     E - - - w - - - -   Q
 Q   - - - - W - - - - - - -
 - - - - - - W W W W w w w -
 - - - Q   E - W - - - - W -
 - - E       - - - - - - - -
 Q             Q     Q - - -

Spells      Licenses         Extraneous Spells
----------------------------------------------
Cura        White Magick 3   Stona
Raise       White Magick 3

Blocked License     Blocked by
--------------------------------------------------
White Magick 3      Quickening
Heavy Armor 8       Shemhazai
Heavy Armor 9       "
Heavy Armor 10      "
HP +390 (IZJS)      Famfrit
HP +435 (IZJS)      "
Magick Lore (IZJS)  Chaos
Magick Lore (IZJS)  "
Magick Lore (IZJS)  "
Magick Lore (IZJS)  "
Infuse              Ultima OR Zodiark
1000 Needles        "


H. Machinist (Engineer)

The Machinist, or Engineer for those of us enamored with Mustadio of Tactics 
fame, is a support class with teeth. Equipped with long-rang weaponry and some 
powerful Time Magicks, the Machinist's main claim to worthiness is armor-
piercing damage and support abilities via items, Technics, and measures.

HP:       +50 HP; +150 HP; +500 HP

Status:   Battle Lore x1; Magick Lore x2; Swiftness x3

Items:    Potion Lore x3; Ether Lore x1; Remedy Lore x3; Phoenix Lore x1

Misc:     Headsman; Last Stand; Martyr; Spellbound; Inquisitor

Technick: Steal; Libra; Poach; Traveler; Horology; Charm; Gil Toss; 
          Numerology; Stamp; Achilles

Magick:   Time Magick 3, 7; Green Magick 4; Arcane Magick 3, 6-7

Armor:    Light Armor 1-12

Weapons:  Guns 1-6; Measures 1-3; Hand-Bombs 2-3

License Board (Lowercase letters = possible linking licenses):

                       E M - - - Q           C C
                       M M m - - - - E C C Q C C
                       - - m M M - - Q C C C C E
                     Q - - m - - - - C C C C C
                         - M - - - - C C C Q
                         - m - - - - C C C
                   - - - - A A A A A T T E
                   A - - - A - A A A - - T
                 Q a - A A A A A A A T - - - E
                 - a A A A A A A A - T t T - -
                 - A - - - - A A - - - - T T T Q
 - - - Q       E A A - - - A A a A -       - T -
 W - - - -         E   E   E       Q       Q - -
 W W - - -     - - - - - R R - -
 Q W - - - E   - - - - R R r R - Q
   W W w - - - - R R R r R - -
       w - - R r R - - - - - -
       W W w R - - - -   - - -
     E - - w - - - - -   Q
 Q   - - - w - - - - - - - -
 - - - w w W - - - - - - - -
 W w w Q   E - - - - - - - -
 - W E       - - - - - - - -
 Q             Q     Q - - -

Spells      Licenses         Extraneous Spells
----------------------------------------------
Vanishga    Arcane Magick 6  Reverse
Warp        Time Magick 3    Break
Reflectga   Time Magick 7
Slowga      Time Magick 7
Graviga     Arcane Magick 7  Darkga
Hastega     Time Magick 7
Decoy       Arcane Magick 3  Drain
Oil         Green Magick 4   Toxify

Blocked License     Blocked by
--------------------------------------------------
Hand-Bombs 2        Shemhazai
Magick Lore (IZJS)  Chuchulainn
Arcane Magick 3     Exodus
Green Magick 4      "
Hand-Bombs 3        Zeromus
Time Magick 3       Famfrit
Time Magick 7       "
Arcane Magick 6     "
Arcane Magick 7     "
Magick Lore (IZJS)  Ultima OR Quickening
Magick Lore (IZJS)  "
Magick Lore (IZJS)  "
HP +350 (IZJS)      Chaos
HP +390 (IZJS)      Zodiark


I. White Mage

The White Mage is like water; vital and pleasant, if a little banal. Besides 
having the full range of White Magick (which in FFXII-S also means a good 
amount of Green and Arcane Magick), the White Mage is no slouch in the melee 
department. Some Battle Lore bonuses, and access to Grand Swords, mean your 
White Mage will always be surrounded by the wounded.

