US Version Zodiac Job System Guide 1.1 By SkoobouyCompiled 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
Tuesday, February 5, 2008
FF XII: US Version Zodiac Job System Guide 1.1
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