Alright, given they often appear in NR and Futurama, figured SOMEONE should do a topic, so I did one. Yes, its a pain in the ass, and yes, there's that whole "Some classes are meant to be clearly inferior to others!" aspect but, frankly, I didn't care; I'm putting them all into averages. Why? Lets put it this way...
If Knight is held against Ninja who is his superior in Everyway, Fighter, his early game inferior class, would be there to offset the Ninja some. Similarly for Sage vs. Warlock vs. Black Wizard, etc. Also, some classes like Black Wizard and White Wizard are actually usable for 90% of the game, just become obsolete when you get a very late game upgrade (Shaman and Warlock)
Anyway, I for the most part was lenient on equips. I more or less through Ninjas out ENTIRELY for equip options, for the sake of balance; otherwise we'd have Knight's reliant on Defenders and Magic Knights reliant on Asura, which is not indicative of in game performance (those two get big spikes end game in general, even before Eureka, this should be reflected somehow.) Though, I do allow NInja to use them, but yeah, I took an exception to that rule. However, 3+ classes equip became too unreasonable, Ninja or not there, unless the equip was storebought. So don't expect to see Ragnarok on any of the 3 who can use it.
I allow Onion Equips. Why? Cause frankly, people care about FEOK, and he doesn't break averages as much as you'd expect (well, ok, Magic Defense he might, but defense he only raises a few points), especially damage where he's not that far above average. So no, the "He kills averages!" excuse doesn't work.
Regarding Storebought Magic...I personally allowed everything. Frankly, the most universal spell are level 1-3 White Magic (Aero asside), which 6 out of the 22 Classes can use. Everything else is 4/22 or less for Magic...seemed unique enough, and definatly more unique than FF1 Magic. Not to mention we don't get "Half the cast are Ruse Whores!" like FF1 has (sure, the White Magic users get Toad and Mini for status but...well, go see Hunter and Magic Knight's accuracy with them and tell me how game breaking those two are <_<)
Now, there's that other factor regarding what each equips...well, here's how I did it:
Red Wizard gets 2 Shields. His physical is epic fail, and his healing isn't enough to let him win attritions, he's winning on Status and Tanking or NOT AT ALL. Listed weapons for him just in case someone says "no" to magic
Those who can't use Shields get 2 Weapons. Seems simple enough, there is no penalty to using 2 weapons over 1 if you don't have a shield
Everyone who CAN use a shield? I defaulted to 2 Weapons cause the extra offense makes things easier for damage curves and such, but listed the shield for an alternative.
Lastly, yes, I allow Ninjas and Hunters to restock their weapons mid fight. While not a fan of equipping mid battle, I make an exception here, especially since the former is really just mimicing the "Throw" command in the rest of the series. Neither is all that game breaking mind (though, yes, Ninja is hurt some if you don't allow this) I also assume they both have enough for most fights. No, the first person who says "Ninja could run out in Long Fights!" will be smacked, cause Ninja fights are not fights that last long (like most fights that lack healing <_<)
Now for stats!
MP: Split into charges; if this isn't listed, character has no MP (and likewise, has no use for it)
Strength: Base for damage. This/4 = 1 point of attack.
Agility: Base for evasion, and all multipliers besides Magic Damage ones. This MIGHT play a role in turn order but turns are fairly random.
Vitality: Base for defense, this/4 = 1 point of defense
Intellect: Base for Magic damage, Multipliers, and Magic Accuracy, as well as Magic Evade and its Multiplier
Spirit: Same as Intellect, except this ONLY applies to White Magic in place of Intellect, and doesn't apply to the Magic Evade mulitplier
Attack: Your effective attack; first number is # of hits, 2nd is your attack score. Note that with 2 weapons, the game will claim your attack is twice as high as it really is...this is not true at all, as such, if 2 weapons are equipped, I've listed it in the form of *weapon 1 stats* + *weapon 2 stats*
Defense: HIgher this is, less physicals do
Magic Defense: Higher this is, less magic does
Evade: How hard you are to hit. The first number indicates how many potential hits you can evade, the 2nd is your evasion to each of those hits. I'll get the effective evade later. Note that to my experience, the game makes the hit checks all at once for each weapon, so the weapon in the 2nd hand effectivly ignores evade if your mults are high enough (which they most certainly are end game.) I could be wrong, but this is just observation
Magic Evade: Magic's version of evade, works the same way.
Accuracy: How accurate you are.
And a few final comments...what skill level was I?
For Onion Kid, I took Skill 4. First off, he's a physical class, Skill doesn't help him much. Ignoring that, he gains skill levels at an attrociously slow rate, AND he has no conceivable use at any point in the game until the final dungeon. No, don't say "Other classes have that too!" cause they don't; stuff like Bard actually have theoretical use, if not a practical one. Onion Kid does not.
Ninja and Sage are Skill 15; I gave them a skill penalty cause they are gotten too late to fully catch up. Ninja frankly doesn't care much (physical classes tend not too), but Sage is hurt a bit, though not really enough all things considered. Skill 15 was chosen when I loaded an end game file (that I didn't twink to hell <_<),
Everything else is 35; this seemed reasonable since that's the level I got too consistantly used classes too without trying and such, seemed reasonable.
Levels are taken at 50. I got to Zande at 49, figured that was a reasonable level to take things at, and a nice round number to boot (my save state right before Dark Cloud of the same file is level 51)
HP Values, everything is basically equal. No one has a multiplier to HP, and the only thing different about them is growth. Note that mage built PCs ended up about 3700~ HP, while Fighter built PCs ended up 4100-4200, so they don't really effect all that much, if you do a "Class gets raised by to this level as that class from level 1!" or something. I tried looking for HP Growth charts/algorithms anyway, but to no avail. So yeah, everything's roughly average on HP, all things considered; the differences are probably too small to matter anyway.
Onion Kid:Onion Sword (200 Atk, 100% Hit, +5 Str, Agl and Vit)
Onion Sword (see above) (Onion Shield (48 Def, 48% Evade, 48 Mdef))
Onion Helmet (48 Def, 48% Evade, 48 Mdef)
Onion Armor (48 Def, 48% Evade, 48 Mdef)
Onion Gauntlet (32 Def, 32% Evade, 32 Mdef)
Note: Onion Kid resists Earth, Fire, Drain, Air, and Ice elementals due to his defensive Onion Gear. He also resists Instant Death, Paralyze, Petrify, Sleep, Frog, Confuse, Blind, Mini, Poison and Mute due to said equips.
