| Archer |
 |
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: +0% |
| MP: -10% |
| Attack Power: +25% |
| Magic Power: +0% |
| Speed: +0 |
Best Weapon: Pegasus Bow
Location: Deep Dungeon |
| Prerequisite: Level 2 Squire. |
Charge Abilities  |
| Ability |
JP Cost |
Description |
Usefulness (1-10) |
| Charge +1 |
100 |
Charges for 1 CT |
   |
| Charge +2 |
150 |
Charges for 2 CT |
    |
| Charge +3 |
200 |
Charges for 3 CT |
    |
| Charge +4 |
250 |
Charges for 4 CT |
    |
| Charge +5 |
300 |
Charges for 5 CT |
     |
| Charge +7 |
400 |
Charges for 7 CT |
    |
| Charge +10 |
600 |
Charges for 10 CT |
  |
| Charge +20 |
1200 |
Charges for 20 CT |
 |
Trigger Abilities  |
| Speed Save |
800 |
Gain +1 speed. Trigger: Damage |
      |
| Arrow Guard |
450 |
Evade Bow/Crossbow Attacks |
     |
Modifiers  |
| Equip Crossbow |
350 |
Equip Crossbows even if not an Archer. |

| Concentrate |
400 |
If an enemy is in targeted panel, 100% hit rate on physical attacks. |
       |
Movement Abilities  |
| Jump +1 |
200 |
Increase Jump by 1. |
  
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