HP:       +100 HP; +150 HP; +200 HP

Status:   Battle Lore x2; Magick Lore x5; Swiftness x2; Channeling x3

Items:    Ether Lore x2

Misc:     Spellbreaker; Headsman; Martyr; Warmage; Spellbound; Inquisitor;
          Serenity

Technick: Libra; Charge; Souleater; Numerology; Stamp; Achilles

Magick:   White Magick 1-8; Green Magick 1-2, 4, 6; Arcane Magick 2-6

Armor:    Mystic Armor 1-12

Weapons:  Rods 1-4; Rod of Faith; Daggers 4-5; Grand Swords 1-2

License Board (Lowercase letters = possible linking licenses):

                       E - - - - Q           C C
                       - M - - - - - E C C Q C C
                       - M M M - - - Q C C C C E
                     Q M M - M - - - C C C C C
                         M M - M M - C C C Q
                         M M M M M M C C C
                   A - A A A A A - A - T E
                   A A A A A A A A - - T -
                 Q A A A A A A A A A - T - - E
                 A a - A - A - - - a - t t t -
                 - A A - - a A A - A - - - T T Q
 - - - Q       E - - - - - - A - - A       - T -
 - - - W W         E   E   E       Q       Q - -
 - - - - w     R R R R R r r R -
 Q - - - w E   R R R R - - - - - Q
   - - - w w R R - - - - - - -
       - - - r - - - - - - - -
       - - - r - - - -   - - -
     E W W w w - - - -   Q
 Q   w w - - w - - - - - - -
 W w W - - - w - - - - - - -
 - W - Q   E w - - - - - - -
 - - E       w w w w W - - -
 Q             Q     Q W - -

Spells      Licenses         Extraneous Spells
----------------------------------------------
Cure        White Magick 1
Blindna     White Magick 1
Vox         White Magick 2
Poisona     White Magick 2
Protect     Green Magick 1   Blind
Shell       Green Magick 2   Poison
Cura        White Magick 3
Raise       White Magick 3
Dispel      White Magick 5
Stona       White Magick 3
Curaga      White Magick 5
Regen       White Magick 4
Cleanse     White Magick 5
Esuna       White Magick 4
Confuse     Arcane Magick 2  Gravity
Faith       Green Magick 6
Bravery     Green Magick 6
Curaja      White Magick 6
Dispelga    White Magick 6
Arise       White Magick 6
Holy        White Magick 7
Esunaga     White Magick 7
Protectga   Green Magick 7   Sleepga
Shellga     Green Magick 7
Renew       White Magick 8
Decoy       Arcane Magick 3
Oil         Green Magick 4   Toxify
Drain       Arcane Magick 3
Reverse     Arcane Magick 6  Vanishga
Bubble      Arcane Magick 5  Death
Syphon      Arcane Magick 4  Darkra, Vanish

Blocked License     Blocked by
--------------------------------------------------
Battle Lore (IZJS)  Addrammelech
Souleater           "
HP +230 (IZJS)      Shemhazai
Libra               Chuchulainn
Battle Lore (IZJS)  Exodus
HP +270 (IZJS)      Zeromus
Daggers 4           Famfrit
Daggers 5           "
Numerology          "
HP +310 (IZJS)      Chaos
Great Swords 2      "
Great Swords 1      Zodiark


J. Black Mage

Unfortunately, your Black Mage won't be indulging in any stabbity justice. 
This is almost made-up for by the addition of hand-bombs to your arsenal. 
Otherwise there aren't many surprises: the Black Mage is a caster eager to 
make enemies burn. A party without a Black Mage is like a rural village 
without public hangings; you can get by, but it just isn't as exciting.

HP:       +50 HP; +500 HP

Status:   Magick Lore x5; Swiftness x2; Channeling x3

Items:    Ether Lore x3; Remedy Lore x2

Misc:     Spellbreaker; Headsman; Martyr; Warmage; Spellbound; Inquisitor; 
          Serenity

Technick: Steal; Poach; Charge; Charm; Telekinesis

Magick:   Black Magick 1-8; Green Magick 1-5, 7; Arcane Magick 3-6

Armor:    Mystic Armor 1-12; Heavy Armor 6-7

Weapons:  Staffs 1-4; Staff of the Magi; Hand-Bombs 1-3

License Board (Lowercase letters = possible linking licenses):

                       E - - M M Q           C C
                       - M - - M M M E C C Q C C
                       M M M M - - M Q C C C C E
                     Q - - M - - - M C C C C C
                         - M M M M M C C C Q
                         - - - - - - C C C
                   A A A A A A A A A T t - E
                   A A A A A A A A - - T -
                 Q A A A - A A A - A T t t - E
                 A a - A - A - a A - - - T t t
                 - A - - - - A A - - - - - - t Q
 - - - Q       E - A - - - A A - - -       - t -
 - - - - -         E   E   E       Q       Q t T
 - - - - -     R R R R R r r R -
 Q - - - - E   R R R R - - r - - Q
   - - - - - R R - - - - - R -
       - - - r - - - - - R r -
       - - - r - - - -   - - -
     E - w W w - - - -   Q
 Q   w W W - - - - - - - - -
 - - w - - - - - - - - - - -
 - w W Q   E - - - - - - - -
 W w E       - - - - - - - -
 Q             Q     Q - - -