If he needs Lightning resistance, he can opt for a Diamond Equip, though they give a huge drop to his defenses; the Ring is probably best yielding only -24 Defense and Magic Defense, and -20% Evade.
Stats:
Strength: 10 (20) (15)
Agility: 10 (20) (15)
Vitality: 10 (20) (15)
Intellect: 10
Spirit: 10
Attack: 10x205 (5x202)
Defense: 138 (183)
Magic Defense: 128 (176)
Evade: 2(5)x99%
Magic Evade: 1x10%
Accuracy: 99%
Abilities:
Fight: 2002 (767)Defend: Quadruples Defense, lasts until next turn
FighterIceBlade (40 Atk, 80% Hit, Ice elemental) (Crystal Shield (20 Def, 20% Evade, 30 Mdef, +5 Str, Agl, and Vit))
King Sword (50 Atk, 80% Hit)
Crystal Helm (12 Def, 15% Evade, 15 Mdef)
Crystal Armor (28 Def, 20% Evade, 18 Mdef)
Crystal Glove (10 Def, 15% Evade, 10 Mdef)
Note: Fighter resists Petrify, Confuse, Sleep, Frog, Mini and Paralyze due to his Crystal Gear.
He can opt for Ice Helm, lowering Def by 8, Evade by 9%, and Magic Def by 9, for the sake of resisting Fire, but gains a weakness to Ice
He can opt for Flame Mail, which lowers defense by 23, Evade by 9%, and Magic Defense by 13, but gives him resistance to Ice, though makes him Weak to Fire; note that the game takes Resistance overrides Weakness, so if Ice Helm and Flame Mail are equipped, he'd resist both with no weaknesses (and his defense takes a HUGE nosedive, of course)
Fighter can hit Fire Weakness with the Salamand, which is 32 Power. He has a lightning weapon, but its too weak to really consider
Fighter can also use Blood Swords, which are 35 Power each, and heal the Fighter for damage equal to 25% done. Typically not worth it though, since it'll amount to about 5% healing a hit.
Stats:
Strength: 43 (48)
Agility: 43 (48)
Vitality: 28 (33)
Intellect: 14
Spirit: 14
Attack: 6x70+6x60 (6x72)
Defense: 64 (86)
Magic Defense: 60 (73)
Evade: 2x60% (7x86%)
Magic Evade: 1x14%
Accuracy: 99%
Abilities:
Fight: 693 (266), 222 of which is Ice elementalDefend: Quadruples Defense, lasts until next turn
MonkEmpty
Empty
Chakra (6 Def, 10% Evade, 6 Mdef, +5 to Str and Vit)
BlackBelt (11 Def, 10% Evade, 5 Mdef, +5 to Agl)
Stats:
Strength: 54 (59)
Agility: 48 (53)
Vitality: 40 (45)
Intellect: 1
Spirit: 1
Attack: 14x97
Defense: 39
Magic Defense: 11
Evade: 3x32%
Magic Evade: 1x1%
Accuracy: 99%
Abilities:
Fight: 1353Defend: Quadruples Defense, lasts until next turn
White WizardGolem Staff (16 Atk, 70% Hit, +5 Str, Earth elemental, randomly inflicts 1/3rd petrify)
Golem Staff (see above)
Scholar Hat (5 Def, 10% Evade, 6 Mdef)
White Robe (20 Def, 12% Evade, 14 Mdef, +5 Spr)
Diamond Ring (6 Def, 12% Evade, 6 Mdef)
Note: White Wizard resists Lightning elemental damage due to his Diamond Ring, as well as Confusion and Frog status effects from the same equip.
White Wizard can also opt for Rune Staff if it needs more physical damage, however, the boost is so small that its not really worth noting (+1 effective attack each, and 10% more accuracy)
Stats:
MP: 23/15/14/13/12/11/10/0
Strength: 28 (38)
Agility: 27
Vitality: 27
Intellect: 15
Spirit: 43 (48)
Attack: 10x33
Defense: 44
Magic Defense: 26
Evade: 1x41%
Magic Evade: 3x31%
Accuracy: 85%
Abilities:
Fight: 132 Earth elemental damage, randomly inflicts 1/3rd Petrify, rate TBA
Level 1 Magic:
Cure: 420 Healing
Pure: Heals Poison status
Sight: LETS YOU SEE THE MAP!
Level 2 Magic:
Aero: 625 Ice/Air Elemental damage
Toad: Adds Toad status, 82% accuracy
Mini: Adds Mini status, 82% accuracy
Level 3 Magic:
Cure2: 1250 Healing
Exit: Instant Death, 82% accuracy
Wash: Heals Blind status
Level 4 Magic:
Libra: Scans Enemy's HP!!!
Confuse: Adds confusion status, 99% accuracy
Mute: Adds Mute status, 100% accuracy
Level 5 Magic:
Cure3:1800 Healing
Life: Revives ally at laughably low HP
Safe: Raises Defense and Magic Defense by 50
Level 6 Magic:
Haste: Raises attack by 50 and hits by 8. This makes White Wizard's physical come out to1279 on average. Note that this value CAN vary since Haste's boost is a bit randomized (follows the cure formula it seems)
Soft: Heals from Petrify Status
Aero 2: 1196 Ice/Air elemental damageLevel 7 Magic:
Cure4: Full Healing
Wall: Adds Reflect status, in FF3 this only effects basic damage spells. Take this as you will
Heal: Full Status healing
Note: All White magic spells but Aero and Aero 2 ignore Reflect
Black WizardFlame Rod (12 Atk, 70% hit, Fire Elemental)
Flame Rod (12 Atk, 70% hit, Fire Elemental)
Scholar Hat (5 Def, 10% Evade, 6 Mdef)
Black Robe (20 Def, 12% Evade, 14 Mdef, +5 Int)
Diamond Ring (6 Def, 12% Evade, 6 Mdef)
Note: Black Wizard resists Lightning elemental damage due to his Diamond Ring, as well as Confusion and Frog status effects from the same equip.
His Weapons supposedly boost the respective Element, but I haven't noticed a difference in damage, nor can tell you if they stack. He has an Ice Rod, which is identical to Flame Rod in everyway, sansing, the elements (Ice instead of Fire, duh), and Light Rod for Lightning, though that does has 10% less accuracy. Listed Flame twice for simplicity.
