Basic
Jobs
[Jobs] [Squire] [Chemist] [Knight] [Archer] [Priest] [Wizard] [Monk] [Thief] [Time Mage] [Oracle] [Geomancer] [Summoner] [Mediator] [Dancer] [Bard] [Ninja] [Samurai] [Calculator] [Mime]
Special jobs
[Hero] [Holy Knight] [Engineer] [Heaven Knight] [Hell Knight] [Steel Giant] [Temple Knight] [Holy Swordsman] [Dragoner] [Divine Knight] [Soldier]
| Lancer Job | |||||
|---|---|---|---|---|---|
| Description | NBA material. Kain... Basically a ranged attacking knight. Lancers have the ability to attack from 2 squares away with their spears(their weapon of choice), and this can be very useful against enemies with counters. Of course, the favourite attack of lancers is of course the Jump ability, which lets them leave the battlefield for a while(invincible while off the field), and attack their target from as much as 8 squares away(which is of course very useful). | ||||
| Uses | This is basically the replacement for the standard knight. Having the Jump ranged attack(which isn't ranged at first), lancers are much more versatile then knights. With upgraded Jump abilities(which is a definitly a must have), lancers become very good range attackers. This is one of the classes where you'll be spending a lot of time building JP if you want a good tough fighter. The h. jump 8 and v. jump 8 are very nice, but you can probably settle for the v. jump 7 if you don't want to spend too much time building JP. Dragon spirit is also nice since the lancer is almost always on the front lines and taking physical damage. It casts a reraise on the lancer whenever he/she is damaged by a physical attack(almost always). Note that the lancer won't respond with that if he/she is killed... | ||||
| Tactics | If you don't have the Jump upgrades, charge with your lancer. Remember that the lancer attacks best when 2 spaces away. This will both prevent counter attacks, and raise you hit %. If you do have the Jump upgrades, always try to take out the enemy magic users first. Enemies like Summoners and Wizards can ruin your day in a hurry. The Jump ability is kind of hard to time, but I've found that usually anything under 70 CT will most likely get hit with your Jump attack. | ||||
| HP Bonus % | ?? | MP Bonus % | ?? | Speed Bonus % | ?? |
| HP Gain % | ?? | MP Gain % | ?? | Speed Gain % | ?? |
| Ability List | |||
|---|---|---|---|
| Name | JP | Description | Notes |
| Action Ability | |||
| Horizontal Jump 2 | 150 | Increases h. jump range | - |
| Horizontal Jump 3 | 300 | Increases h. jump range | - |
| Horizontal Jump 4 | 450 | Increases h. jump range | - |
| Horizontal Jump 5 | 600 | Increases h. jump range | - |
| Horizontal Jump 8 | 900 | Increases h. jump range | Must have |
| Vertical Jump 2 | 100 | Increases v. jump range | - |
| Vertical Jump 3 | 200 | Increases v. jump range | - |
| Vertical Jump 4 | 300 | Increases v. jump range | - |
| Vertical Jump 5 | 400 | Increases v. jump range | - |
| Vertical Jump 6 | 500 | Increases v. jump range | - |
| Vertical Jump 7 | 600 | Increases v. jump range | Probably best 'buy' |
| Vertical Jump 8 | 900 | Increases v. jump range | - |
| Reaction Ability | |||
| Dragon Spirit | 560 | Reraise | - |
| Support Abilities | |||
| Equip Spear | 400 | Allows character to equip spear | - |
| Movement Abilities | |||
| Ignore Height | 700 | Ignores height when moving | - |