Spells      Licenses         Extraneous Spells
----------------------------------------------
Fire        Black Magick 1
Thunder     Black Magick 1
Blizzard    Black Magick 1
Blind       Green Magick 1   Protect
Water       Black Magick 2
Silence     Green Magick 3
Aero        Black Magick 2
Sleep       Green Magick 3
Fira        Black Magick 3
Poison      Green Magick 2   Shell
Thundara    Black Magick 3
Blizzara    Black Magick 3
Bio         Black Magick 4
Blindga     Green Magick 5
Aeroga      Black Magick 4
Silencega   Green Magick 5
Firaga      Black Magick 5
Thundaga    Black Magick 5
Blizzaga    Black Magick 5
Sleepga     Green Magick 7   Protectga, Shellga
Shock       Black Magick 6
Toxify      Green Magick 4
Scourge     Black Magick 6
Flare       Black Magick 7
Scathe      Black Magick 8
Decoy       Arcane Magick 3
Oil         Green Magick 4
Drain       Arcane Magick 3
Reverse     Arcane Magick 6  Vanishga
Bubble      Arcane Magick 5  Death
Syphon      Arcane Magick 4  Darkra, Vanish

Blocked License     Blocked by
--------------------------------------------------
Steal               Zalera
Poach               "
Hand-Bombs 1        Adrammelech
Hand-Bombs 2        Mateus
Heavy Armor 6       Shemhazai
Hand-Bombs 3        Hashmal
Heavy Armor 7       Exodus AND Zeromus
HP +190 (IZJS)      Famfrit
HP +230 (IZJS)      "
HP +310 (IZJS)      "
Telekinesis         Ultima


K. Red Mage

As you might have guessed, the Red Mage is a paragon of balance and 
flexibility; though in IZSJ, you pay for this because Espers block the best 
licenses. While it's easy to pass up this 'jack of all trades and master of 
none', one should carefully consider whether the Red Mage might not, for all 
purposes, adequately replace one or both of its less colorful cousins.

HP:       +50 HP; +150 HP; +200 HP

Status:   Battle Lore x1; Magick Lore x4; Swiftness x1; Channeling x3

Items:    None

Misc:     Spellbreaker; Headsman; Martyr; Warmage; Spellbound; Inquisitor; 
          Serenity

Technick: Steal, Charge, Souleater

Magick:   White Magick 2-5; Black Magick 2-3, 5, 7; Green Magick 1-4, 7; 
          Arcane Magick 1, 3-7; Time Magick 1-2, 4

Armor:    Mystic Armor 1-12; Heavy Armor 7-8; Shields 1-6; Shell Shield; 
          Ensanguined Shield; Zodiac Escutcheon

Weapons:  Maces 1-5; Grand Swords 1-3

License Board (Lowercase letters = possible linking licenses):

                       E - - - M Q           C C
                       M M - M - M - E C C Q C C
                       M M M M - M M Q C C C C E
                     Q - - - m M M M C C C C C
                         - M M M M - C C C Q
                         - M M M M - C C C
                   A - A A A - A A A T t E
                   A A A - A A A A - - T -
                 Q A A A A A A A A A - T - - E
                 - a - - - A a - - - - - - - -
                 - A A - - - A A - - - - - - - Q
 - - - Q       E - - - - - - A - - -       - - -
 - - - - -         E   E   E       Q       Q - -
 - - - - -     R R R R R r r R -
 Q - - - - E   R R R R - - R - - Q
   - - - - - R R - - - - - R -
       - - - r R r - r R r R R
       - - - r - r R R   R R R
     E - - w w - - - w   Q
 Q   W - - W - - - - w - - -
 - W w W W w - - - - w - - -
 - - - Q   E - - - - w - - -
 - - E       - - - - W - - -
 Q             Q     Q W W -

Spells      Licenses         Extraneous Spells
----------------------------------------------
Vox         White Magick 2
Poisona     White Magick 2
Protect     Green Magick 1   Blind
Shell       Green Magick 2
Cura        White Magick 3
Raise       White Magick 3
Dispel      White Magick 5
Stona       White Magick 3
Curaga      White Magick 5
Regen       White Magick 4
Cleanse     White Magick 5
Esuna       White Magick 4
Water       Black Magick 2
Silence     Green Magick 3
Aero        Black Magick 2
Sleep       Green Magick 3
Fira        Black Magick 3
Poison      Green Magick 2
Thundera    Black Magick 3
Blizzara    Black Magick 3
Firaga      Black Magick 5
Thundaga    Black Magick 5
Blizzaga    Black Magick 5
Sleepga     Green Magick 7   Protectga, Shellga
Decoy       Arcane Magick 3
Oil         Green Magick 4   Toxify
Drain       Arcane Magick 3
Reverse     Arcane Magick 6  Vanishga
Bubble      Arcane Magick 5
Syphon      Arcane Magick 4
Dark        Arcane Magick 1  Berserk
Darkra      Arcane Magick 4
Death       Arcane Magick 5
Darkga      Arcane Magick 7  Graviga
Ardor       Black Magick 7   Flare
Slow        Time Magick 1
Immobilize  Time Magick 1
Reflect     Time Magick 2
Disable     Time Magick 2
Vanish      Arcane Magick 4
Balance     Time  Magick 4   Bleed