Stats:
MP: 23/15/14/13/12/11/10/0
Strength: 28
Agility: 29
Vitality: 26
Intellect: 43 (48)
Spirit: 15
Attack: 10x27
Defense: 44
Magic Defense: 26
Evade: 1x41%
Magic Evade: 3x31%
Accuracy: 85%
Abilities:
Fight: 165, Fire elemental
Level 1 Magic:
Fire: 435 Fire elemental damage
Ice: 435 Ice elemental damage
Sleep: Adds Sleep status, 96% accuracy, Ignores Reflect
Level 2 Magic:
Bolt: 530 Lightning elemental damage
Venom: 322 damage, adds Poison
Blind: Adds Blind status, 100% accuracy, Ignores Reflect
Level 3 Magic:
Fire 2: 720 Fire elemental damage
Ice 2: 720 Ice elemental damage
Bolt 2: 720 Lightning elemental damage
Level 4 Magic:
Break: Adds 1/2 Petrify, 100% accuracy, Earth elemental
Ice 3: 1005 Ice elemental damage
Shade: Adds Paralysis, 100% accuracy, Ignores Reflect
Level 5 Magic:
Bolt 3: 1246 Lightning elemental damage
Kill: Instant Death, perfect accuracy, fails if Target is equal to or greater than 75% the users level, Ignores Reflect
Erase: Removes reflect status, fails on bosses
Level 6 Magic:
Fire 3: 1599 Fire elemental damage
Bio: 1409 non elemental damage
Warp: Instant Death, 82% accuracy, Ignores reflect
Level 7 Magic:
Quake: 1437 Earth elemental damage, Ignores Reflect
Brak2: Adds Petrify status, 99% accuracy, Earth elemental, Ignores Reflect
Drain: 1694 non elemental damage, heals user equal to damage done, fails on bosses, Ignores Reflect Red WizardCrystal Shield (20 Def, 20% Evade, 30 Mdef, +5 Str, Agl, and Vit)
(Tyrfing (29 Attack, 75% accuracy))
Crystal Shield (see above) (Tyrving (see above))
Crystal Helm (12 Def, 15% Evade, 15 Mdef)
Crystal Armor (28 Def, 20% Evade, 18 Mdef)
Crystal Glove (10 Def, 15% Evade, 10 Mdef)
Note: Red Wizard resists Petrify, Confuse, Sleep, Frog, Mini and Paralyze due to his Crystal Gear.
If he wants, he can opt for Diamond Ring which gives Lightning Resistance, but lowers Defense and Magic Defense by 4, and Evade by 3%. Note that his Evade effectively is 101%, before the caps.
At the cost of 8 Defense, 9% Evade, and 9 Magic Defense, Red Wizard can also use the Ice Helmet over Crystal Helmet for Fire Resistance. Note that this gives him an Ice Weakness though.
He can also use Golem Rods for 1/3rd Petrify like the White Wizard, but the damage is too minor to consider listing. They also give +5 Strength, but that's negligible.
Stats:
MP: 19/15/13/12/0/0/0/0
Strength: 28 (38)
Agility: 39 (49)
Vitality: 18 (28)
Intellect: 28
Spirit: 28
Attack: 0x0 (12x44 w/ Tyrvings)
Defense: 103 (59 w/ Tyrvings)
Magic Defense: 99 (43 w/ Tyrvings)
Evade: 11x99% (2x59% w/ Tyrvings)
Magic Evade: 3x28%
Accuracy: 0% (92% w/ Tyrvings)
NOTE: Not bothering with 1 Tyrving since the damage is ToP Mint level, and its never worth it over a 2nd shield.
Abilities:
Fight: 0 (462)
Level 1 Magic:
Fire: 250 Fire elemental damage
Ice: 250 Ice elemental damage
Sleep: Adds Sleep status, 79% accuracy, Ignores Reflect
Cure: 337 Healing
Pure: Heals Poison status
Sight: LETS YOU SEE THE MAP!
Level 2 Magic:
Bolt: 320 Lightning elemental damage
Venom: 155 damage, adds Poison
Blind: Adds Blind status, 100% accuracy, Ignores Reflect
Aero: 390 Ice/Air Elemental damage
Toad: Adds Toad status, 45% accuracy
Mini: Adds Mini status, 45% accuracy
Level 3 Magic:
Fire 2: 460 Fire elemental damage
Ice 2: 460 Ice elemental damage
Bolt 2: 460 Lightning elemental damage
Cure2: 973 Healing
Exit: Instant Death, 45% accuracy
Wash: Heals Blind status
Level 4 Magic:
Break: Adds 1/2 Petrify, 100% accuracy, Earth elemental
Ice 3: 670 Ice elemental damageShade: Adds Paralysis, 100% accuracy, Ignores Reflect
Libra: Scans Enemy's HP!!!
Confuse: Adds confusion status, 91% accuracy
Mute: Adds Mute status, 100% accuracy
HunterYoichi Bow (50 Atk, 100% Hit)
Yoichi Arrow (70 Atk, 100% Hit)
Feather Hat (7 Def, 10% Evade, 8 Mdef, +5 Agl)
Ice Armor (5 Def, 6% Evade, 4 Mdef, resists Fire, weak vs. Ice)
Note: He can opt for Flame Mail which has identical stats to Ice Armor but opposite resists.
If he wants to resist both elements, or get cover his weakness, he can use Ice Helm (in conjunction with Flame Mail) over the Feather Hat, for a loss of 3 Def, 4% Evade, and 2 Mdef, and 5 Agl
He has several elemental arrows which can be useful on occasion. Not getting their stats, just know they're there.
Stats:
MP: 14/10/9/0/0/0/0/0
Strength: 40
Agility: 59 (64)
Vitality: 40
Intellect:15
Spirit: 15
Attack: 8x105
Defense: 32
Magic Defense: 12
Evade: 4x32%
Magic Evade: 3x20%
Accuracy: 99%
Abilities:
Fight: 748Level 1 Magic:
Cure: 315 Healing
Pure: Heals Poison
Sight: Is useless (yeah, going to stop hyping useless things from here on <_<)
Level 2 Magic:
Toad: Adds Toad status, 20% accuracy
Mini: Adds Mini status, 20% accuracy
Level 3 Magic:
Cure 2: 781 Healing
Exit: Instant Death, 20% accuracy
Wash: Heals from Blind status
KnightBreak Sword (120 Atk, 80% hit, randomly inflicts 1/2 Petrify, Earth elemental)(Crystal Shield (20 Def, 20% Evade, 30 Mdef, +5 Str, Agl, and Vit))
Excalibur (160 Atk, 80% Hit, +5 Str)
Crystal Helm (12 Def, 15% Evade, 15 Mdef)
Crystal Armor (28 Def, 20% Evade, 18 Mdef)
Crystal Glove (10 Def, 15% Evade, 10 Mdef)
Note: Knight resists Petrify, Confuse, Sleep, Frog, Mini and Paralyze due to his Crystal Gear.
