CHEMIST CLASS

 

Job Command: Charge. Charges a weapon in order to make the attack more powerful.

Usable Items: Caps, Light Armor, Crossbows, Longbows.

 

Difference from Squire

HP: -20%
MP: -0%
Attack Power: -20%
Magic Power: +0%
Speed: +10%
Best Weapon: Blast Gun   Location: Deep Dungeon or Stolen from Balk.
Prerequisite: None.

 

   Item Abilities   

Ability

JP Cost

Description

Potion

30

Cures 30 HP
Hi-Potion

200

Cures 70 HP
X-Potion

300

Cures 150 HP
Ether

300

Restores 20 MP
Hi-Ether

400

Restores 50 MP
Elixir

900

Restores all HP and MP
Antidote

70

Cures Poison
Eye Drop

80

Cures Darkness
Echo Grass

120

Cures Silence
Maiden's Kiss

200

Cures Frog
Soft

250

Cures Petrify
Holy Water

400

Cures Undead and Blood Suck
Remedy

700

Cures Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison and Sleep.
Phoenix Down

90

Cures Death

 

   Trigger Abilities   

Ability

JP Cost

Description

Auto Potion

400

Cures with lowest level of Potion available. Trigger: Damage

 

   Modifiers   

Ability

JP Cost

Description

Throw Item

350

Throw items for extended range even if not a Chemist.
Maintenance

250

Protects against Item Breaks
Equip Change

0

Change equipment even if in battle

   Movement Abilities   

Ability

JP Cost

Description

Move - Find Item

100

Find hidden items when you stop moving.

 

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