Blocked License     Blocked by
--------------------------------------------------
White Magick 5      Shemhazai
Steal               Hashmal
Black Magick 5      Chuchulainn
Green Magick 7      "
Heavy Armor 7       Exodus
Heavy Armor 8       "
Channeling          Zeromus
Battle Lore (IZJS)  Famfrit
Battle Lore (IZJS)  "
Grand Swords 1      Ultima
Grand Swords 2      Chaos
Grand Swords 3      Zodiark


L. Time Mage

Time Mages have traditionally been bench-warmers. This peculiar breed might 
change that. With heavy armor, excellent stat bonuses, and, of course, 
profoundly useful Magicks, the Time Mages of Final Fantasy XII redefine this 
class in a tantalizing way.

HP:       +50 HP; +100 HP; +150 HP

Status:   Battle Lore x3; Magick Lore x3; Swiftness x3; Channeling x3

Items:    Ether Lore x3; Remedy Lore x2

Misc:     Spellbreaker; Headsman; Last Stand; Martyr; Warmage; Spellbound;
          Inquisitor; Serenity

Technick: Poach; Charge; Horology; Shear; Addle; Numerology; Stamp

Magick:   Time Magick 1-7; White Magick 3; Green Magick 4; Arcane Magick 1-7

Armor:    Heavy Armor 1-10

Weapons:  Crossbows 1-4; Swords 5-7

License Board (Lowercase letters = possible linking licenses):

                       E M M - - Q           C C
                       M M M M - - - E C C Q C C
                       - M M M M M - Q C C C C E
                     Q - - - M M M - C C C C C
                         - M m m - - C C C Q
                         - - - M - m C C C
                   A A A A A A A A A - - E
                   A A A A A A A A - - T T
                 Q - A A A A A A A A T t - - E
                 - - - A - A - - A - - T t T -
                 - A - - - - A A a A - - - T T Q
 - - - Q       E A - - - A A A - A A       - - -
 - W w - -         E   E   E       Q       Q - -
 - - w - W     - - - - - - r r R
 Q - W w w E   - - - - - - R - - Q
   - - - W - - - - - - R - R R
       - w w - - - R R r R r -
       - - w r R R r -   r - -
     E - - - - - - - -   Q
 Q   - - - - - - - - - W W W
 - - - - - - - - - - - - - -
 - - - Q   E - - - - - - - -
 - - E       - - - - - - - -
 Q             Q     Q - - -

Spells      Licenses         Extraneous Spells
----------------------------------------------
Slow        Time Magick 1
Immobilize  Time Magick 1
Reflect     Time Magick 2
Disable     Time Magick 2
Vanish      Arcane Magick 4  Darkra
Balance     Time Magick 4
Gravity     Arcane Magick 2  Confuse
Haste       Time Magick 5
Stop        Time Magick 6
Bleed       Time Magick 4
Break       Time Magick 3
Countdown   Time Magick 6
Float       Time Magick 5
Berserk     Arcane Magick 1  Dark
Vanishga    Arcane Magick 6
Warp        Time Magick 3
Reflectga   Time Magick 7
Slowga      Time Magick 7
Graviga     Arcane Magick 7  Darkga
Hastega     Time Magick 7
Cura        White Magick 3   Stona
Raise       White Magick 3
Decoy       Arcane Magick 3
Oil         Green Magick 4   Toxify
Drain       Arcane Magick 3
Reverse     Arcane Magick 6  
Bubble      Arcane Magick 5  Death
Syphon      Arcane Magick 4  

Blocked License     Blocked by
--------------------------------------------------
Ether Lore 3        Zalera
White Magick 3      Adrammelech
HP +230 (IZJS)      Mateus
Channeling          Hashmal
Battle Lore (IZJS)  Exodus
Shear               Zeromus
Addle               "
Battle Lore (IZJS)  Famfrit
Swords 5            Ultima
Swords 6            "
Swords 7            Zodiark


///////////////////////////////////////////////////////////////////////////////


CONCLUSION

If you liked this guide, write me at (skoobouy at hotmail dot com) and let me
know. I am paid exclusively in warm fuzzies. It's in my contract.

Copyright 2008 Jeffrey Zimmerman

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