He can opt for Ice Helm, lowering Def by 8, Evade by 9%, and Magic Def by 9, for the sake of resisting Fire, but gains a weakness to Ice
He can opt for Flame Mail, which lowers defense by 23, Evade by 9%, and Magic Defense by 13, but gives him resistance to Ice, though makes him Weak to Fire
Knight can use the Diamond Glove for Lightning resistance, at a cost of 5 Def, 5% Evade, and 5 Magic Defense
Knight can also use Blood Swords, which are 35 Power each, and heal the Knight for damage equal to 25% done. Typically not worth it though, since it'll amount to about 5% healing a hit, and it’s a HUGE drop in offense (or defense, if its over a shield)
If Knight needs a Non Elemental 2nd Sword, he can use a Defender, which is 95 Atk, 80% hit, and +5 Vit.
Stats:
Strength: 47 (52) (57)
Agility: 42 (47) (52)
Vitality: 30 (35)
Intellect:14
Spirit: 16
Attack: 6x139 + 6x181 (7x182)
Defense: 72 (95)
Magic Defense: 43 (73)
Evade: 2x61% (7x83%)
Magic Evade: 3x15%
Accuracy: 99%
Abilities:
Fight: 1972 (1120), 682 of which is Earth elemental, randomly inflicts 1/2 Petrify, rate TBADefend: Quadruples Defense, lasts until next turn
ThiefOrialcon (45 Attack, 100% Hit, Drain effect) (Ice Shield (8 Def, 9% Evade, 8 Mdef, Resists Fire, Weak to Ice))
Air Knife (60 Attack, 100% Hit, Air elemental)
Dark Hood (5 Defense, 8% Evade, 5 Mdef, +5 Str)
Dark Suit (8 Defense, 70% Evade, 5 Mdef, +5 Agl)
Thief Glove (3 Defense, 9% Evade, 4 Mdef, +5 Str)
Note: Thief can use Mithril Shield if he wants to gain the defensive boost without the Ice weakness. It’s a bit worse defensively than the Ice Shield, but overall not by a lot
Thief can also use the Ice Helm for -1 to Def, -2% Evade (still hits the cap), +1 Mdef, for Fire Resistance if he wants to keep both weapons. Note this also gives him an Ice Weakness
Stats:
Strength: 43 (53)
Agility: 56 (61)
Vitality: 30
Intellect:40
Spirit: 1
Attack: 7x66 + 7x81 (7x81)
Defense: 31 (39)
Magic Defense: 14 (22)
Evade: 3x99% (7x99%)
Magic Evade: 4x20%
Accuracy: 99%
Abilities:
Fight: 938 (473 Air elemental) damage, 561 of which is Air elemental, heals 94 HPHe also has Steal and Escape as unique commands, which of course, don't really do much
ScholarIllumina Book (65 Atk, 80% hit, Lighting elemental)
Illumina Book (see above)
Feather Hat (7 Def, 10% Evade, 8 Mdef, +5 Agl)
Scholar Robe (15 Def, 12% Evade, 7 Mdef)
Diamond Ring (6 Def, 12% Evade, 6 Mdef)
Notes: Scholar resists Lightning due to his Diamond Ring, as well as immunes Frog and Confusion status
He can opt for Blizzards instead of Illuminas for a weapon, which are identical in power, just Ice elemental. Similarly, he can use Infernos, which are the Fire version, though they have 70% accuracy
Stats:
Strength: 43
Agility: 43 (48)
Vitality: 8
Intellect: 56
Spirit: 20
Attack: 14x83
Defense: 32
Magic Defense:21
Evade: 3x46%
Magic Evade: 4x38%
Accuracy: 99% (Note that for once, this is literal, not a case of an accuracy caps)
Abilities:
Fight: 1142 Lightning elemental damageHe also has Scan and Peep. Take a guess what they do
GeomancerEarth Bell (30 Atk, 80% accuracy, randomly inflicts Paralysis)
Rune Bell (40 Atk, 100% accuracy)
Feather Hat (7 Def, 10% Evade, 8 Mdef, +5 Agl)
Gaea Gear (16 Def, 12% Evade, 8 Mdef)
Diamond Ring (6 Def, 12% Evade, 6 Mdef)
Note: Geomancer resists Lightning due to his Diamond Ring, as well as immunes Frog and Confusion status
If the need extra damage, they can equip a 2nd Rune Bell, this raises his physical by roughly 10%
Stats:
Strength: 30
Agility: 43 (48)
Vitality: 30
Intellect: 48
Spirit: 28
Attack: 45x7+55x7
Defense: 44
Magic Defense:22
Evade: 3x46%
Magic Evade: 4x38%
Accuracy: 99%
Abilities:
Fight: 656, randomly inflicts paralysis, hit rate TBA
Terrain: Ok, Terrain works like standard FF Terrain in that it has a different effect based on the setting. The Terrain I italicize is the one I allow since it’s the one used in most dungeons, including the last two, and son the Overworld in a few instances.
Note that if all of Terrain's hits miss, Geomancer gets a "Backfire" which makes him receive 25% MHP in damage. Due to this fact, I'm listing the accuracy; note that this is merely accuracy PER HIT; the damage already factors in average accuracy and such. This is mainly for reference and such. Note that Geomancer has 8 hits, if that matter (2 of those hits, on an average enemy, are 20% less on accuracy)
Earthquake: 764 Earth elemental damage, 74% accuracy per hit
Quicksand: Instant Death, 100% accuracy in practice, 54% accuracy per hit
Air Blade: 689 Air elemental damage, 54% accuracy per hit[/i]
Sinkhole: Instant Death, 100% accuracy in practice, 64% accuracy per hit
Rapids: Insant Death, 100% accuracy in practice, Lightning elemental, 64% accuracy per hit
Waterspout: 1112 Air elemental damage, 84% accuracy per hit
Tornado: 1112 Air elemental damage, 84% accuracy per hit
Cave In: 830 Earth elemental damage, 84% accuracy
DragoonHoly Lance (100 Atk, 80% Hit, Holy/Air elemental) (Crystal Shield (20 Def, 20% Evade, 30 Mdef, +5 Str, Agl, and Vit))
Blood Spear (70 Atk, 80% Hit, Air Elemental, Drain effect)
Crystal Helm (12 Def, 15% Evade, 15 Mdef)
Crystal Armor (28 Def, 20% Evade, 18 Mdef)
Crystal Glove (10 Def, 15% Evade, 10 Mdef)
Note: Dragoon resists Petrify, Confuse, Sleep, Frog, Mini and Paralyze due to his Crystal Gear.
He can opt for Ice Helm, lowering Def by 8, Evade by 9%, and Magic Def by 9, for the sake of resisting Fire, but gains a weakness to Ice
He can opt for Flame Mail, which lowers defense by 23, Evade by 9%, and Magic Defense by 13, but gives him resistance to Ice, though makes him Weak to Fire
Dragoon can use the Diamond Glove for Lightning resistance, at a cost of 5 Def, 5% Evade, and 5 Magic Defense
If Dragoon wants, he can swap the positioning of his weapons do 5% more damage, but the healing is hurt some. He can also use Holy Lance + Crystal Shield if he wants more damage for a defensive set up, but typically the shield is inferior to the Blood Spear, so not bothering listing attack values, just know its there.
Stats:
Strength: 48 (53)
Agility: 54 (59)
Vitality: 30 (35)
Intellect: 15
Spirit: 30
Attack: 7x120 + 7x90 (7x91)
Defense: 65 (87)
Magic Defense: 43 (73)
Evade: 3x63% (7x87%)
Magic Evade: 3x22%
Accuracy: 99%
Abilities:
Fight: 1482 (528) Air Elemental damage, 769 of which is Holy Elemental too, 178 (132) Healing,
Jump: 4446 (1584) Air elemental, 2307 of which is Holy Elemental too, 2139 (1584) Healing, 1 turn charge time during which the user is invincible (just like the rest of the series!), 2223 average damageDefend: Quadruples Defense, lasts until next turn
Note: Yes, Jump's Healing w/ Blood Spear is 100% of its damage (ignores the Holy Lance damage, mind), while only 25% with a basic physical. Don't ask why, it just is.
VikingTriton (85 Atk, 80% Hit, Air Elemental)
Trtion (see above) (Crystal Shield (20 Def, 20% Evade, 30 Mdef, +5 Str, Agl, and Vit))
Crystal Helm (12 Def, 15% Evade, 15 Mdef)
Crystal Armor (28 Def, 20% Evade, 18 Mdef)
Crystal Glove (10 Def, 15% Evade, 10 Mdef)
Note: Viking resists Petrify, Confuse, Sleep, Frog, Mini and Paralyze due to his Crystal Gear.
He can opt for Ice Helm, lowering Def by 8, Evade by 9%, and Magic Def by 9, for the sake of resisting Fire, but gains a weakness to Ice
He can opt for Flame Mail, which lowers defense by 23, Evade by 9%, and Magic Defense by 13, but gives him resistance to Ice, though makes him Weak to Fire
Viking can use the Diamond Glove for Lightning resistance, at a cost of 5 Def, 5% Evade, and 5 Magic Defense
If he needs something that isn't Air Elemental, he can opt for the Double Axe, which is 75 Atk, and 80% Hit. If he needs something that is non elemental, Tomahawk is his only option at 60 Atk, and 80% Hit
Stats:
Strength: 45 (50)
Agility: 30 (35)
Vitality: 59 (64)
Intellect: 15
Spirit: 28
Attack: 10x104 (6x105)
Defense: 79 (102)
Magic Defense: 43 (73)
Evade: 1x57% (6x78%)
Magic Evade: 2x21% (3x21%)
Accuracy: 95%
Abilities:
Fight: 931 (476) Air elemental damageDefend: Quadruples Defense, lasts until next turn
KaratekaEmpty
Empty
Chakra (6 Def, 10% Evade, 6 Mdef, +5 to Str and Vit)
BlackBelt (11 Def, 10% Evade, 5 Mdef, +5 to Agl)
Stats:
Strength: 60 (65)
Agility: 54 (59)
Vitality: 59 (64)
Intellect: 1
Spirit: 1
Attack: 14x99
Defense: 49
Magic Defense: 11
Evade: 3x34%
Magic Evade: 1x1%
Accuracy: 99%
Abilities:
Fight: 1383 damageBuild Up: Doubles physical damage for next attack, can be used a second time for triple Damage. If used one more time, "Overload" occurs, and the user loses 50% of his CHP, and Build Up resets. Build Up can only reset during Fight or Overload. On turns he uses Build Up, user gains 0 Defense and Magic Defense.
Defend: Quadruples Defense, lasts until next turn
Magic KnightKiku (125 Atk, 100% Hit, Dark Elemental) (Crystal Shield (20 Def, 20% Evade, 30 Mdef, +5 Str, Agl, and Vit))
Masamune (160 Atk, 90% Hit, +5 Agl and Vit)
Crystal Helm (12 Def, 15% Evade, 15 Mdef)
Crystal Armor (28 Def, 20% Evade, 18 Mdef)
Crystal Glove (10 Def, 15% Evade, 10 Mdef)
Note: Magic Knight resists Petrify, Confuse, Sleep, Frog, Mini and Paralyze due to his Crystal Gear.
He can opt for the Genji Glove, at a cost of 1 Defense and 3 Magic Defense, to immune Poison as well.
Stats:
Strength: 43 (48)
Agility: 48 (53) (58)
Vitality: 30 (35) (40)
Intellect: 26
Spirit: 27
Attack: 7x145 + 7x180 (7x181)
Defense: 67 (90)
Magic Defense: 43 (73)
Evade: 3x63% (7x84%)
Magic Evade: 4x26%
Accuracy: 99%
Abilities:
Fight: 2380 (1108) Dark elemental damageDefend: Quadruples Defense, lasts until next turn
Level 1 Magic:
Cure: 337 Healing
Pure: Heals Poison
Sight: Is useless (yeah, going to stop hyping useless things from here on <_<)
Level 2 Magic:
Toad: Adds Toad status, 43% accuracy
Mini: Adds Mini status, 43% accuracy
Level 3 Magic:
Cure 2: 973 Healing
Exit: Instant Death, 43% accuracy
Wash: Heals from Blind status
ConjurerFlame Rod (12 Atk, 70% hit, Fire Elemental)
Flame Rod (12 Atk, 70% hit, Fire Elemental)
Feather Hat (7 Def, 10% Evade, 8 Mdef, +5 Agl)
Black Robe (20 Def, 12% Evade, 14 Mdef, +5 Int)
Diamond Ring (6 Def, 12% Evade, 6 Mdef)
Note: Conjurer resists Lightning elemental damage due to his Diamond Ring, as well as Confusion and Frog status effects from the same equip.
His Weapons supposedly boost the respective Element, but I haven't noticed a difference in damage, nor can tell you if they stack. He has an Ice Rod, which is identical to Flame Rod in everyway, sansing, the elements (Ice instead of Fire, duh), and Light Rod for Lightning, though that does has 10% less accuracy. Listed Flame twice for simplicity.
Stats:
MP: 17/14/13/12/10/8/7/5
Strength: 43
Agility: 30 (35)
Vitality: 15
Intellect: 45 (50)
Spirit: 45
Attack: 12x30
Defense: 40
Magic Defense: 28
Evade: 2x42%
Magic Evade: 4x47%
Accuracy: 86%
Abilities:
Fight: 242 Fire elemental damage
Conjurer's Magic doesn't work normally. Basically, he uses one of his 8 Summons, and one of two things can happen, both at equal frequency. Which happens is totally random.
Level 1: Chocobo
Escape: Run with 100% Success rate!
Stumble: Fails
Level 2: Shiva
Hypno Beam: Adds Sleep, 100% accuracy
Icy Glare: 1508 damage, non elemental despite the name
Average damage: 754
Level 3: Ramuh
Mindblast: Adds paralysis, 100% accuracy
God's Thunder: 1437 Lightning elemental damage
Average damage: 718
Level 4: Ifrit
Recover: 900 Healing
Flames of Fury: 2012 Fire elemental damage
Average damage: 1006
Level 5: Titan
Punch: 2264 damage (yes, its magical, despite the name <_<)
Kick: 2343 damage (ditto!)
Average damage: 2253Level 6: Odin
Barrier: Adds Reflect status, this only effects basic damage spells (as in not summons) in FF3, take this as you will
Sword Cut: 2516
Average damage: 1258
Level 7: Leviathan
Stony Glare: Adds petrify, 100% Accuracy, Earth elemental
Tempest: 2768 Air elemental damage
Average damage: 1884
Level 8: Bahamut
Aura: Raises Attack Multiplier by 13,, Conjurer does 561 damage with Fight after this
Rend: Lowers target's HP to anything from 144 to 288, this is roughly 2-5% HP for average end game enemies and PCs, 100% accuracy. Note this move seems to KO the enemy if their HP is already below that threshold.
BardLoki Harp (60 Atk, 100% Hit)
-----------
Feather Hat (7 Def, 10% Evade, 8 Mdef, +5 Agl)
Bard's Clothes (15 Def, 12% Evade, 7 Mdef)
Notes: Bard has weapons that do Sleep and Confusion status, but they have 0 attack and thus struggle to break defense. Not sure on their accuracy (can't really test them either), but they are typically not going to be that useful, just know they're there.
Stats:
Strength: 15
Agility: 45 (50)
Vitality: 45
Intellect: 30
Spirit: 43
Attack: 7x71
Defense: 44
Magic Defense: 15
Evade: 3x34%
Magic Evade: 3x36%
Accuracy: 99%
Abilities:
Sing: 595 damage
Cheer: Raises attack by 10, this adds 61 damage to Bard's physical each use, stackable indefinitely
Scare: Lowers target's level by 3, stackable indefinatly. If target is 15 levels lower than Bard (5 Scares, IOWs, if levels assumed equal), target attempts to run based on his accuracy. This applies to Monsters only, so call this AI if you want. Also, note that if a certain benchmark is hit, Magic damage is lowered on the enemies side by 1 multiplier. There are many ways to take this move, of course, this is just noting what it does in game <_<
WarlockFlame Rod (12 Atk, 70% hit, Fire Elemental)
Flame Rod (12 Atk, 70% hit, Fire Elemental)
Feather Hat (7 Def, 10% Evade, 8 Mdef, +5 Agl)
Black Robe (20 Def, 12% Evade, 14 Mdef, +5 Int)
Diamond Ring (6 Def, 12% Evade, 6 Mdef)
Note: Warlock resists Lightning elemental damage due to his Diamond Ring, as well as Confusion and Frog status effects from the same equip.
His Weapons supposedly boost the respective Element, but I haven't noticed a difference in damage, nor can tell you if they stack. He has an Ice Rod, which is identical to Flame Rod in everyway, sansing, the elements (Ice instead of Fire, duh), and Light Rod for Lightning, though that does has 10% less accuracy. Listed Flame twice for simplicity.
Stats:
MP: 32/30/28/25/22/19/14/12
Strength: 18
Agility: 45 (50)
Vitality: 54
Intellect: 65 (70)
Spirit: 28
Attack: 14x24
Defense: 60
Magic Defense: 28
Evade: 3x46%
Magic Evade: 5x49%
Accuracy: 90%
Abilities:
Fight: 226 Fire elemental damage
Level 1 Magic:
Fire: 610 Fire elemental damage
Ice: 610 Ice elemental damage
Sleep: Adds Sleep status, 100% accuracy, Ignores Reflect
Level 2 Magic:
Bolt: 718 Lightning elemental damage
Venom: 527 damage, adds Poison
Blind: Adds Blind status, 100% accuracy, Ignores Reflect
Level 3 Magic:
Fire 2: 933 Fire elemental damage
Ice 2: 933 Ice elemental damage
Bolt 2: 933 Lightning elemental damage
Level 4 Magic:
Break: Adds 1/2 Petrify, 100% accuracy, Earth elemental
Ice 3: 1255 Ice elemental damage
Shade: Adds Paralysis, 100% accuracy, Ignores Reflect
Level 5 Magic:
Bolt 3: 1524 Lightning elemental damage
Kill: Instant Death, perfect accuracy, fails if Target is equal to or greater than 75% the users level, Ignores Reflect
Erase: Removes reflect status, fails on bosses
Level 6 Magic:
Fire 3: 1954 Fire elemental damage
Bio: 1739 non elemental damage
Warp: Instant Death, 82% accuracy, Ignores reflect
Level 7 Magic:
Quake: 1771 Earth elemental damage, Ignores Reflect
Brak2: Adds Petrify status, 100% accuracy, Earth elemental, Ignores Reflect
Drain: 2061 non-elemental damage, heals user equal to damage done, fails on bosses, Ignores Reflect
Level 8 Magic:
Flare: 2491 non elemental damageDeath: Instant Death, 100% accuracy, ignores Reflect
Meteo: 2276 non elemental damage, ignores Reflect
ShamanGolem Staff (16 Atk, 70% Hit, +5 Str, Earth elemental, randomly inflicts 1/3rd petrify)
Golem Staff (see above)
Feather Hat (7 Def, 10% Evade, 8 Mdef, +5 Agl)
White Robe (20 Def, 12% Evade, 14 Mdef, +5 Spr)
Diamond Ring (6 Def, 12% Evade, 6 Mdef)
Note: Shaman resists Lightning elemental damage due to his Diamond Ring, as well as Confusion and Frog status effects from the same equip.
Shaman can also opt for Rune Staff if it needs more physical damage, however, the boost is so small that its not really worth noting (+1 effective attack each, and 10% more accuracy)
Stats:
MP: 32/30/28/25/22/19/15/12
Strength: 33 (43)
Agility: 43 (48)
Vitality: 45
Intellect: 28
Spirit: 62 (67)
Attack: 14x34
Defense: 55
Magic Defense: 28
Evade: 3x46%
Magic Evade: 3x47%
Accuracy: 90%
Abilities:
Fight: 361 Earth elemental damage, randomly inflicts 1/3rd Petrify, rate TBA
Level 1 Magic:
Cure: 472 Healing
Pure: Heals Poison status
Sight: LETS YOU SEE THE MAP!
Level 2 Magic:
Aero: 793 Ice/Air Elemental damage
Toad: Adds Toad status, 100% accuracy
Mini: Adds Mini status, 100% accuracy
Level 3 Magic:
Cure2: 1406 Healing
Exit: Instant Death, 100% accuracy
Wash: Heals Blind status
Level 4 Magic:
Libra: Scans Enemy's HP!!!
Confuse: Adds confusion status, 100% accuracy
Mute: Adds Mute status, 100% accuracy
Level 5 Magic:
Cure3:2025 Healing
Life: Revives ally at laughably low HP
Safe: Raises Defense and Magic Defense by 56
Level 6 Magic:
Haste: Raises attack by 56 and hits by 9. This makes Shaman's physical come out to1769 on average. Note that this value CAN vary since Haste's boost is a bit randomized (follows the cure formula it seems)
Soft: Heals from Petrify Status
Aero 2: 1545 Ice/Air elemental damage
Level 7 Magic:
Cure4: Full Healing
Wall: Adds Reflect status, in FF3 this only effects basic damage spells. Take this as you will
Heal: Full Status healing
Level 8 Magic:
W Wind: Lower's targets HP to anything between 4 and 8. Yes, this means the enemy dies from something that's above Hrist level damage, 100% Accuracy
Life 2: Resurrects PC at full HP.
Holy: 2029 Holy elemental damageNote: All Shaman's spells but Aero, Aero 2, and Holy ignore Reflect
SummonerFlame Rod (12 Atk, 70% hit, Fire Elemental)
Flame Rod (12 Atk, 70% hit, Fire Elemental)
Feather Hat (7 Def, 10% Evade, 8 Mdef, +5 Agl)
Black Robe (20 Def, 12% Evade, 14 Mdef, +5 Int)
Diamond Ring (6 Def, 12% Evade, 6 Mdef)
Note: Summoner resists Lightning elemental damage due to his Diamond Ring, as well as Confusion and Frog status effects from the same equip.
His Weapons supposedly boost the respective Element, but I haven't noticed a difference in damage, nor can tell you if they stack. He has an Ice Rod, which is identical to Flame Rod in everyway, sansing, the elements (Ice instead of Fire, duh), and Light Rod for Lightning, though that does has 10% less accuracy. Listed Flame twice for simplicity.
Stats:
MP: 19/17/15/13/10/8/7/5
Strength: 48
Agility: 56 (61)
Vitality: 15
Intellect: 45 (50)
Spirit: 45
Attack: 14x32
Defense: 40
Magic Defense: 28
Evade: 3x49%
Magic Evade: 5x47%
Accuracy: 93%
Abilities:
Fight: 347 Fire elemental damage
Level 1 Magic - Chocobo: 989 non elemental magic damage
Level 2 Magic - Shiva: 1288 Ice elemental damage
Level 3 Magic - Ramuh: 2249 lightning elemental damage
Level 4 Magic - Ifrit: 2753 fire elemental damage
Level 5 Magic - Titan: 3257 Earth elemental damage
Level 6 Magic - Odin: 100% Instant Death. Note that I have seen this fail (on early game enemies to boot), so there might be some other factor…
Level 7 Magic - Leviathan: 3918 lightning elemental damage
Level 8 Magic - Bahamut: 4753 Non elemental magic damage SageIllumina Book (65 Atk, 80% hit, Lighting elemental)
Illumina Book (see above)
Feather Hat (7 Def, 10% Evade, 8 Mdef, +5 Agl)
Black Robe (20 Def, 12% Evade, 14 Mdef, +5 Int)
Diamond Ring (6 Def, 12% Evade, 6 Mdef)
Notes: Alright, cause this could get complex, I'll make this as simple as possible. The items worth noting that Sage can equip are all the same that belong to Shaman, Warlock and Scholar. Typically, though, he's never going to need his physical unless he's fighting an Anti Mage, hence why Damage > all (he's got MORE than enough status to play around with) So yes, this means Staves, Rods, Books, what have you. Also gets resistance to Lightning element, and Confuse/Frog like every other damn Diamond Ring user <.<
Stats:
MP: 53/46/38/30/26/22/17/13
Strength: 33
Agility: 48 (53)
Vitality: 45
Intellect: 62 (67)
Spirit: 62
Attack: 14x76
Defense: 55
Magic Defense: 28
Evade: 3x47%
Magic Evade: 5x64%
Accuracy: 96%
Abilities:
Fight: 1001 Lightning elemental damage
Level 1 Magic:
Cure: 420 Healing
Pure: Heals Poison status
Sight: LETS YOU SEE THE MAP!
Fire: 520 Fire elemental damage
Ice: 520 Ice elemental damage
Sleep: Adds Sleep status, 100% accuracy, Ignores Reflect
Chocobo: 1157 non elemental magic damage
Level 2 Magic:
Aero: 691 Ice/Air Elemental damage
Toad: Adds Toad status, 100% accuracy
Mini: Adds Mini status, 100% accuracy
Bolt: 615 Lightning elemental damage
Venom: 433 damage, adds Poison
Blind: Adds Blind status, 100% accuracy, Ignores Reflect
Shiva: 1432 Ice elemental damage
Level 3 Magic:
Cure2: 1250 Healing
Exit: Instant Death, 100% accuracy
Wash: Heals Blind status
Fire 2: 805 Fire elemental damage
Ice 2: 805 Ice elemental damage
Bolt 2: 805 Lightning elemental damage
Ramuh: 2317 lightning elemental damage
Level 4 Magic:
Libra: Scans Enemy's HP!!!
Confuse: Adds confusion status, 100% accuracy
Mute: Adds Mute status, 100% accuracy
Break: Adds 1/2 Petrify, 100% accuracy, Earth elemental
Ice 3: 1090 Ice elemental damage
Shade: Adds Paralysis, 100% accuracy, Ignores Reflect
Ifrit: 2781 fire elemental damage
Level 5 Magic:
Cure3:1800 Healing
Life: Revives ally at laughably low HP
Safe: Raises Defense and Magic Defense by 50
Bolt 3: 1328 Lightning elemental damage
Kill: Instant Death, perfect accuracy, fails if Target is equal to or greater than 75% the users level, Ignores Reflect
Erase: Removes reflect status, fails on bosses
Titan: 3245 Earth elemental damage
Level 6 Magic:
Haste: Raises attack by 50 and hits by 8. This makes Sage's physical come out to 2869 on average. Note that this value CAN vary since Haste's boost is a bit randomized (follows the cure formula it seems)
Soft: Heals from Petrify Status
Aero 2: 1356 Ice/Air elemental damage
Fire 3: 1708 Fire elemental damage
Bio: 1518 non elemental damage
Warp: Instant Death, 82% accuracy, Ignores reflect
Odin: 100% Instant Death. Note that I have seen this fail (on early game enemies to boot), so there might be some other factor…
Level 7 Magic:
Cure4: Full Healing
Wall: Adds Reflect status, in FF3 this only effects basic damage spells. Take this as you will
Heal: Full Status healing
Quake: 1546 Earth elemental damage, Ignores Reflect
Brak2: Adds Petrify status, 100% accuracy, Earth elemental, Ignores Reflect
Drain: 1803 non-elemental damage, heals user equal to damage done, fails on bosses, Ignores Reflect
Leviathan: 3854lightning elemental damage
Level 8 Magic:
W Wind: Lower's targets HP to anything between 4 and 8. Yes, this means the enemy dies from something that's above Hrist level damage, 100% Accuracy
Life 2: Resurrects PC at full HP.
Holy 1789 Holy elemental damage
Flare: 2183 non elemental damage
Death: Instant Death, 100% accuracy, ignores Reflect
Meteo: 1993 non elemental damage, ignores Reflect
Bahamut: 4622 Non elemental magic damageNote: Only spells hit by reflect are ones that do damage, that aren't tagged "Ignore Reflect" AND are not Summons (which are obvious)
NinjaShuriken (200 Atk, 100% Hit)
Shuriken (See above) (Crystal Shield (20 Def, 20% Evade, 30 Mdef, +5 Str, Agl, and Vit))
Crystal Helm (12 Def, 15% Evade, 15 Mdef)
Crystal Armor (28 Def, 20% Evade, 18 Mdef)
Crystal Glove (10 Def, 15% Evade, 10 Mdef)
Note: Ninja resists Petrify, Confuse, Sleep, Frog, Mini and Paralyze due to his Crystal Gear.
As far as equipment options…I'll be blunt. See every equip in this topic? Well, unless the word "Onion" is in its name, Ninja can use it, so…yeah <_<
Ok, fine, if he needs unlimited damage (Shurikens can only be equipped one per each hand, though, I personally allow restocking a turn; no different than FF Throw in this regard), his best option is easily Masamune + Excalibur. Just check Magic Knight and Knight for what those equips do <_<
Stats:
Strength: 62 (67)
Agility: 62 (67)
Vitality: 59 (64)
Intellect: 33
Spirit: 33
Attack: 14x219 (8x220)
Defense: 79 (102)
Magic Defense: 43 (73)
Evade: 3x65% (8x86%)
Magic Evade: 4x33%
Accuracy: 99%
Abilities:
Fight: 3192 (1627) damage
Defend: Quadruples Defense, lasts until next turn
Average Damage:
1. Summoner 4753
2. Sage 4622
3. Ninja 3192
4. Warlock 2491
5. Magic Knight 2380
6. Conjurer 2253
7. Dragoon 2223
8. Shaman's Holy 2029
9. Onion Kid 2002
10. Knight 1972
11. Black Wizard 1694
12. Karateka 1383
13. Monk 1353
14. White Wizard 1196
15. Scholar 1142
16. Thief 948
17. Viking 931
18. Hunter 748
19. Fighter 693
20. Geomancer 689
21. Red Wizard 670
22. Bard 595
Average: 1818
Defense:
1. Onion Kid 138
2. Red Wizard 103
3t. Viking 79
3t. Ninja 79
5. Knight 72
6. Magic Knight 67
7. Dragoon 65
8. Fighter 64
9. Warlock 60
10t. Shaman 55
10t. Sage 55
12. Karateka 49
13t.White Wizard 44
13t. Black Wizard 44
13t. Geomancer 44
13t. Bard 44
17t. Conjurer 40
17t. Summoner 40
19. Monk 39
20t. Hunter 32
20t. Scholar 32
22. Thief 31
Average: 58
Magic Defense:
1. Onion Kid 128
2. Red Wizard 99
3t. Fighter 43
3t. Knight 43
3t. Dragoon 43
3t. Viking 43
3t. Magic Knight 43
3t. Ninja 43
9t. Conjurer
9t. Warlock 28
9t. Shaman 28
9t. Summoner 28
9t. Sage 28
15t. White Wizard 26
15t. Black Wizard 26
17. Geomancer 22
18. Bard 15
19. Thief 14
20. Hunter 12
21t. Monk 11
21t. Karateka 11
Average:34